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APAC Esports Market Outlook to 2030

Region:Asia

Author(s):Shubham

Product Code:KROD4047

Published On

October 2024

Total pages

82

About the Report

APAC Esports Market Overview

  • The APAC Esports market is currently valued at USD 650 million, based on a five-year historical analysis. This market is primarily driven by the rising popularity of competitive gaming across various platforms, including PC, console, and mobile. The growth of digital infrastructure, particularly high-speed internet access and 5G networks, has expanded the reach of esports to a broader audience, allowing for greater participation and viewership in the region. The emergence of esports as a mainstream entertainment medium, along with increasing sponsorships and media rights deals, further fuels the market growth in APAC.
  • Market dominance is concentrated in key countries such as China, South Korea, and Japan, due to their well-established gaming cultures, robust digital ecosystems, and strong government support. These countries offer significant opportunities for esports organizations, teams, and event organizers. The Southeast Asian markets, including Thailand, Vietnam, and the Philippines, are also witnessing a surge in demand as they rapidly adopt esports, driven by a growing number of young, tech-savvy individuals.
  • Government initiatives across APAC are also contributing to the rapid development of the esports market. For instance, Chinas Ministry of Education has recognized esports as an official sport, while South Koreas government actively promotes esports through dedicated venues and leagues. Additionally, in 2023, Vietnam's government announced plans to invest USD 500 million in esports infrastructure, including stadiums and training facilities, to boost the countrys position as a regional esports hub.

market overviews

APAC Esports Market Segmentation

  • By Game Genre: The market is segmented by game genre into multiplayer online battle arena (MOBA), first-person shooter (FPS), real-time strategy (RTS), sports simulations, and others. MOBA games such as League of Legends and Dota 2 dominate the esports scene in countries like China and South Korea, driven by strong community engagement and the presence of professional leagues. FPS games, including Counter-Strike: Global Offensive and Call of Duty, are also seeing increasing demand, particularly in Japan and Southeast Asia.

market overviews

  • By Platform: The esports market is further segmented by platform into PC, console, and mobile gaming. Mobile gaming is the fastest-growing segment, particularly in Southeast Asia, where lower-cost smartphones and widespread mobile internet penetration have made esports accessible to a broader demographic. PC-based esports, however, continues to lead in countries like South Korea and China, driven by a long-standing culture of PC gaming cafes and professional leagues.

market overviews

APAC Esports Market Competitive Landscape

The APAC Esports market is highly competitive, with global and regional players striving to capture market share through partnerships, sponsorships, and the development of new gaming infrastructure. Leading companies such as Tencent, NetEase, and Garena dominate the market with their popular game titles and investments in professional esports leagues.

Company Name

Establishment Year

Headquarters

Key Games

Revenue (2023)

Major Tournaments

R&D Investment

Key Regions

Partnerships

Tencent

1998

Shenzhen, China

           

NetEase

1997

Hangzhou, China

           

Garena

2009

Singapore

           

SK Telecom

1984

Seoul, South Korea

           

Moonton

2014

Shanghai, China

           

APAC Esports Industry Analysis

Growth Drivers

  • Rising Popularity of Mobile Gaming: Mobile gaming has emerged as the dominant driver in the APAC esports market, fueled by the region's robust smartphone user base, estimated at over 2.3 billion in 2024. With mobile data prices decreasing, particularly in markets like India and Indonesia, mobile gaming has become highly accessible. Countries such as India have over 931 million smartphone users, contributing significantly to esports participation. Mobile games like PUBG Mobile and Free Fire are popular titles across the region, driving mobile esports viewership and tournament participation. The rise of mobile gaming in APAC is underpinned by this substantial user base.
  • Increase in Sponsorships and Media Rights Deals: Sponsorships and media rights contribute a major portion of the esports revenue, with media rights alone accounting for USD 340 million in 2024 in APAC. High-profile brands such as Nike and Coca-Cola are increasingly investing in esports teams and tournaments across the region. Moreover, media platforms, including YouTube and Twitch, have secured exclusive streaming deals, further driving revenue. With majority of sponsorships targeting mobile esports tournaments in countries like South Korea and China, the APAC market is set to capitalize on sponsorship and media rights deals, providing significant financial backing to the esports ecosystem.
  • Expansion of High-Speed Internet and 5G Networks: With the rollout of 5G technology in major APAC economies, including South Korea, China, and Japan, the region's esports market is poised for accelerated growth. South Korea's 5G infrastructure reached 40 million users in 2023, facilitating seamless streaming and real-time gameplay. By 2024, Japan expects to cover majority of its population with 5G, enabling competitive gaming on mobile platforms. The expansion of high-speed internet in emerging markets like Vietnam and the Philippines further enhances connectivity, allowing gamers from previously underserved regions to participate in esports tournaments and events.

Market Challenges

  • Inconsistent Regulatory Framework: One of the key challenges in the APAC esports market is the lack of regulatory uniformity across countries. While South Korea and China have clear esports governance structures, other markets such as India and Thailand have limited or inconsistent policies governing esports tournaments and sponsorships. In 2023, India temporarily banned several mobile games, including PUBG Mobile, affecting the esports ecosystem. Inconsistencies in regulation hinder cross-border events and collaborations, presenting barriers to the APAC markets growth.
  • Cheating and Cybersecurity Issues (Online Tournament Security): The rise of online esports tournaments has also brought cybersecurity concerns to the forefront. In 2023, several high-profile tournaments in APAC faced cheating scandals involving hacking and software manipulation, affecting the integrity of the competitions. A major tournament in China reported over 50 cases of cheating, impacting the reputation of professional leagues. The lack of standardized cybersecurity measures across APAC countries makes it challenging to safeguard the integrity of esports events, requiring substantial investment in cybersecurity infrastructure.

APAC Esports Market Future Outlook

The APAC Esports market is poised for robust growth over the next five years, driven by increasing mobile gaming adoption, rising sponsorship and media rights revenues, and growing government support. As the regions digital infrastructure continues to expand, particularly with the rollout of 5G, the esports market is expected to see a further rise in both player participation and audience viewership. Moreover, as the lines between traditional sports and esports continue to blur, new opportunities will emerge for cross-industry partnerships and collaborations.

Future Market Opportunities

  • Investment in Esports Infrastructure: Investment in esports-specific infrastructure is a major opportunity in APAC. With the construction of esports arenas like the USD 50 million Shanghai International New Cultural and Creative E-sports Center, countries such as China and South Korea are leading the way in establishing professional facilities. The growing number of esports arenas offers APAC nations the potential to host international tournaments. In emerging markets like Indonesia, where infrastructure development is still in its early stages, there is a significant
  • Expansion into Emerging Markets: Emerging markets such as Vietnam, Thailand, and Indonesia represent untapped potential in the APAC esports industry. Vietnam, for example, saw a substantial increase in esports tournament participants in 2023, while Indonesia has established esports as part of its 2024 National Games. Thailand, with 62 million internet users, is another rapidly growing market. These countries are benefiting from increasing investments in digital infrastructure and a large youth population eager to participate in esports, offering significant growth potential for the market.

Scope of the Report

c

Multiplayer Online Battle Arena (MOBA)

First-Person Shooter (FPS)

Real-Time Strategy (RTS)
Sports Simulations
Other Genres

By Platform

PC
Console
Mobile

By Revenue Source

Sponsorships
Media Rights
Advertising
Merchandise and Ticket Sales
Game Publisher Fees

By Region

China
South Korea
Japan
Vietnam
Thailand
Indonesia
Philippines

By Tournament Type

Regional
National
International

 

Products

Key Target Audience

  • Game Developers and Publishers

  • Esports Teams and Players

  • Streaming Platforms (Twitch, YouTube Gaming)

  • Esports Event Organizers

  • Sponsors and Advertisers

  • Investments and Venture Capitalist Firms

  • Banks and Financial Institutes

  • Government and Regulatory Bodies (China Ministry of Education, South Korea Esports Association)

  • Hardware and Peripherals Manufacturers

Companies

Major Players in the APAC Esports Market

  • Tencent

  • NetEase

  • Garena

  • Blizzard Entertainment

  • Riot Games

  • Moonton

  • SK Telecom (T1)

  • Valve Corporation

  • Ubisoft

  • Electronic Arts

  • Activision

  • Razer

  • Krafton (PUBG)

  • PlayStation (Sony)

  • Logitech G

Table of Contents

 

1. APAC Esports Market Overview

 

1.1. Definition and Scope
1.2. Market Taxonomy
1.3. Market Growth Rate (CAGR, Market Growth Factors)
1.4. Market Segmentation Overview (Game Genre, Platform, Revenue Source, Country, Tournament Type)

 

2. APAC Esports Market Size (In USD Bn)

 

2.1. Historical Market Size
2.2. Year-On-Year Growth Analysis (Past Growth Drivers, Milestones)
2.3. Key Market Developments and Milestones (Major Sponsorship Deals, Government Initiatives)

 

3. APAC Esports Market Analysis

 

3.1. Growth Drivers

3.1.1. Rising Popularity of Mobile Gaming (Mobile User Growth)

3.1.2. Increase in Sponsorships and Media Rights Deals (Revenue Breakdown)

3.1.3. Government Initiatives for Esports (Policies, Investments in Infrastructure)

3.1.4. Expansion of High-Speed Internet and 5G Networks (Digital Infrastructure)

3.2. Market Challenges

3.2.1. Inconsistent Regulatory Framework (Regulations by Country)

3.2.2. Cheating and Cybersecurity Issues (Online Tournament Security)

3.2.3. High Cost of Professional Infrastructure (Esports Stadium Costs)

3.3. Opportunities

3.3.1. Investment in Esports Infrastructure (New Arenas, Training Centers)

3.3.2. Expansion into Emerging Markets (Vietnam, Thailand, Indonesia)

3.3.3. Increased Focus on Streaming Platforms (YouTube, Twitch)

3.3.4. Cross-Industry Collaborations (Traditional Sports & Esports Synergies)

3.4. Trends

3.4.1. Rise of Esports in Universities (Scholarship Programs, College Leagues)

3.4.2. Adoption of Blockchain and NFTs in Esports (Digital Collectibles, Virtual Goods)

3.4.3. Integration with Mainstream Media (Esports on TV Networks, Event Broadcasting)

3.4.4. Focus on Diversity and Inclusion (Gender Representation, Accessibility)

3.5. Government Regulation

3.5.1. National Esports Strategies (Government Policies for Development)

3.5.2. Licensing and Certification Requirements (Player and Tournament Licenses)

3.5.3. Infrastructure Development Grants (Government Funding for Esports Arenas)

3.5.4. Sponsorship and Broadcasting Regulations (Monetization Rules, Broadcasting Rights)

3.6. SWOT Analysis
3.7. Stakeholder Ecosystem (Teams, Players, Event Organizers, Sponsors)
3.8. Porters Five Forces

3.8.1. Bargaining Power of Buyers (Esports Viewers and Gamers)

3.8.2. Bargaining Power of Suppliers (Game Developers, Tech Providers)

3.8.3. Threat of New Entrants (Startup Esports Teams, Smaller Event Organizers)

3.8.4. Threat of Substitutes (Traditional Sports, Other Forms of Entertainment)

3.8.5. Industry Rivalry (Competition Among Teams and Leagues)
3.9. Competitive Ecosystem

 

4. APAC Esports Market Segmentation

 

4.1. By Game Genre (In Value %)

4.1.1. Multiplayer Online Battle Arena (MOBA)

4.1.2. First-Person Shooter (FPS)

4.1.3. Real-Time Strategy (RTS)

4.1.4. Sports Simulations

4.1.5. Other Genres

4.2. By Platform (In Value %)

4.2.1. PC

4.2.2. Console

4.2.3. Mobile

4.3. By Revenue Source (In Value %)

4.3.1. Sponsorships

4.3.2. Media Rights

4.3.3. Advertising

4.3.4. Merchandise and Ticket Sales

4.3.5. Game Publisher Fees

4.4. By Country (In Value %)

4.4.1. China

4.4.2. South Korea

4.4.3. Japan

4.4.4. Vietnam

4.4.5. Thailand

4.4.6. Indonesia

4.4.7. Philippines

4.5. By Tournament Type (In Value %)

4.5.1. Regional

4.5.2. National

4.5.3. International

 

5. APAC Esports Market Competitive Analysis

 

5.1. Detailed Profiles of Major Companies

5.1.1. Tencent

5.1.2. NetEase

5.1.3. Garena

5.1.4. SK Telecom (T1)

5.1.5. Moonton

5.1.6. Riot Games

5.1.7. Blizzard Entertainment

5.1.8. Activision

5.1.9. Electronic Arts

5.1.10. Valve Corporation

5.1.11. Ubisoft

5.1.12. Krafton (PUBG)

5.1.13. Razer

5.1.14. PlayStation (Sony)

5.1.15. Logitech G

5.2. Cross Comparison Parameters (Number of Employees, Headquarters, Game Titles, Revenue, Key Regions, Strategic Partnerships, Sponsorship Deals, Market Penetration)
5.3. Market Share Analysis
5.4. Strategic Initiatives
5.5. Mergers and Acquisitions
5.6. Investment Analysis
5.7. Venture Capital Funding
5.8. Government Grants
5.9. Private Equity Investments

 

6. APAC Esports Market Regulatory Framework

 

6.1. National Esports Policies
6.2. Compliance Requirements
6.3. Certification Processes
6.4. International Esports Regulations

 

7. APAC Esports Future Market Size (In USD Bn)

 

7.1. Future Market Size Projections
7.2. Key Factors Driving Future Market Growth (Technological Advancements, Demographic Trends, New Revenue Models)

 

8. APAC Esports Future Market Segmentation

 

8.1. By Game Genre (In Value %)

8.2. By Platform (In Value %)

8.3. By Revenue Source (In Value %)

8.4. By Country (In Value %)

8.5. By Tournament Type (In Value %)

 

9. APAC Esports Market Analysts' Recommendations

 

9.1. TAM/SAM/SOM Analysis
9.2. Customer Cohort Analysis
9.3. Marketing Initiatives
9.4. White Space Opportunity Analysis

Disclaimer Contact Us

 

Research Methodology

Step 1: Identification of Key Variables


The initial phase involves constructing an ecosystem map encompassing all major stakeholders within the APAC Esports Market. This step is underpinned by extensive desk research, utilizing a combination of secondary and proprietary databases to gather comprehensive industry-level information. The primary objective is to identify and define the critical variables that influence market dynamics.

Step 2: Market Analysis and Construction


In this phase, we compile and analyze historical data pertaining to the APAC Esports Market. This includes assessing market penetration, the ratio of teams to service providers, and the resultant revenue generation. Furthermore, an evaluation of service quality statistics will be conducted to ensure the reliability and accuracy of the revenue estimates.

Step 3: Hypothesis Validation and Expert Consultation


Market hypotheses will be developed and subsequently validated through computer-assisted telephone interviews (CATIS) with industry experts representing a diverse array of companies. These consultations will provide valuable operational and financial insights directly from industry practitioners, which will be instrumental in refining and corroborating the market data.

Step 4: Research Synthesis and Final Output


The final phase involves direct engagement with multiple esports stakeholders to acquire detailed insights into game genres, platform preferences, sponsorship deals, and other pertinent factors. This interaction will serve to verify and complement the statistics derived from the bottom-up approach, thereby ensuring a comprehensive, accurate, and validated analysis of the APAC Esports market.

 

Frequently Asked Questions

 

01. How big is the APAC Esports Market?

The APAC Esports market was valued at USD 650 million in 2023, driven by the increasing popularity of competitive gaming and the widespread adoption of mobile esports across the region.

 

 

02. What are the challenges in the APAC Esports Market?

Challenges in the APAC Esports market include inconsistent regulatory frameworks across countries, rising concerns over cheating and cybersecurity, and high operational costs for building professional esports infrastructure.

 

 

03. Who are the major players in the APAC Esports Market?

Major players in the APAC Esports market include Tencent, NetEase, Garena, Blizzard Entertainment, and Riot Games, all of which have extensive investments in esports leagues and game development.

 

 

04. What are the growth drivers of the APAC Esports Market?

Growth drivers in the APAC Esports market include the expansion of mobile gaming, rising sponsorship deals, government support for esports infrastructure, and increasing internet penetration across the region.

 

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