Asia Pacific E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country: Trend Forecast and Growth Opportunity

About the Report

About the Report

Asia Pacific e-sports market will grow by 20.7% annually with a total addressable market cap of USD 13.83 billion over 2020-2030 driven by the rising need for remote sports and virtual games amid the COVID-19 pandemic.

Highlighted with 40 tables and 80 figures, this 142-page report Asia Pacific E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country: Trend Forecast and Growth Opportunity is based on a comprehensive research of the entire Asia Pacific e-sports market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2030 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:

Market Structure

Growth Drivers

Restraints and Challenges

Emerging Product Trends & Market Opportunities

Porter's Fiver Forces

The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify Asia Pacific e-sports market in every aspect of the classification from perspectives of Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country.

Based on Game Type, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

Multiplayer Online Battle Arena (MOBA)

Player vs. Player (PvP)

First Person Shooters (FPS)

Real Time Strategy (RTS)

Massive Multiplayer Online Games (MMOG)

Other Game Types

Based on Revenue Source, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

Game Publisher Fee

Merchandize & Tickets

Advertisement

Sponsorships

IT Industry

Consumer Electronics

Drink & Beverage

Financial Institutes & Banks

Retail Industry

Others

Media Rights

Subscriptions

Online Advertisements

Other Revenue Sources

Based on Device, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

PCs

Consoles

Laptops & Tablets

Smartphones

Other Devices

Based on Streaming Platform, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.

YouTube

Twitch

Hayu

DouYu

Other Streaming Platforms

Based on Audience Type, the Asia Pacific market is segmented into the following sub-markets with annual revenue (USD mn) and viewership (million) for 2019-2030 included in each section.

Regular Viewers

Occasional Viewers

Based on Viewer Gender, the Asia Pacific market is segmented into the following sub-markets with annual revenue (USD mn) and viewership (million) for 2019-2030 included in each section.

Male Viewers

Female Viewers

Based on Age Group, the Asia Pacific market is segmented into the following sub-markets with annual revenue (USD mn) and viewership (million) for 2019-2030 included in each section.

<18 Year Old Viewers

19-25 Year Old Viewers

26-35 Year Old Viewers

>35 Year Old Viewers

Geographically, the following national/local markets are fully investigated:

Japan

China

South Korea

Australia

India

Rest of APAC (further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)

For each aforementioned country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of key national markets by Game Type, Revenue Source, and Device over the forecast years are also included.

The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in Asia Pacific e-sports market are assayed quantitatively and qualitatively through GMD's Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

Key Players (this may not be a complete list and extra companies can be added upon request):

Activision Blizzard Inc.

Cloud9

Counter Logic Gaming

EA Sports.

Echo Fox Fnatic

Electronic Arts Inc.

Envy Gaming

Epic Games Inc.

G2 Esports

Gfinity Plc

Hi-Rez Studios

Immortals

Intergalactic Gaming Ltd.

Modern Times Group MTG AB

Nintendo Co. Ltd.

Take-Two Interactive Software Inc.

Team Liquid

Team SoloMid

Tencent Holdings Ltd.

Valve Corporation

(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

Products


Companies

Key Players (this may not be a complete list and extra companies can be added upon request):

Activision Blizzard Inc.

Cloud9

Counter Logic Gaming

EA Sports.

Echo Fox Fnatic

Electronic Arts Inc.

Envy Gaming

Epic Games Inc.

G2 Esports

Gfinity Plc

Hi-Rez Studios

Immortals

Intergalactic Gaming Ltd.

Modern Times Group MTG AB

Nintendo Co. Ltd.

Take-Two Interactive Software Inc.

Team Liquid

Team SoloMid

Tencent Holdings Ltd.

Valve Corporation

Table of Contents

Table of Contents

1 Introduction 7

1.1 Industry Definition and Research Scope 7

1.1.1 Industry Definition 7

1.1.2 Research Scope 8

1.2 Research Methodology 11

1.2.1 Overview of Market Research Methodology 11

1.2.2 Market Assumption 12

1.2.3 Secondary Data 12

1.2.4 Primary Data 12

1.2.5 Data Filtration and Model Design 14

1.2.6 Market Size/Share Estimation 15

1.2.7 Research Limitations 16

1.3 Executive Summary 17

2 Market Overview and Dynamics 20

2.1 Market Size and Forecast 20

2.2 Major Growth Drivers 22

2.3 Market Restraints and Challenges 27

2.4 Emerging Opportunities and Market Trends 30

2.5 Porter's Fiver Forces Analysis 34

3 Segmentation of Asia Pacific Market by Game Type 38

3.1 Market Overview by Game Type 38

3.2 Multiplayer Online Battle Arena (MOBA) 40

3.3 Player vs. Player (PvP) 41

3.4 First Person Shooters (FPS) 42

3.5 Real Time Strategy (RTS) 43

3.6 Massive Multiplayer Online Games (MMOG) 44

3.7 Other Game Types 45

4 Segmentation of Asia Pacific Market by Revenue Source 46

4.1 Market Overview by Revenue Source 46

4.2 Game Publisher Fee 48

4.3 Merchandize & Tickets 49

4.4 Advertisement 50

4.5 Sponsorships 51

4.6 Media Rights 53

4.7 Other Revenue Sources 54

5 Segmentation of Asia Pacific Market by Device 55

5.1 Market Overview by Device 55

5.2 PCs 57

5.3 Consoles 58

5.4 Laptops & Tablets 59

5.5 Smartphones 60

5.6 Other Devices 61

6 Segmentation of Asia Pacific Market by Streaming Platform 62

6.1 Market Overview by Streaming Platform 62

6.2 YouTube 64

6.3 Twitch 65

6.4 Hayu 66

6.5 DouYu 67

6.6 Other Streaming Platforms 68

7 Segmentation of Asia Pacific Market by Audience Type 69

7.1 Market Overview by Audience Type 69

7.2 Regular Viewers 72

7.3 Occasional Viewers 74

8 Segmentation of Asia Pacific Market by Viewer Gender 76

8.1 Market Overview by Viewer Gender 76

8.2 Male Viewers 79

8.3 Female Viewers 81

9 Segmentation of Asia Pacific Market by Age Group 83

9.1 Market Overview by Age Group 83

9.2 <18 Year Old Viewers 86

9.3 19-25 Year Old Viewers 88

9.4 26-35 Year Old Viewers 90

9.5 >35 Year Old Viewers 92

10 Asia-Pacific Market 2019-2030 by Country 94

10.1 Overview of Asia-Pacific Market 94

10.2 Japan 97

10.3 China 100

10.4 Australia 102

10.5 India 104

10.6 South Korea 106

10.7 Rest of APAC Region 108

11 Competitive Landscape 110

11.1 Overview of Key Vendors 110

11.2 New Product Launch, Partnership, Investment, and M&A 114

11.3 Company Profiles 115

Activision Blizzard Inc. 115

Cloud9 117

Counter Logic Gaming 118

EA Sports. 119

Echo Fox Fnatic 120

Electronic Arts Inc. 121

Envy Gaming 122

Epic Games Inc. 123

G2 Esports 124

Gfinity Plc 125

Hi-Rez Studios 126

Immortals 127

Intergalactic Gaming Ltd. 128

Modern Times Group MTG AB 129

Nintendo Co. Ltd. 130

Take-Two Interactive Software Inc. 131

Team Liquid 132

Team SoloMid 133

Tencent Holdings Ltd. 134

Valve Corporation 135

12 Investing in Asia Pacific Market: Risk Assessment and Management 136

12.1 Risk Evaluation of Asia Pacific Market 136

12.2 Critical Success Factors (CSFs) 139

Related Reports and Products 142


List of Figure

Figure 1. Research Method Flow Chart 11

Figure 2. Breakdown of Primary Research 13

Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation 15

Figure 4. Asia Pacific Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2030 17

Figure 5. Asia Pacific E-sports Market, 2019-2030, USD mn 20

Figure 6. Asia Pacific E-sports Viewership, 2019-2030, million 21

Figure 7. Primary Drivers and Impact Factors of Asia Pacific E-sports Market 22

Figure 8. GDP per capita in the World, 1960-2018, USD thousand 25

Figure 9. Forecast of Middle-class Population by Region, 2015-2030, million 25

Figure 10. Worldwide Connected Devices by Device Type, 2014-2022, billion units 26

Figure 11. Primary Restraints and Impact Factors of Asia Pacific E-sports Market 27

Figure 12. Investment Opportunity Analysis 31

Figure 13. Porter's Fiver Forces Analysis of Asia Pacific E-sports Market 34

Figure 14. Breakdown of Asia Pacific E-sports Market by Game Type, 2019-2030, % of Revenue 38

Figure 15. Asia Pacific Addressable Market Cap in 2020-2030 by Game Type, Value (USD mn) and Share (%) 39

Figure 16. Asia Pacific E-sports Market: Multiplayer Online Battle Arena (MOBA), 2019-2030, USD mn 40

Figure 17. Asia Pacific E-sports Market: Player vs. Player (PvP), 2019-2030, USD mn 41

Figure 18. Asia Pacific E-sports Market: First Person Shooters (FPS), 2019-2030, USD mn 42

Figure 19. Asia Pacific E-sports Market: Real Time Strategy (RTS), 2019-2030, USD mn 43

Figure 20. Asia Pacific E-sports Market: Massive Multiplayer Online Games (MMOG), 2019-2030, USD mn 44

Figure 21. Asia Pacific E-sports Market: Other Game Types, 2019-2030, USD mn 45

Figure 22. Breakdown of Asia Pacific E-sports Market by Revenue Source, 2019-2030, % of Revenue 46

Figure 23. Asia Pacific Addressable Market Cap in 2020-2030 by Revenue Source, Value (USD mn) and Share (%) 47

Figure 24. Asia Pacific E-sports Market: Game Publisher Fee, 2019-2030, USD mn 48

Figure 25. Asia Pacific E-sports Market: Merchandize & Tickets, 2019-2030, USD mn 49

Figure 26. Asia Pacific E-sports Market: Advertisement, 2019-2030, USD mn 50

Figure 27. Asia Pacific E-sports Market: Sponsorships, 2019-2030, USD mn 51

Figure 28. Asia Pacific E-sports Market: Media Rights, 2019-2030, USD mn 53

Figure 29. Asia Pacific E-sports Market: Other Revenue Sources, 2019-2030, USD mn 54

Figure 30. Breakdown of Asia Pacific E-sports Market by Device, 2019-2030, % of Sales Revenue 55

Figure 31. Asia Pacific Addressable Market Cap in 2020-2030 by Device, Value (USD mn) and Share (%) 56

Figure 32. Asia Pacific E-sports Market: PCs, 2019-2030, USD mn 57

Figure 33. Asia Pacific E-sports Market: Consoles, 2019-2030, USD mn 58

Figure 34. Asia Pacific E-sports Market: Laptops & Tablets, 2019-2030, USD mn 59

Figure 35. Asia Pacific E-sports Market: Smartphones, 2019-2030, USD mn 60

Figure 36. Asia Pacific E-sports Market: Other Devices, 2019-2030, USD mn 61

Figure 37. Breakdown of Asia Pacific E-sports Market by Streaming Platform, 2019-2030, % of Sales Revenue 62

Figure 38. Asia Pacific Addressable Market Cap in 2020-2030 by Streaming Platform, Value (USD mn) and Share (%) 63

Figure 39. Asia Pacific E-sports Market: YouTube, 2019-2030, USD mn 64

Figure 40. Asia Pacific E-sports Market: Twitch, 2019-2030, USD mn 65

Figure 41. Asia Pacific E-sports Market: Hayu, 2019-2030, USD mn 66

Figure 42. Asia Pacific E-sports Market: DouYu, 2019-2030, USD mn 67

Figure 43. Asia Pacific E-sports Market: Other Streaming Platforms, 2019-2030, USD mn 68

Figure 44. Breakdown of Asia Pacific E-sports Market by Audience Type, 2019-2030, % of Revenue 69

Figure 45. Breakdown of Asia Pacific E-sports Viewership by Audience Type, 2019-2030, % of Viewership 70

Figure 46. Asia Pacific Addressable Market Cap in 2020-2030 by Audience Type, Value (USD mn) and Share (%) 71

Figure 47. Asia Pacific Cumulative E-sports Viewership in 2020-2030 by Audience Type, Volume (million) and Share (%) 71

Figure 48. Asia Pacific E-sports Market: Regular Viewers, 2019-2030, USD mn 72

Figure 49. Asia Pacific E-sports Viewership: Regular Viewers, 2019-2030, million 73

Figure 50. Asia Pacific E-sports Market: Occasional Viewers, 2019-2030, USD mn 74

Figure 51. Asia Pacific E-sports Viewership: Occasional Viewers, 2019-2030, million 75

Figure 52. Breakdown of Asia Pacific E-sports Market by Viewer Gender, 2019-2030, % of Revenue 76

Figure 53. Breakdown of Asia Pacific E-sports Viewership by Viewer Gender, 2019-2030, % of Viewership 77

Figure 54. Asia Pacific Addressable Market Cap in 2020-2030 by Viewer Gender, Value (USD mn) and Share (%) 78

Figure 55. Asia Pacific Cumulative E-sports Viewership in 2020-2030 by Viewer Gender, Volume (million) and Share (%) 78

Figure 56. Asia Pacific E-sports Market: Male Viewers, 2019-2030, USD mn 79

Figure 57. Asia Pacific E-sports Viewership: Male Viewers, 2019-2030, million 80

Figure 58. Asia Pacific E-sports Market: Female Viewers, 2019-2030, USD mn 81

Figure 59. Asia Pacific E-sports Viewership: Female Viewers, 2019-2030, million 82

Figure 60. Breakdown of Asia Pacific E-sports Market by Age Group, 2019-2030, % of Revenue 83

Figure 61. Breakdown of Asia Pacific E-sports Viewership by Age Group, 2019-2030, % of Viewership 84

Figure 62. Asia Pacific Addressable Market Cap in 2020-2030 by Age Group, Value (USD mn) and Share (%) 85

Figure 63. Asia Pacific Cumulative E-sports Viewership in 2020-2030 by Age Group, Volume (million) and Share (%) 85

Figure 64. Asia Pacific E-sports Market: <18 Year Old Viewers, 2019-2030, USD mn 86

Figure 65. Asia Pacific E-sports Viewership: <18 Year Old Viewers, 2019-2030, million 87

Figure 66. Asia Pacific E-sports Market: 19-25 Year Old Viewers, 2019-2030, USD mn 88

Figure 67. Asia Pacific E-sports Viewership: 19-25 Year Old Viewers, 2019-2030, million 89

Figure 68. Asia Pacific E-sports Market: 26-35 Year Old Viewers, 2019-2030, USD mn 90

Figure 69. Asia Pacific E-sports Viewership: 26-35 Year Old Viewers, 2019-2030, million 91

Figure 70. Asia Pacific E-sports Market: >35 Year Old Viewers, 2019-2030, USD mn 92

Figure 71. Asia Pacific E-sports Viewership: >35 Year Old Viewers, 2019-2030, million 93

Figure 72. Breakdown of APAC E-sports Market by Country, 2019 and 2030, % of Revenue 95

Figure 73. Contribution to APAC 2020-2030 Cumulative Revenue by Country, Value (USD mn) and Share (%) 96

Figure 74. E-sports Market in Japan, 2019-2030, USD mn 98

Figure 75. E-sports Market in China, 2019-2030, USD mn 100

Figure 76. E-sports Market in Australia, 2019-2030, USD mn 102

Figure 77. E-sports Market in India, 2019-2030, USD mn 104

Figure 78. E-sports Market in South Korea, 2019-2030, USD mn 106

Figure 79. E-sports Market in Rest of APAC, 2019-2030, USD mn 108

Figure 80. Growth Stage of Asia Pacific E-sports Industry over the Forecast Period 110


List of Table

Table 1. Snapshot of Asia Pacific E-sports Market, 2019-2030 18

Table 2. Main Product Trends and Market Opportunities in Asia Pacific E-sports Market 30

Table 3. Asia Pacific E-sports Market by Game Type, 2019-2030, USD mn 38

Table 4. Asia Pacific E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, USD mn 41

Table 5. Asia Pacific E-sports Market by Revenue Source, 2019-2030, USD mn 46

Table 6. Asia Pacific E-sports Market: Sponsorships by Contributor, 2019-2030, USD mn 52

Table 7. Asia Pacific E-sports Market: Media Rights by Type, 2019-2030, USD mn 53

Table 8. Asia Pacific E-sports Market by Device, 2019-2030, USD mn 55

Table 9. Asia Pacific E-sports Market by Streaming Platform, 2019-2030, USD mn 62

Table 10. Asia Pacific E-sports Market by Audience Type, 2019-2030, USD mn 69

Table 11. Asia Pacific E-sports Viewership by Audience Type, 2019-2030, million 70

Table 12. Asia Pacific E-sports Market by Viewer Gender, 2019-2030, USD mn 76

Table 13. Asia Pacific E-sports Viewership by Viewer Gender, 2019-2030, million 77

Table 14. Asia Pacific E-sports Market by Age Group, 2019-2030, USD mn 83

Table 15. Asia Pacific E-sports Viewership by Age Group, 2019-2030, million 84

Table 16. APAC E-sports Market by Country, 2019-2030, USD mn 95

Table 17. Japan E-sports Market by Game Type, 2019-2030, USD mn 99

Table 18. Japan E-sports Market by Revenue Source, 2019-2030, USD mn 99

Table 19. Japan E-sports Market by Device, 2019-2030, USD mn 99

Table 20. China E-sports Market by Game Type, 2019-2030, USD mn 101

Table 21. China E-sports Market by Revenue Source, 2019-2030, USD mn 101

Table 22. China E-sports Market by Device, 2019-2030, USD mn 101

Table 23. Australia E-sports Market by Game Type, 2019-2030, USD mn 103

Table 24. Australia E-sports Market by Revenue Source, 2019-2030, USD mn 103

Table 25. Australia E-sports Market by Device, 2019-2030, USD mn 103

Table 26. India E-sports Market by Game Type, 2019-2030, USD mn 105

Table 27. India E-sports Market by Revenue Source, 2019-2030, USD mn 105

Table 28. India E-sports Market by Device, 2019-2030, USD mn 105

Table 29. South Korea E-sports Market by Game Type, 2019-2030, USD mn 107

Table 30. South Korea E-sports Market by Revenue Source, 2019-2030, USD mn 107

Table 31. South Korea E-sports Market by Device, 2019-2030, USD mn 107

Table 32. E-sports Market in Rest of APAC by Country, 2019-2030, USD mn 109

Table 33. Breakdown of Asia Pacific Market by Key Vendor, 2019, % 112

Table 34. Activision Blizzard Inc.: Company Snapshot 115

Table 35. Activision Blizzard Inc.: Business Segmentation 115

Table 36. Activision Blizzard Inc.: Product Portfolio 116

Table 37. Activision Blizzard Inc.: Revenue, 2016-2018, USD mn 116

Table 38. Activision Blizzard Inc.: Recent Developments 116

Table 39. Risk Evaluation for Investing in Asia Pacific Market, 2019-2030 137

Table 40. Critical Success Factors and Key Takeaways 140

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