封面
市場調查報告書
商品編碼
1645726

全球電子競技市場按應用、串流媒體類型、設備類型和收益源- 機會分析和行業預測,2024 年至 2033 年

Esports Market By Application, By Streaming type, By Device Type, By Revenue Stream : Global Opportunity Analysis and Industry Forecast, 2024-2033

出版日期: | 出版商: Allied Market Research | 英文 300 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

預計 2023 年全球電競市場價值將達到 13 億美元,到 2033 年將達到 92 億美元,2023 年至 2033 年的複合年成長率為 21.2%。

電子競技,通常稱為電子競技或電子遊戲,是一種有組織的競技性電動遊戲,其中團隊參加比賽以爭奪現金獎勵或其他獎勵。與傳統運動一樣,優秀的運動員在各自的比賽中爭奪冠軍。此外,行動用戶的增加使得玩家和觀眾可以更輕鬆地從任何地方參與這些遊戲,不再需要被束縛在桌上型電腦或特定位置來玩或觀看電子競技。

電競市場 - IMG1

近年來,電子競技產業經歷了顯著成長,推動因素有幾個,包括網路遊戲日益普及、行動裝置存取體驗改善以及串流平台的興起。 Twitch 和 YouTube Gaming 等直播平台的蓬勃發展,大大擴展了電子競技的覆蓋範圍,使其能夠被世界各地的觀眾所接受。此外,由於智慧型手機的普及率不斷提高,手機遊戲正在成為一股重要力量,尤其是在亞太地區。另一個值得注意的趨勢是電子競技日益專業化,傳統運動團隊、媒體公司和知名品牌的投資不斷增加。此外,虛擬實境 (VR) 和擴增實境(AR) 的進步正在帶來身臨其境型的遊戲體驗,增強玩家參與度和觀眾互動。

Twitch 和 YouTube Gaming 等直播平台的興起擴大了觀眾範圍,使電子競技更容易被世界各地的觀眾所接受。此外,由於智慧型手機的普及率不斷提高,手機遊戲正變得越來越佔據​​主導地位,尤其是在亞太地區。另一個主要趨勢是電子競技日益專業化,傳統運動團隊、媒體公司和品牌的投資不斷增加。此外,虛擬實境 (VR) 和擴增實境(AR) 的進步正在創造新的身臨其境型遊戲體驗,提高玩家參與度和觀眾互動。

例如,2024 年 9 月,Ant Esports 在新德里 Okhla Phase II 開設了一家新的製造工廠。從這座最先進的工廠運送的第一個產品將是 Value 系列電源 (VS650L),這是印度政府「印度製造」計畫的顯著成就。

然而,對資料隱私和安全、監管和法律挑戰的擔憂預計會阻礙全球市場的成長。此外,擴大贊助和投資策略預計將為電子競技市場的成長提供許多機會。

審查細分

電子競技產業根據使用情況、串流媒體類型、設備類型、收益源和地區進行細分。從用途來看,可以分為平台和服務。直播類型分為直播和點播。依裝置類型分為智慧型手機、智慧型電視、桌上型/筆記型電腦/平板電腦、遊戲機。根據收益源,分為媒體版權、遊戲發行商費用、贊助、數位廣告、門票和商品。根據地區,分析範圍涵蓋北美、歐洲、亞太地區、拉丁美洲以及中東和非洲。

主要發現

根據應用,平台部分在 2023 年佔據了最大的市場佔有率。

按串流媒體類型分類,點播部分在 2023 年佔據了最大的市場佔有率。

根據設備類型,智慧型手機在 2023 年佔據了最大的市場佔有率。

按收益源,贊助部分在 2023 年佔據了最大的市場佔有率。

按地區分類,預計北美將在 2023 年創造最高收益。

競爭格局:

此報告可進行客製化(可能需要支付額外費用和製定時間表)

  • 最終用戶的偏好和痛點
  • 按地區分類的行業生命週期評估
  • 產品基準/產品規格及應用
  • 產品生命週期
  • 情境分析與成長趨勢比較
  • 科技趨勢分析
  • 打入市場策略
  • 按產品/細分市場進行市場細分
  • 主要企業的新產品開發/產品矩陣
  • 痛點分析
  • 監管指南
  • 策略建議
  • 根據客戶興趣客製的其他公司簡介
  • 按國家或地區進行的額外分析 - 市場規模和預測
  • 品牌佔有率分析
  • 交叉細分分析-市場規模與預測
  • 擴展公司簡介列表
  • 歷史市場資料
  • 全球/地區/國家玩家佔有率分析
  • SWOT 分析

目錄

第 1 章 簡介

第 2 章執行摘要

第3章 市場概況

  • 市場定義和範圍
  • 主要發現
    • 關鍵影響因素
    • 重大投資機會
  • 波特五力分析
  • 市場動態
    • 驅動程式
    • 限制因素
    • 機會

第4章 電競市場按應用

  • 概述
  • 平台
  • 服務

第5章 電競市場依串流媒體類型分類

  • 概述
  • 一經請求
  • 居住

第6章 電競市場依設備類型

  • 概述
  • 智慧型手機
  • 智慧型電視
  • 桌上型電腦、筆記型電腦和平板電腦
  • 遊戲機

第7章 電競市場依收益源

  • 概述
  • 媒體權利
  • 遊戲發行商費用
  • 贊助
  • 數位廣告
  • 門票和商品

第8章 電競市場(按地區)

  • 概述
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 其他
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 澳洲
    • 韓國
    • 其他
  • 拉丁美洲
    • 拉丁美洲
    • 中東
    • 非洲

第9章 競爭格局

  • 介紹
  • 關鍵成功策略
  • 前 10 家公司的產品映射
  • 競爭儀錶板
  • 競爭熱圖
  • 2023年主要企業的定位

第10章 公司簡介

  • CJ Corporation
  • Kabam Inc.
  • Modern Times Group
  • Gameloft SE
  • Gfinity
  • Activision Blizzard, Inc.
  • Electronic Arts
  • FACEIT
  • FACEIT Ltd.
  • NVIDIA Corporation
  • Nintendo Co. Ltd.
簡介目錄
Product Code: A14210

The global esports market was valued at $1.3 billion in 2023 and is projected to reach $9.2 billion by 2033, growing at a CAGR of 21.2% from 2023 to 2033. Electronic sports, commonly known as eSports or eGames, involve organized competitive video gaming where teams compete in tournaments for cash prizes and other rewards. Similar to traditional sports, top-tier athletes vie for the top positions in their chosen games. Additionally, the growing number of mobile users has made it easier for players and viewers to engage with these games from virtually anywhere, eliminating the need to be tied to a desktop computer or a specific location to play or watch esports.

Esports Market - IMG1

The esports industry has witnessed impressive growth in recent years, fueled by several key factors such as the increasing popularity of online gaming, greater accessibility through mobile devices, and the rise of streaming platforms. The growth of live streaming platforms including Twitch and YouTube Gaming has significantly broadened the reach of esports, making it accessible to a global audience. Mobile gaming is also emerging as a major force, especially in regions such as Asia-Pacific, driven by the increasing penetration of smartphones. Another notable trend is the professionalization of esports, with rising investments from traditional sports teams, media companies, and major brands. Furthermore, advancements in virtual reality (VR) and augmented reality (AR) are introducing immersive gaming experiences, enhancing both player engagement and spectator interaction.

Rise in the number of live streaming platforms such as Twitch and YouTube gaming has expanded audience reach, making esports more accessible to a global audience. Mobile gaming is also becoming a dominant force, particularly in regions such as Asia-Pacific, due to increased smartphone penetration. Another significant trend is the professionalization of esports, with growing investments from traditional sports teams, media companies, and brands. In addition, advancements in virtual reality (VR) and augmented reality (AR) are creating new immersive gaming experiences, enhancing player engagement and spectator interaction.

For instance, in September 2024, Ant Esports launched an inauguration of their new manufacturing facility in Okhla Phase II, New Delhi. The first product to roll out of this state-of-the-art facility is the Value Series Power Supply (VS650L), a notable achievement under the Government of India's "Make in India" initiative.

However, data privacy and security concerns and regulatory and legal challenges are expected to hamper the global market growth. Furthermore, growing sponsorship and investment strategies are expected to provide numerous opportunities for the growth of the esports market.

Segment Review:

The esports industry is segmented on the basis of application, streaming type, device type, revenue stream, and region. By application, it is bifurcated into platform and service. By streaming type, it is divided into live and on demand. By device type, it is categorized into smart phone, smart TV, desktop-laptop-tablets, gaming console. By revenue stream, it is classified into media rights, game publisher fee, sponsorship, digital advertisement, tickets, and merchandise. Region-wise, it is analysed across North America, Europe, Asia-Pacific, and LAMEA.

Key Findings:

By application, the platform segment accounted for the largest market share in 2023.

By streaming type, the on demand segment accounted for the largest market share in 2023.

By device type, the smart phone segment accounted for the largest market share in 2023.

By revenue stream, the sponsorship segment accounted for the largest market share in 2023.

Region-wise, North America generated the highest revenue in 2023.

Competitive Landscape:

Competitive analysis and profiles of the major players in the esports market include Tencent, Activision Blizzard, Inc., Modern Times Group, NVIDIA Corporation, Electronic Arts, Gameloft SE, FACEIT, CJ Corporation, Kabam, and Gfinity. These major players have adopted various key development strategies such as business expansion, new product launches, and partnerships, which help to drive the growth of the esports market globally.

Additional benefits you will get with this purchase are:

  • Quarterly Update and* (only available with a corporate license, on listed price)
  • 5 additional Company Profile of client Choice pre- or Post-purchase, as a free update.
  • Free Upcoming Version on the Purchase of Five and Enterprise User License.
  • 16 analyst hours of support* (post-purchase, if you find additional data requirements upon review of the report, you may receive support amounting to 16 analyst hours to solve questions, and post-sale queries)
  • 15% Free Customization* (in case the scope or segment of the report does not match your requirements, 15% is equivalent to 3 working days of free work, applicable once)
  • Free data Pack on the Five and Enterprise User License. (Excel version of the report)
  • Free Updated report if the report is 6-12 months old or older.
  • 24-hour priority response*
  • Free Industry updates and white papers.

Possible Customization with this report (with additional cost and timeline, please talk to the sales executive to know more)

  • End user preferences and pain points
  • Industry life cycle assessment, by region
  • Product Benchmarking / Product specification and applications
  • Product Life Cycles
  • Senario Analysis & Growth Trend Comparision
  • Technology Trend Analysis
  • Go To Market Strategy
  • Market share analysis of players by products/segments
  • New Product Development/ Product Matrix of Key Players
  • Pain Point Analysis
  • Regulatory Guidelines
  • Strategic Recommedations
  • Additional company profiles with specific to client's interest
  • Additional country or region analysis- market size and forecast
  • Brands Share Analysis
  • Criss-cross segment analysis- market size and forecast
  • Expanded list for Company Profiles
  • Historic market data
  • Market share analysis of players at global/region/country level
  • SWOT Analysis

Key Market Segments

By Revenue Stream

  • Media rights
  • Game publisher fee
  • Sponsorship
  • Digital advertisement
  • Tickets and merchandise

By Application

  • Platform
  • Service

By Streaming type

  • On demand
  • Live

By Device Type

  • Smart phone
  • Smart TV
  • Desktop -laptop-tablets
  • Gaming console

By Region

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Rest of Europe
  • LAMEA
    • Latin America
    • Middle East
    • Africa

Key Market Players:

    • CJ Corporation
    • Kabam Inc.
    • Modern Times Group
    • Gameloft SE
    • Gfinity
    • Activision Blizzard, Inc.
    • Electronic Arts
    • FACEIT
    • FACEIT Ltd.
    • NVIDIA Corporation
    • Nintendo Co. Ltd.

TABLE OF CONTENTS

CHAPTER 1: INTRODUCTION

  • 1.1. Report description
  • 1.2. Key market segments
  • 1.3. Key benefits to the stakeholders
  • 1.4. Research methodology
    • 1.4.1. Primary research
    • 1.4.2. Secondary research
    • 1.4.3. Analyst tools and models

CHAPTER 2: EXECUTIVE SUMMARY

  • 2.1. CXO perspective

CHAPTER 3: MARKET OVERVIEW

  • 3.1. Market definition and scope
  • 3.2. Key findings
    • 3.2.1. Top impacting factors
    • 3.2.2. Top investment pockets
  • 3.3. Porter's five forces analysis
  • 3.4. Market dynamics
    • 3.4.1. Drivers
    • 3.4.2. Restraints
    • 3.4.3. Opportunities

CHAPTER 4: ESPORTS MARKET, BY APPLICATION

  • 4.1. Overview
    • 4.1.1. Market size and forecast
  • 4.2. Platform
    • 4.2.1. Key market trends, growth factors and opportunities
    • 4.2.2. Market size and forecast, by region
    • 4.2.3. Market share analysis by country
  • 4.3. Service
    • 4.3.1. Key market trends, growth factors and opportunities
    • 4.3.2. Market size and forecast, by region
    • 4.3.3. Market share analysis by country

CHAPTER 5: ESPORTS MARKET, BY STREAMING TYPE

  • 5.1. Overview
    • 5.1.1. Market size and forecast
  • 5.2. On demand
    • 5.2.1. Key market trends, growth factors and opportunities
    • 5.2.2. Market size and forecast, by region
    • 5.2.3. Market share analysis by country
  • 5.3. Live
    • 5.3.1. Key market trends, growth factors and opportunities
    • 5.3.2. Market size and forecast, by region
    • 5.3.3. Market share analysis by country

CHAPTER 6: ESPORTS MARKET, BY DEVICE TYPE

  • 6.1. Overview
    • 6.1.1. Market size and forecast
  • 6.2. Smart phone
    • 6.2.1. Key market trends, growth factors and opportunities
    • 6.2.2. Market size and forecast, by region
    • 6.2.3. Market share analysis by country
  • 6.3. Smart TV
    • 6.3.1. Key market trends, growth factors and opportunities
    • 6.3.2. Market size and forecast, by region
    • 6.3.3. Market share analysis by country
  • 6.4. Desktop -laptop-tablets
    • 6.4.1. Key market trends, growth factors and opportunities
    • 6.4.2. Market size and forecast, by region
    • 6.4.3. Market share analysis by country
  • 6.5. Gaming console
    • 6.5.1. Key market trends, growth factors and opportunities
    • 6.5.2. Market size and forecast, by region
    • 6.5.3. Market share analysis by country

CHAPTER 7: ESPORTS MARKET, BY REVENUE STREAM

  • 7.1. Overview
    • 7.1.1. Market size and forecast
  • 7.2. Media rights
    • 7.2.1. Key market trends, growth factors and opportunities
    • 7.2.2. Market size and forecast, by region
    • 7.2.3. Market share analysis by country
  • 7.3. Game publisher fee
    • 7.3.1. Key market trends, growth factors and opportunities
    • 7.3.2. Market size and forecast, by region
    • 7.3.3. Market share analysis by country
  • 7.4. Sponsorship
    • 7.4.1. Key market trends, growth factors and opportunities
    • 7.4.2. Market size and forecast, by region
    • 7.4.3. Market share analysis by country
  • 7.5. Digital advertisement
    • 7.5.1. Key market trends, growth factors and opportunities
    • 7.5.2. Market size and forecast, by region
    • 7.5.3. Market share analysis by country
  • 7.6. Tickets and merchandise
    • 7.6.1. Key market trends, growth factors and opportunities
    • 7.6.2. Market size and forecast, by region
    • 7.6.3. Market share analysis by country

CHAPTER 8: ESPORTS MARKET, BY REGION

  • 8.1. Overview
    • 8.1.1. Market size and forecast By Region
  • 8.2. North America
    • 8.2.1. Key market trends, growth factors and opportunities
    • 8.2.2. Market size and forecast, by Application
    • 8.2.3. Market size and forecast, by Streaming type
    • 8.2.4. Market size and forecast, by Device Type
    • 8.2.5. Market size and forecast, by Revenue Stream
    • 8.2.6. Market size and forecast, by country
      • 8.2.6.1. U.S.
      • 8.2.6.1.1. Market size and forecast, by Application
      • 8.2.6.1.2. Market size and forecast, by Streaming type
      • 8.2.6.1.3. Market size and forecast, by Device Type
      • 8.2.6.1.4. Market size and forecast, by Revenue Stream
      • 8.2.6.2. Canada
      • 8.2.6.2.1. Market size and forecast, by Application
      • 8.2.6.2.2. Market size and forecast, by Streaming type
      • 8.2.6.2.3. Market size and forecast, by Device Type
      • 8.2.6.2.4. Market size and forecast, by Revenue Stream
  • 8.3. Europe
    • 8.3.1. Key market trends, growth factors and opportunities
    • 8.3.2. Market size and forecast, by Application
    • 8.3.3. Market size and forecast, by Streaming type
    • 8.3.4. Market size and forecast, by Device Type
    • 8.3.5. Market size and forecast, by Revenue Stream
    • 8.3.6. Market size and forecast, by country
      • 8.3.6.1. UK
      • 8.3.6.1.1. Market size and forecast, by Application
      • 8.3.6.1.2. Market size and forecast, by Streaming type
      • 8.3.6.1.3. Market size and forecast, by Device Type
      • 8.3.6.1.4. Market size and forecast, by Revenue Stream
      • 8.3.6.2. Germany
      • 8.3.6.2.1. Market size and forecast, by Application
      • 8.3.6.2.2. Market size and forecast, by Streaming type
      • 8.3.6.2.3. Market size and forecast, by Device Type
      • 8.3.6.2.4. Market size and forecast, by Revenue Stream
      • 8.3.6.3. France
      • 8.3.6.3.1. Market size and forecast, by Application
      • 8.3.6.3.2. Market size and forecast, by Streaming type
      • 8.3.6.3.3. Market size and forecast, by Device Type
      • 8.3.6.3.4. Market size and forecast, by Revenue Stream
      • 8.3.6.4. Italy
      • 8.3.6.4.1. Market size and forecast, by Application
      • 8.3.6.4.2. Market size and forecast, by Streaming type
      • 8.3.6.4.3. Market size and forecast, by Device Type
      • 8.3.6.4.4. Market size and forecast, by Revenue Stream
      • 8.3.6.5. Spain
      • 8.3.6.5.1. Market size and forecast, by Application
      • 8.3.6.5.2. Market size and forecast, by Streaming type
      • 8.3.6.5.3. Market size and forecast, by Device Type
      • 8.3.6.5.4. Market size and forecast, by Revenue Stream
      • 8.3.6.6. Rest of Europe
      • 8.3.6.6.1. Market size and forecast, by Application
      • 8.3.6.6.2. Market size and forecast, by Streaming type
      • 8.3.6.6.3. Market size and forecast, by Device Type
      • 8.3.6.6.4. Market size and forecast, by Revenue Stream
  • 8.4. Asia-Pacific
    • 8.4.1. Key market trends, growth factors and opportunities
    • 8.4.2. Market size and forecast, by Application
    • 8.4.3. Market size and forecast, by Streaming type
    • 8.4.4. Market size and forecast, by Device Type
    • 8.4.5. Market size and forecast, by Revenue Stream
    • 8.4.6. Market size and forecast, by country
      • 8.4.6.1. China
      • 8.4.6.1.1. Market size and forecast, by Application
      • 8.4.6.1.2. Market size and forecast, by Streaming type
      • 8.4.6.1.3. Market size and forecast, by Device Type
      • 8.4.6.1.4. Market size and forecast, by Revenue Stream
      • 8.4.6.2. Japan
      • 8.4.6.2.1. Market size and forecast, by Application
      • 8.4.6.2.2. Market size and forecast, by Streaming type
      • 8.4.6.2.3. Market size and forecast, by Device Type
      • 8.4.6.2.4. Market size and forecast, by Revenue Stream
      • 8.4.6.3. India
      • 8.4.6.3.1. Market size and forecast, by Application
      • 8.4.6.3.2. Market size and forecast, by Streaming type
      • 8.4.6.3.3. Market size and forecast, by Device Type
      • 8.4.6.3.4. Market size and forecast, by Revenue Stream
      • 8.4.6.4. Australia
      • 8.4.6.4.1. Market size and forecast, by Application
      • 8.4.6.4.2. Market size and forecast, by Streaming type
      • 8.4.6.4.3. Market size and forecast, by Device Type
      • 8.4.6.4.4. Market size and forecast, by Revenue Stream
      • 8.4.6.5. South Korea
      • 8.4.6.5.1. Market size and forecast, by Application
      • 8.4.6.5.2. Market size and forecast, by Streaming type
      • 8.4.6.5.3. Market size and forecast, by Device Type
      • 8.4.6.5.4. Market size and forecast, by Revenue Stream
      • 8.4.6.6. Rest of Europe
      • 8.4.6.6.1. Market size and forecast, by Application
      • 8.4.6.6.2. Market size and forecast, by Streaming type
      • 8.4.6.6.3. Market size and forecast, by Device Type
      • 8.4.6.6.4. Market size and forecast, by Revenue Stream
  • 8.5. LAMEA
    • 8.5.1. Key market trends, growth factors and opportunities
    • 8.5.2. Market size and forecast, by Application
    • 8.5.3. Market size and forecast, by Streaming type
    • 8.5.4. Market size and forecast, by Device Type
    • 8.5.5. Market size and forecast, by Revenue Stream
    • 8.5.6. Market size and forecast, by country
      • 8.5.6.1. Latin America
      • 8.5.6.1.1. Market size and forecast, by Application
      • 8.5.6.1.2. Market size and forecast, by Streaming type
      • 8.5.6.1.3. Market size and forecast, by Device Type
      • 8.5.6.1.4. Market size and forecast, by Revenue Stream
      • 8.5.6.2. Middle East
      • 8.5.6.2.1. Market size and forecast, by Application
      • 8.5.6.2.2. Market size and forecast, by Streaming type
      • 8.5.6.2.3. Market size and forecast, by Device Type
      • 8.5.6.2.4. Market size and forecast, by Revenue Stream
      • 8.5.6.3. Africa
      • 8.5.6.3.1. Market size and forecast, by Application
      • 8.5.6.3.2. Market size and forecast, by Streaming type
      • 8.5.6.3.3. Market size and forecast, by Device Type
      • 8.5.6.3.4. Market size and forecast, by Revenue Stream

CHAPTER 9: COMPETITIVE LANDSCAPE

  • 9.1. Introduction
  • 9.2. Top winning strategies
  • 9.3. Product mapping of top 10 player
  • 9.4. Competitive dashboard
  • 9.5. Competitive heatmap
  • 9.6. Top player positioning, 2023

CHAPTER 10: COMPANY PROFILES

  • 10.1. CJ Corporation
    • 10.1.1. Company overview
    • 10.1.2. Key executives
    • 10.1.3. Company snapshot
    • 10.1.4. Operating business segments
    • 10.1.5. Product portfolio
    • 10.1.6. Business performance
    • 10.1.7. Key strategic moves and developments
  • 10.2. Kabam Inc.
    • 10.2.1. Company overview
    • 10.2.2. Key executives
    • 10.2.3. Company snapshot
    • 10.2.4. Operating business segments
    • 10.2.5. Product portfolio
    • 10.2.6. Business performance
    • 10.2.7. Key strategic moves and developments
  • 10.3. Modern Times Group
    • 10.3.1. Company overview
    • 10.3.2. Key executives
    • 10.3.3. Company snapshot
    • 10.3.4. Operating business segments
    • 10.3.5. Product portfolio
    • 10.3.6. Business performance
    • 10.3.7. Key strategic moves and developments
  • 10.4. Gameloft SE
    • 10.4.1. Company overview
    • 10.4.2. Key executives
    • 10.4.3. Company snapshot
    • 10.4.4. Operating business segments
    • 10.4.5. Product portfolio
    • 10.4.6. Business performance
    • 10.4.7. Key strategic moves and developments
  • 10.5. Gfinity
    • 10.5.1. Company overview
    • 10.5.2. Key executives
    • 10.5.3. Company snapshot
    • 10.5.4. Operating business segments
    • 10.5.5. Product portfolio
    • 10.5.6. Business performance
    • 10.5.7. Key strategic moves and developments
  • 10.6. Activision Blizzard, Inc.
    • 10.6.1. Company overview
    • 10.6.2. Key executives
    • 10.6.3. Company snapshot
    • 10.6.4. Operating business segments
    • 10.6.5. Product portfolio
    • 10.6.6. Business performance
    • 10.6.7. Key strategic moves and developments
  • 10.7. Electronic Arts
    • 10.7.1. Company overview
    • 10.7.2. Key executives
    • 10.7.3. Company snapshot
    • 10.7.4. Operating business segments
    • 10.7.5. Product portfolio
    • 10.7.6. Business performance
    • 10.7.7. Key strategic moves and developments
  • 10.8. FACEIT
    • 10.8.1. Company overview
    • 10.8.2. Key executives
    • 10.8.3. Company snapshot
    • 10.8.4. Operating business segments
    • 10.8.5. Product portfolio
    • 10.8.6. Business performance
    • 10.8.7. Key strategic moves and developments
  • 10.9. FACEIT Ltd.
    • 10.9.1. Company overview
    • 10.9.2. Key executives
    • 10.9.3. Company snapshot
    • 10.9.4. Operating business segments
    • 10.9.5. Product portfolio
    • 10.9.6. Business performance
    • 10.9.7. Key strategic moves and developments
  • 10.10. NVIDIA Corporation
    • 10.10.1. Company overview
    • 10.10.2. Key executives
    • 10.10.3. Company snapshot
    • 10.10.4. Operating business segments
    • 10.10.5. Product portfolio
    • 10.10.6. Business performance
    • 10.10.7. Key strategic moves and developments
  • 10.11. Nintendo Co. Ltd.
    • 10.11.1. Company overview
    • 10.11.2. Key executives
    • 10.11.3. Company snapshot
    • 10.11.4. Operating business segments
    • 10.11.5. Product portfolio
    • 10.11.6. Business performance
    • 10.11.7. Key strategic moves and developments