
Region:Asia
Author(s):Shubham
Product Code:KROD4047
October 2024
82

APAC Esports Market Segmentation


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 |
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|
NetEase |
1997 |
Hangzhou, China |
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|
Garena |
2009 |
Singapore |
||||||
|
SK Telecom |
1984 |
Seoul, South Korea |
||||||
|
Moonton |
2014 |
Shanghai, China |
APAC Esports Industry Analysis
Growth Drivers
Market Challenges
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
|
Multiplayer Online Battle Arena (MOBA) First-Person Shooter (FPS) Real-Time Strategy (RTS) |
|
|
By Platform |
PC |
|
By Revenue Source |
Sponsorships |
|
By Region |
China |
|
By Tournament Type |
Regional |
Tencent
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)
2.1. 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)
3.1. 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
4.1. 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
5.1. 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
6.1. National Esports Policies
6.2. Compliance Requirements
6.3. Certification Processes
6.4. International Esports Regulations
7.1. Future Market Size Projections
7.2. Key Factors Driving Future Market Growth (Technological Advancements, Demographic Trends, New Revenue Models)
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 %)
9.1. TAM/SAM/SOM Analysis
9.2. Customer Cohort Analysis
9.3. Marketing Initiatives
9.4. White Space Opportunity Analysis
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.
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.
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.
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.
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.
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.
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.
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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