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市場調查報告書
商品編碼
1614070

電子競技市場:按組件、按串流類型、按收益源、按設備類型、按平台 - 2025-2030 年全球預測

E-Sports Market by Components (Platform, Service), Streaming Type (Live, On-demand), Revenue Stream, Device Type, Platform - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 186 Pages | 商品交期: 最快1-2個工作天內

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2023年電競市場規模為24.5億美元,預計2024年將達28.5億美元,複合年成長率為16.80%,2030年將達72.7億美元。

電子競技產業是競技電玩遊戲的一個充滿活力的部分,包括有組織的多人電玩比賽,尤其是職業選手之間的比賽。它包括 MOBA、FPS 和生存遊戲等多種遊戲,並且經常在 Twitch 和 YouTube 等平台上直播。電子競技的需求和用途顯而易見,因為它作為娛樂強國、廣告平台、社區建設者以及熟練遊戲玩家的職業道路。其最終用途包括消費者參與、產品銷售、廣告、媒體廣播,甚至教育內容。影響成長的關鍵因素包括技術進步、數位平台的激增、贊助投資的增加以及電子競技作為合法競爭形式的接受度和認可度的提高。主要的潛在機會包括開拓拉丁美洲和非洲等開拓的市場、加強行動遊戲電競平台以及創造獨特的觀眾參與技術(例如虛擬實境觀看體驗)。然而,監管問題、對遊戲發行商的依賴、網路安全威脅以及由於娛樂偏好變化而保持觀眾參與度等挑戰構成了主要障礙。傳統運動和娛樂玩家進入電競領域的競爭壓力也帶來了進一步的挑戰。儘管存在這些障礙,但利用人工智慧分析玩家表現、增強虛擬觀看體驗以及開發新的身臨其境型遊戲類型等領域的創新為業務成長提供了肥沃的土壤。這個市場本​​質上是流動性和快節奏的,其特點是觀看模式、商業化戰略和玩家互動的不斷演變,而持續的成功需要敏捷性和前瞻性的策略。公司和投資者可以透過不斷適應新趨勢、研究和開發技術進步以及建立策略夥伴關係來提高市場佔有率和消費者參與度,從而為自己的成功做好準備。

主要市場統計
基準年[2023] 24.5億美元
預計年份 [2024] 28.5億美元
預測年份 [2030] 72.7億美元
複合年成長率(%) 16.80%

市場動態:揭示快速發展的電競市場的關鍵市場洞察

電子競技市場正因供需的動態交互作用而轉變。了解這些不斷變化的市場動態可以幫助企業做出明智的投資決策、策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,同時也能幫助消費行為及其對製造業的影響。

  • 市場促進因素
    • 全球對電子競技的社會接受度不斷提高
    • 電競錦標賽和獎金池數量的增加
  • 市場限制因素
    • 建造和維護電子競技基礎設施的高成本
  • 市場機會
    • 加強與傳統媒體和廣播公司的夥伴關係
    • 遊戲技術、VR/AR 整合和串流平台的技術進步
  • 市場挑戰
    • 有關電子競技的規定因地區和國家而異

波特五力:駕馭電競市場的策略工具

波特的五力架構是了解電競市場競爭格局的重要工具。波特的五力框架為評估公司的競爭地位和探索策略機會提供了清晰的方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解電競市場的外部影響

外部宏觀環境因素在塑造電競市場的表現動態方面發揮著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助公司預測法規、消費者偏好和經濟趨勢的變化,並幫助他們做出積極主動的決策。

市場佔有率分析 了解電競市場的競爭狀況

電子競技市場的詳細市場佔有率分析可以對供應商的表現進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、分散和整合的趨勢,為供應商提供了製定策略決策所需的洞察力,使他們能夠在日益激烈的競爭中佔有一席之地。

FPNV定位矩陣電競市場供應商績效評估

FPNV定位矩陣是評估電競市場供應商的重要工具。此矩陣允許業務組織根據商務策略和產品滿意度評估供應商,從而做出與其目標相符的明智決策。這四個象限使您能夠清晰、準確地分類供應商,並確定最能滿足您的策略目標的合作夥伴和解決方案。

策略分析和建議繪製電子競技市場的成功之路

電子競技市場的策略分析對於旨在加強其在全球市場的影響力的公司至關重要。透過審查關鍵資源、能力和績效指標,公司可以識別成長機會並努力改進。這種方法使您能夠克服競爭環境中的挑戰,利用新的商機並取得長期成功。

本報告對市場進行了全面分析,涵蓋關鍵重點領域:

1. 市場滲透率:詳細檢視當前市場環境、主要企業的廣泛資料、評估其在市場中的影響力和整體影響力。

2. 市場開拓:辨識新興市場的成長機會,評估現有領域的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監理核准、專利趨勢、主要企業的技術進步等。

5. 產品開發與創新:重點在於有望推動未來市場成長的最尖端科技、研發活動和產品創新。

我們也回答重要問題,以幫助相關人員做出明智的決策:

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品、區隔市場和地區提供最佳投資機會?

3.塑造市場的主要技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 電子競技的社會接受度在全球擴大
      • 電競錦標賽和獎金池數量的增加
    • 抑制因素
      • 建造和維護電子競技基礎設施的高成本
    • 機會
      • 擴大與傳統媒體和廣播公司的合作夥伴關係
      • 遊戲技術、VR/AR 整合和串流平台的技術進步
    • 任務
      • 有關電子競技的規定因地區和國家而異
  • 市場區隔分析
    • 組成部分:競技遊戲基礎平台日益普及的
    • 串流媒體類型:觀眾更喜歡直播,因為它具有互動性和引人入勝的體驗
    • 收入來源:由於線上平台的廣泛覆蓋,對數位廣告的依賴已成為主要收入來源。
    • 平台:透過全球可存取、即時互動的線上分發平台進行傳播
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社群
    • 技術的
    • 合法地
    • 環境

第6章電競市場:按組成部分

  • 平台
  • 服務

第7章 電競市場(按直播類型)

  • 居住
  • 一經請求

第8章依收益來源分類的電競市場

  • 數位廣告
  • 遊戲發行商費用
  • 媒體權利
  • 贊助
  • 門票及商品

第9章按設備類型分類的電競市場

  • 桌面
  • 遊戲機
  • 筆記型電腦
  • 智慧電視
  • 智慧型手機
  • 藥片

第10章電競市場:依平台

  • 離線
  • 線上

第11章美洲電競市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第12章亞太電競市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第13章 歐洲、中東、非洲電競市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第14章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
    • Oxygen Esports 在 Gamertech 的 Magma 手套商業發布之前擴大與 Gamertech 的合作夥伴關係
    • 沙烏地王儲啟動電競世界杯
    • 中央邦開設印度第一所電競學院
  • 戰略分析和建議

公司名單

  • Acer Inc.
  • Activision Blizzard, Inc.
  • Challengermode AB
  • Cloud9 Esports, Inc.
  • Electronic Arts Inc.
  • Esportal AB
  • FACE IT LIMITED
  • FanBuff Technology India Private Limited
  • Fnatic Ltd,
  • G ESPORTS HOLDING GMBH
  • Gameloft SE
  • Khiladi Adda by Techbeliever Technologies Private Limited
  • Nazara Technologies Limited
  • Nintendo Co., Ltd.
  • NVIDIA Corporation
  • Stoughton Street Tech Labs Private Limited
  • TechnoXo Private Limited
  • Tencent Holding Limited
  • The ESL Gaming GmbH
  • Valve Corporation
Product Code: MRR-BB4648AFF399

The E-Sports Market was valued at USD 2.45 billion in 2023, expected to reach USD 2.85 billion in 2024, and is projected to grow at a CAGR of 16.80%, to USD 7.27 billion by 2030.

The e-sports industry, a dynamic segment of competitive video gaming, encompasses organized, multiplayer video game competitions, particularly between professional players. Its scope includes a wide array of games such as MOBAs, FPSs, battle royales, and more, often streamed live to audiences on platforms like Twitch and YouTube. The necessity and application of e-sports are evident in its role as an entertainment powerhouse, a platform for advertising, a community builder, and a career path for skilled gamers. Its end-use scope extends across consumer engagement, merchandise sales, advertising, media broadcasting, and even educational content. Key factors influencing growth include technological advancements, the proliferation of digital platforms, increasing sponsorship investments, and broader acceptance and recognition of e-sports as a legitimate form of competition. Major potential opportunities lie in tapping into untapped markets like Latin America and Africa, enhancing mobile gaming e-sports platforms, and creating unique viewer engagement technologies such as virtual reality spectating experiences. However, challenges such as regulatory issues, dependence on game publishers, cybersecurity threats, and maintaining audience engagement due to shifting entertainment preferences pose significant hurdles. Competitive pressures from traditional sports and entertainment players entering the e-sports arena also create additional challenges. Despite these hurdles, innovation in areas such as AI-driven analytics for player performance, enhanced virtual viewing experiences, and the development of new, immersive game genres offer fertile ground for business growth. The market is inherently fluid and fast-paced, characterized by a constant evolution in viewing modes, monetization strategies, and player interactions, necessitating agility and forward-thinking strategies for sustained success. Businesses and investors are best poised for success by continually adapting to emerging trends, committing to research and development in technological advancements, and formulating strategic partnerships that enhance market presence and consumer engagement.

KEY MARKET STATISTICS
Base Year [2023] USD 2.45 billion
Estimated Year [2024] USD 2.85 billion
Forecast Year [2030] USD 7.27 billion
CAGR (%) 16.80%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving E-Sports Market

The E-Sports Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Growing social acceptance of E-sports globally
    • Increase in the number of E-sports tournaments and their prize pools
  • Market Restraints
    • High cost associated with building and maintaining esports infrastructure
  • Market Opportunities
    • Increasing partnerships with traditional media and broadcasting companies
    • Technological advancements in gaming technology, VR/AR integration, and streaming platforms
  • Market Challenges
    • Varying regulations across different regions and countries for E-sports

Porter's Five Forces: A Strategic Tool for Navigating the E-Sports Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the E-Sports Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the E-Sports Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the E-Sports Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the E-Sports Market

A detailed market share analysis in the E-Sports Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the E-Sports Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the E-Sports Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the E-Sports Market

A strategic analysis of the E-Sports Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the E-Sports Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Activision Blizzard, Inc., Challengermode AB, Cloud9 Esports, Inc., Electronic Arts Inc., Esportal AB, FACE IT LIMITED, FanBuff Technology India Private Limited, Fnatic Ltd,, G ESPORTS HOLDING GMBH, Gameloft SE, Khiladi Adda by Techbeliever Technologies Private Limited, Nazara Technologies Limited, Nintendo Co., Ltd., NVIDIA Corporation, Stoughton Street Tech Labs Private Limited, TechnoXo Private Limited, Tencent Holding Limited, The ESL Gaming GmbH, and Valve Corporation.

Market Segmentation & Coverage

This research report categorizes the E-Sports Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Components, market is studied across Platform and Service.
  • Based on Streaming Type, market is studied across Live and On-demand.
  • Based on Revenue Stream, market is studied across Digital Advertisement, Game Publisher Fee, Media Rights, Sponsorship, and Tickets & Merchandise.
  • Based on Device Type, market is studied across Desktop, Gaming console, Laptop, Smart TV, Smartphone, and Tablets.
  • Based on Platform, market is studied across Offline and Online.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Growing social acceptance of E-sports globally
      • 5.1.1.2. Increase in the number of E-sports tournaments and their prize pools
    • 5.1.2. Restraints
      • 5.1.2.1. High cost associated with building and maintaining esports infrastructure
    • 5.1.3. Opportunities
      • 5.1.3.1. Increasing partnerships with traditional media and broadcasting companies
      • 5.1.3.2. Technological advancements in gaming technology, VR/AR integration, and streaming platforms
    • 5.1.4. Challenges
      • 5.1.4.1. Varying regulations across different regions and countries for E-sports
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Components: Increasing popularity of platform being foundation for competitive gaming
    • 5.2.2. Streaming Type: Viewer preferences for live streaming owing to interactive and engaging experiences
    • 5.2.3. Revenue Stream: dependency on digital advertising being significant source of income owing to extensive reach of online platforms
    • 5.2.4. Platform: Proliferation through online distribution platforms owing to global accessibility and real-time interaction
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. E-Sports Market, by Components

  • 6.1. Introduction
  • 6.2. Platform
  • 6.3. Service

7. E-Sports Market, by Streaming Type

  • 7.1. Introduction
  • 7.2. Live
  • 7.3. On-demand

8. E-Sports Market, by Revenue Stream

  • 8.1. Introduction
  • 8.2. Digital Advertisement
  • 8.3. Game Publisher Fee
  • 8.4. Media Rights
  • 8.5. Sponsorship
  • 8.6. Tickets & Merchandise

9. E-Sports Market, by Device Type

  • 9.1. Introduction
  • 9.2. Desktop
  • 9.3. Gaming console
  • 9.4. Laptop
  • 9.5. Smart TV
  • 9.6. Smartphone
  • 9.7. Tablets

10. E-Sports Market, by Platform

  • 10.1. Introduction
  • 10.2. Offline
  • 10.3. Online

11. Americas E-Sports Market

  • 11.1. Introduction
  • 11.2. Argentina
  • 11.3. Brazil
  • 11.4. Canada
  • 11.5. Mexico
  • 11.6. United States

12. Asia-Pacific E-Sports Market

  • 12.1. Introduction
  • 12.2. Australia
  • 12.3. China
  • 12.4. India
  • 12.5. Indonesia
  • 12.6. Japan
  • 12.7. Malaysia
  • 12.8. Philippines
  • 12.9. Singapore
  • 12.10. South Korea
  • 12.11. Taiwan
  • 12.12. Thailand
  • 12.13. Vietnam

13. Europe, Middle East & Africa E-Sports Market

  • 13.1. Introduction
  • 13.2. Denmark
  • 13.3. Egypt
  • 13.4. Finland
  • 13.5. France
  • 13.6. Germany
  • 13.7. Israel
  • 13.8. Italy
  • 13.9. Netherlands
  • 13.10. Nigeria
  • 13.11. Norway
  • 13.12. Poland
  • 13.13. Qatar
  • 13.14. Russia
  • 13.15. Saudi Arabia
  • 13.16. South Africa
  • 13.17. Spain
  • 13.18. Sweden
  • 13.19. Switzerland
  • 13.20. Turkey
  • 13.21. United Arab Emirates
  • 13.22. United Kingdom

14. Competitive Landscape

  • 14.1. Market Share Analysis, 2023
  • 14.2. FPNV Positioning Matrix, 2023
  • 14.3. Competitive Scenario Analysis
    • 14.3.1. Oxygen Esports Expands Partnership With Gamertech Ahead of The Commercial Launch Of Gamertech's Magma Glove
    • 14.3.2. Saudi Crown Prince Launches Esports World Cup
    • 14.3.3. Madhya Pradesh to Launch India's First Esports Academy
  • 14.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Acer Inc.
  • 2. Activision Blizzard, Inc.
  • 3. Challengermode AB
  • 4. Cloud9 Esports, Inc.
  • 5. Electronic Arts Inc.
  • 6. Esportal AB
  • 7. FACE IT LIMITED
  • 8. FanBuff Technology India Private Limited
  • 9. Fnatic Ltd,
  • 10. G ESPORTS HOLDING GMBH
  • 11. Gameloft SE
  • 12. Khiladi Adda by Techbeliever Technologies Private Limited
  • 13. Nazara Technologies Limited
  • 14. Nintendo Co., Ltd.
  • 15. NVIDIA Corporation
  • 16. Stoughton Street Tech Labs Private Limited
  • 17. TechnoXo Private Limited
  • 18. Tencent Holding Limited
  • 19. The ESL Gaming GmbH
  • 20. Valve Corporation

LIST OF FIGURES

  • FIGURE 1. E-SPORTS MARKET RESEARCH PROCESS
  • FIGURE 2. E-SPORTS MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL E-SPORTS MARKET SIZE, BY COMPONENTS, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL E-SPORTS MARKET SIZE, BY COMPONENTS, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, 2023 VS 2030 (%)
  • FIGURE 15. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 19. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 23. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 24. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 25. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. E-SPORTS MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. E-SPORTS MARKET DYNAMICS
  • TABLE 7. GLOBAL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL E-SPORTS MARKET SIZE, BY SERVICE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL E-SPORTS MARKET SIZE, BY LIVE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL E-SPORTS MARKET SIZE, BY ON-DEMAND, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL E-SPORTS MARKET SIZE, BY DIGITAL ADVERTISEMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL E-SPORTS MARKET SIZE, BY GAME PUBLISHER FEE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL E-SPORTS MARKET SIZE, BY MEDIA RIGHTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL E-SPORTS MARKET SIZE, BY SPONSORSHIP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL E-SPORTS MARKET SIZE, BY TICKETS & MERCHANDISE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL E-SPORTS MARKET SIZE, BY DESKTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL E-SPORTS MARKET SIZE, BY GAMING CONSOLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL E-SPORTS MARKET SIZE, BY LAPTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL E-SPORTS MARKET SIZE, BY SMART TV, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL E-SPORTS MARKET SIZE, BY SMARTPHONE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL E-SPORTS MARKET SIZE, BY TABLETS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL E-SPORTS MARKET SIZE, BY OFFLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL E-SPORTS MARKET SIZE, BY ONLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. AMERICAS E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 32. AMERICAS E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 33. AMERICAS E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 34. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 35. ARGENTINA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 36. ARGENTINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. ARGENTINA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 38. ARGENTINA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 39. ARGENTINA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 40. BRAZIL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 41. BRAZIL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 42. BRAZIL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 43. BRAZIL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. BRAZIL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 45. CANADA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 46. CANADA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 47. CANADA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 48. CANADA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 49. CANADA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 50. MEXICO E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 51. MEXICO E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 52. MEXICO E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 53. MEXICO E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. MEXICO E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 55. UNITED STATES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 56. UNITED STATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. UNITED STATES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 58. UNITED STATES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 59. UNITED STATES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 60. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 61. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 62. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 64. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 65. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 66. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 67. AUSTRALIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 68. AUSTRALIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. AUSTRALIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 70. AUSTRALIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 71. AUSTRALIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 72. CHINA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 73. CHINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 74. CHINA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 75. CHINA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 76. CHINA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 77. INDIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 78. INDIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 79. INDIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 80. INDIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. INDIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 82. INDONESIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 83. INDONESIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 84. INDONESIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 85. INDONESIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 86. INDONESIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 87. JAPAN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 88. JAPAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 89. JAPAN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 90. JAPAN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. JAPAN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 92. MALAYSIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 93. MALAYSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. MALAYSIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 95. MALAYSIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 96. MALAYSIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 97. PHILIPPINES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 98. PHILIPPINES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 99. PHILIPPINES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 100. PHILIPPINES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 101. PHILIPPINES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 102. SINGAPORE E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 103. SINGAPORE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 104. SINGAPORE E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 105. SINGAPORE E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. SINGAPORE E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 107. SOUTH KOREA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 108. SOUTH KOREA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. SOUTH KOREA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 110. SOUTH KOREA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 111. SOUTH KOREA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 112. TAIWAN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 113. TAIWAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 114. TAIWAN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 115. TAIWAN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. TAIWAN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 117. THAILAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 118. THAILAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 119. THAILAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 120. THAILAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. THAILAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 122. VIETNAM E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 123. VIETNAM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. VIETNAM E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 125. VIETNAM E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 126. VIETNAM E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 127. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 128. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 129. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 130. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 131. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 132. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 133. DENMARK E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 134. DENMARK E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 135. DENMARK E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 136. DENMARK E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 137. DENMARK E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 138. EGYPT E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 139. EGYPT E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 140. EGYPT E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 141. EGYPT E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. EGYPT E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 143. FINLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 144. FINLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. FINLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 146. FINLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 147. FINLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 148. FRANCE E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 149. FRANCE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 150. FRANCE E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 151. FRANCE E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 152. FRANCE E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 153. GERMANY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 154. GERMANY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 155. GERMANY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 156. GERMANY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 157. GERMANY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 158. ISRAEL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 159. ISRAEL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 160. ISRAEL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 161. ISRAEL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 162. ISRAEL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 163. ITALY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 164. ITALY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 165. ITALY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 166. ITALY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 167. ITALY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 168. NETHERLANDS E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 169. NETHERLANDS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 170. NETHERLANDS E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 171. NETHERLANDS E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 172. NETHERLANDS E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 173. NIGERIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 174. NIGERIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 175. NIGERIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 176. NIGERIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 177. NIGERIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 178. NORWAY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 179. NORWAY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 180. NORWAY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 181. NORWAY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 182. NORWAY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 183. POLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 184. POLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 185. POLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 186. POLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 187. POLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 188. QATAR E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 189. QATAR E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 190. QATAR E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 191. QATAR E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 192. QATAR E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 193. RUSSIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 194. RUSSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 195. RUSSIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 196. RUSSIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 197. RUSSIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 198. SAUDI ARABIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 199. SAUDI ARABIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 200. SAUDI ARABIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 201. SAUDI ARABIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 202. SAUDI ARABIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 203. SOUTH AFRICA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 204. SOUTH AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 205. SOUTH AFRICA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 206. SOUTH AFRICA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 207. SOUTH AFRICA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 208. SPAIN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 209. SPAIN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 210. SPAIN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 211. SPAIN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 212. SPAIN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 213. SWEDEN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 214. SWEDEN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 215. SWEDEN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 216. SWEDEN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 217. SWEDEN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 218. SWITZERLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 219. SWITZERLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 220. SWITZERLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 221. SWITZERLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 222. SWITZERLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 223. TURKEY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 224. TURKEY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 225. TURKEY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 226. TURKEY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 227. TURKEY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 228. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 229. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 230. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 231. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 232. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 233. UNITED KINGDOM E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 234. UNITED KINGDOM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
  • TABLE 235. UNITED KINGDOM E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
  • TABLE 236. UNITED KINGDOM E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
  • TABLE 237. UNITED KINGDOM E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 238. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 239. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2023