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

About the Report

About the Report

Global e-sports market is expected to grow by 18.8% annually in the forecast period and reach USD 7,302.3 million by 2030 owing to the rising need for remote sports and virtual games amid the COVID-19 pandemic.

Highlighted with 92 tables and 113 figures, this 200-page report Global E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Region: Trend Forecast and Growth Opportunity is based on a comprehensive research of the entire global 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 global 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 global 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 Region.

Based on Game Type, the global 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 global 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 global 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 global 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 global 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 global 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 global 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 regions together with the listed national/local markets are fully investigated:

APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)

Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania)

North America (U.S., Canada, and Mexico)

South America (Brazil, Chile, Argentina, Rest of South America)

RoW (Egypt, UAE, South Africa)

For each aforementioned region and country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of all regional markets by country and split 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 global 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 10

1.1 Industry Definition and Research Scope 10

1.1.1 Industry Definition 10

1.1.2 Research Scope 11

1.2 Research Methodology 14

1.2.1 Overview of Market Research Methodology 14

1.2.2 Market Assumption 15

1.2.3 Secondary Data 15

1.2.4 Primary Data 15

1.2.5 Data Filtration and Model Design 17

1.2.6 Market Size/Share Estimation 18

1.2.7 Research Limitations 19

1.3 Executive Summary 20

2 Market Overview and Dynamics 23

2.1 Market Size and Forecast 23

2.2 Major Growth Drivers 25

2.3 Market Restraints and Challenges 30

2.4 Emerging Opportunities and Market Trends 33

2.5 Porter's Fiver Forces Analysis 37

3 Segmentation of Global Market by Game Type 41

3.1 Market Overview by Game Type 41

3.2 Multiplayer Online Battle Arena (MOBA) 43

3.3 Player vs. Player (PvP) 44

3.4 First Person Shooters (FPS) 45

3.5 Real Time Strategy (RTS) 46

3.6 Massive Multiplayer Online Games (MMOG) 47

3.7 Other Game Types 48

4 Segmentation of Global Market by Revenue Source 49

4.1 Market Overview by Revenue Source 49

4.2 Game Publisher Fee 51

4.3 Merchandize & Tickets 52

4.4 Advertisement 53

4.5 Sponsorships 54

4.6 Media Rights 56

4.7 Other Revenue Sources 57

5 Segmentation of Global Market by Device 58

5.1 Market Overview by Device 58

5.2 PCs 60

5.3 Consoles 61

5.4 Laptops & Tablets 62

5.5 Smartphones 63

5.6 Other Devices 64

6 Segmentation of Global Market by Streaming Platform 65

6.1 Market Overview by Streaming Platform 65

6.2 YouTube 67

6.3 Twitch 68

6.4 Hayu 69

6.5 DouYu 70

6.6 Other Streaming Platforms 71

7 Segmentation of Global Market by Audience Type 72

7.1 Market Overview by Audience Type 72

7.2 Regular Viewers 75

7.3 Occasional Viewers 77

8 Segmentation of Global Market by Viewer Gender 79

8.1 Market Overview by Viewer Gender 79

8.2 Male Viewers 82

8.3 Female Viewers 84

9 Segmentation of Global Market by Age Group 86

9.1 Market Overview by Age Group 86

9.2 <18 Year Old Viewers 89

9.3 19-25 Year Old Viewers 91

9.4 26-35 Year Old Viewers 93

9.5 >35 Year Old Viewers 95

10 Segmentation of Global Market by Region 97

10.1 Geographic Market Overview 2019-2030 97

10.2 North America Market 2019-2030 by Country 101

10.2.1 Overview of North America Market 101

10.2.2 U.S. 105

10.2.3 Canada 109

10.2.4 Mexico 111

10.3 European Market 2019-2030 by Country 113

10.3.1 Overview of European Market 113

10.3.2 Germany 117

10.3.3 UK 119

10.3.4 France 121

10.3.5 Spain 123

10.3.6 Italy 125

10.3.7 Russia 127

10.3.8 Rest of European Market 129

10.4 Asia-Pacific Market 2019-2030 by Country 131

10.4.1 Overview of Asia-Pacific Market 131

10.4.2 Japan 135

10.4.3 China 138

10.4.4 Australia 140

10.4.5 India 142

10.4.6 South Korea 144

10.4.7 Rest of APAC Region 146

10.5 South America Market 2019-2030 by Country 148

10.5.1 Argentina 151

10.5.2 Brazil 153

10.5.3 Chile 155

10.5.4 Rest of South America Market 157

10.6 Rest of World Market 2019-2030 by Country 158

10.6.1 UAE 161

10.6.2 Egypt 163

10.6.3 South Africa 165

10.6.4 Other National Markets 167

11 Competitive Landscape 168

11.1 Overview of Key Vendors 168

11.2 New Product Launch, Partnership, Investment, and M&A 172

11.3 Company Profiles 173

Activision Blizzard Inc. 173

Cloud9 175

Counter Logic Gaming 176

EA Sports. 177

Echo Fox Fnatic 178

Electronic Arts Inc. 179

Envy Gaming 180

Epic Games Inc. 181

G2 Esports 182

Gfinity Plc 183

Hi-Rez Studios 184

Immortals 185

Intergalactic Gaming Ltd. 186

Modern Times Group MTG AB 187

Nintendo Co. Ltd. 188

Take-Two Interactive Software Inc. 189

Team Liquid 190

Team SoloMid 191

Tencent Holdings Ltd. 192

Valve Corporation 193

12 Investing in Global Market: Risk Assessment and Management 194

12.1 Risk Evaluation of Global Market 194

12.2 Critical Success Factors (CSFs) 197

Related Reports and Products 200


List of Figure

Figure 1. Research Method Flow Chart 14

Figure 2. Breakdown of Primary Research 16

Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation 18

Figure 4. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2030 20

Figure 5. Global E-sports Market, 2019-2030, USD mn 23

Figure 6. Global E-sports Viewership, 2019-2030, million 24

Figure 7. Primary Drivers and Impact Factors of Global E-sports Market 25

Figure 8. GDP per capita in the World, 1960-2018, USD thousand 28

Figure 9. Forecast of Middle-class Population by Region, 2015-2030, million 28

Figure 10. Worldwide Connected Devices by Device Type, 2014-2022, billion units 29

Figure 11. Primary Restraints and Impact Factors of Global E-sports Market 30

Figure 12. Investment Opportunity Analysis 34

Figure 13. Porter's Fiver Forces Analysis of Global E-sports Market 37

Figure 14. Breakdown of Global E-sports Market by Game Type, 2019-2030, % of Revenue 41

Figure 15. Global Addressable Market Cap in 2020-2030 by Game Type, Value (USD mn) and Share (%) 42

Figure 16. Global E-sports Market: Multiplayer Online Battle Arena (MOBA), 2019-2030, USD mn 43

Figure 17. Global E-sports Market: Player vs. Player (PvP), 2019-2030, USD mn 44

Figure 18. Global E-sports Market: First Person Shooters (FPS), 2019-2030, USD mn 45

Figure 19. Global E-sports Market: Real Time Strategy (RTS), 2019-2030, USD mn 46

Figure 20. Global E-sports Market: Massive Multiplayer Online Games (MMOG), 2019-2030, USD mn 47

Figure 21. Global E-sports Market: Other Game Types, 2019-2030, USD mn 48

Figure 22. Breakdown of Global E-sports Market by Revenue Source, 2019-2030, % of Revenue 49

Figure 23. Global Addressable Market Cap in 2020-2030 by Revenue Source, Value (USD mn) and Share (%) 50

Figure 24. Global E-sports Market: Game Publisher Fee, 2019-2030, USD mn 51

Figure 25. Global E-sports Market: Merchandize & Tickets, 2019-2030, USD mn 52

Figure 26. Global E-sports Market: Advertisement, 2019-2030, USD mn 53

Figure 27. Global E-sports Market: Sponsorships, 2019-2030, USD mn 54

Figure 28. Global E-sports Market: Media Rights, 2019-2030, USD mn 56

Figure 29. Global E-sports Market: Other Revenue Sources, 2019-2030, USD mn 57

Figure 30. Breakdown of Global E-sports Market by Device, 2019-2030, % of Sales Revenue 58

Figure 31. Global Addressable Market Cap in 2020-2030 by Device, Value (USD mn) and Share (%) 59

Figure 32. Global E-sports Market: PCs, 2019-2030, USD mn 60

Figure 33. Global E-sports Market: Consoles, 2019-2030, USD mn 61

Figure 34. Global E-sports Market: Laptops & Tablets, 2019-2030, USD mn 62

Figure 35. Global E-sports Market: Smartphones, 2019-2030, USD mn 63

Figure 36. Global E-sports Market: Other Devices, 2019-2030, USD mn 64

Figure 37. Breakdown of Global E-sports Market by Streaming Platform, 2019-2030, % of Sales Revenue 65

Figure 38. Global Addressable Market Cap in 2020-2030 by Streaming Platform, Value (USD mn) and Share (%) 66

Figure 39. Global E-sports Market: YouTube, 2019-2030, USD mn 67

Figure 40. Global E-sports Market: Twitch, 2019-2030, USD mn 68

Figure 41. Global E-sports Market: Hayu, 2019-2030, USD mn 69

Figure 42. Global E-sports Market: DouYu, 2019-2030, USD mn 70

Figure 43. Global E-sports Market: Other Streaming Platforms, 2019-2030, USD mn 71

Figure 44. Breakdown of Global E-sports Market by Audience Type, 2019-2030, % of Revenue 72

Figure 45. Breakdown of Global E-sports Viewership by Audience Type, 2019-2030, % of Viewership 73

Figure 46. Global Addressable Market Cap in 2020-2030 by Audience Type, Value (USD mn) and Share (%) 74

Figure 47. Global Cumulative E-sports Viewership in 2020-2030 by Audience Type, Volume (million) and Share (%) 74

Figure 48. Global E-sports Market: Regular Viewers, 2019-2030, USD mn 75

Figure 49. Global E-sports Viewership: Regular Viewers, 2019-2030, million 76

Figure 50. Global E-sports Market: Occasional Viewers, 2019-2030, USD mn 77

Figure 51. Global E-sports Viewership: Occasional Viewers, 2019-2030, million 78

Figure 52. Breakdown of Global E-sports Market by Viewer Gender, 2019-2030, % of Revenue 79

Figure 53. Breakdown of Global E-sports Viewership by Viewer Gender, 2019-2030, % of Viewership 80

Figure 54. Global Addressable Market Cap in 2020-2030 by Viewer Gender, Value (USD mn) and Share (%) 81

Figure 55. Global Cumulative E-sports Viewership in 2020-2030 by Viewer Gender, Volume (million) and Share (%) 81

Figure 56. Global E-sports Market: Male Viewers, 2019-2030, USD mn 82

Figure 57. Global E-sports Viewership: Male Viewers, 2019-2030, million 83

Figure 58. Global E-sports Market: Female Viewers, 2019-2030, USD mn 84

Figure 59. Global E-sports Viewership: Female Viewers, 2019-2030, million 85

Figure 60. Breakdown of Global E-sports Market by Age Group, 2019-2030, % of Revenue 86

Figure 61. Breakdown of Global E-sports Viewership by Age Group, 2019-2030, % of Viewership 87

Figure 62. Global Addressable Market Cap in 2020-2030 by Age Group, Value (USD mn) and Share (%) 88

Figure 63. Global Cumulative E-sports Viewership in 2020-2030 by Age Group, Volume (million) and Share (%) 88

Figure 64. Global E-sports Market: <18 Year Old Viewers, 2019-2030, USD mn 89

Figure 65. Global E-sports Viewership: <18 Year Old Viewers, 2019-2030, million 90

Figure 66. Global E-sports Market: 19-25 Year Old Viewers, 2019-2030, USD mn 91

Figure 67. Global E-sports Viewership: 19-25 Year Old Viewers, 2019-2030, million 92

Figure 68. Global E-sports Market: 26-35 Year Old Viewers, 2019-2030, USD mn 93

Figure 69. Global E-sports Viewership: 26-35 Year Old Viewers, 2019-2030, million 94

Figure 70. Global E-sports Market: >35 Year Old Viewers, 2019-2030, USD mn 95

Figure 71. Global E-sports Viewership: >35 Year Old Viewers, 2019-2030, million 96

Figure 72. Global Market Snapshot by Region 97

Figure 73. Geographic Spread of Worldwide E-sports Market, 2019-2030, % of Sales Revenue 98

Figure 74. Global Addressable Market Cap in 2020-2030 by Region, Value (USD mn) and Share (%) 99

Figure 75. North American E-sports Market, 2019-2030, USD mn 102

Figure 76. Breakdown of North America E-sports Market by Country, 2019 and 2030, % of Revenue 103

Figure 77. Contribution to North America 2020-2030 Cumulative Revenue by Country, Value (USD mn) and Share (%) 104

Figure 78. U.S. E-sports Market, 2019-2030, USD mn 106

Figure 79. Canada E-sports Market, 2019-2030, USD mn 109

Figure 80. E-sports Market in Mexico, 2015-2026, USD mn 111

Figure 81. European E-sports Market, 2019-2030, USD mn 114

Figure 82. Breakdown of European E-sports Market by Country, 2019 and 2030, % of Revenue 115

Figure 83. Contribution to Europe 2020-2030 Cumulative Revenue by Country, Value (USD mn) and Share (%) 116

Figure 84. E-sports Market in Germany, 2019-2030, USD mn 117

Figure 85. E-sports Market in UK, 2019-2030, USD mn 119

Figure 86. E-sports Market in France, 2019-2030, USD mn 121

Figure 87. E-sports Market in Spain, 2019-2030, USD mn 123

Figure 88. E-sports Market in Italy, 2019-2030, USD mn 125

Figure 89. E-sports Market in Russia, 2019-2030, USD mn 127

Figure 90. E-sports Market in Rest of Europe, 2019-2030, USD mn 129

Figure 91. Asia-Pacific E-sports Market, 2019-2030, USD mn 132

Figure 92. Breakdown of APAC E-sports Market by Country, 2019 and 2030, % of Revenue 132

Figure 93. Contribution to APAC 2020-2030 Cumulative Revenue by Country, Value (USD mn) and Share (%) 134

Figure 94. E-sports Market in Japan, 2019-2030, USD mn 136

Figure 95. E-sports Market in China, 2019-2030, USD mn 138

Figure 96. E-sports Market in Australia, 2019-2030, USD mn 140

Figure 97. E-sports Market in India, 2019-2030, USD mn 142

Figure 98. E-sports Market in South Korea, 2019-2030, USD mn 144

Figure 99. E-sports Market in Rest of APAC, 2019-2030, USD mn 146

Figure 100. South America E-sports Market, 2019-2030, USD mn 149

Figure 101. Breakdown of South America E-sports Market by Country, 2019 and 2030, % of Revenue 149

Figure 102. Contribution to South America 2020-2030 Cumulative Revenue by Country, Value (USD mn) and Share (%) 150

Figure 103. E-sports Market in Argentina, 2019-2030, USD mn 151

Figure 104. E-sports Market in Brazil, 2019-2030, USD mn 153

Figure 105. E-sports Market in Chile, 2019-2030, USD mn 155

Figure 106. E-sports Market in Rest of South America, 2019-2030, USD mn 157

Figure 107. E-sports Market in Rest of the World (RoW), 2019-2030, USD mn 159

Figure 108. Breakdown of RoW E-sports Market by Country, 2019 and 2030, % of Revenue 159

Figure 109. Contribution to RoW 2020-2030 Cumulative Revenue by Country, Value (USD mn) and Share (%) 160

Figure 110. E-sports Market in UAE, 2019-2030, USD mn 161

Figure 111. E-sports Market in Egypt, 2019-2030, USD mn 163

Figure 112. E-sports Market in South Africa, 2019-2030, USD mn 165

Figure 113. Growth Stage of Global E-sports Industry over the Forecast Period 168


List of Table

Table 1. Snapshot of Global E-sports Market, 2019-2030 21

Table 2. Main Product Trends and Market Opportunities in Global E-sports Market 33

Table 3. Global E-sports Market by Game Type, 2019-2030, USD mn 41

Table 4. Global E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, USD mn 44

Table 5. Global E-sports Market by Revenue Source, 2019-2030, USD mn 49

Table 6. Global E-sports Market: Sponsorships by Contributor, 2019-2030, USD mn 55

Table 7. Global E-sports Market: Media Rights by Type, 2019-2030, USD mn 56

Table 8. Global E-sports Market by Device, 2019-2030, USD mn 58

Table 9. Global E-sports Market by Streaming Platform, 2019-2030, USD mn 65

Table 10. Global E-sports Market by Audience Type, 2019-2030, USD mn 72

Table 11. Global E-sports Viewership by Audience Type, 2019-2030, million 73

Table 12. Global E-sports Market by Viewer Gender, 2019-2030, USD mn 79

Table 13. Global E-sports Viewership by Viewer Gender, 2019-2030, million 80

Table 14. Global E-sports Market by Age Group, 2019-2030, USD mn 86

Table 15. Global E-sports Viewership by Age Group, 2019-2030, million 87

Table 16. Global E-sports Market by Region, 2019-2030, USD mn 98

Table 17. Leading National E-sports Market, 2019 and 2030, USD mn 100

Table 18. North America E-sports Market by Country, 2019-2030, USD mn 103

Table 19. U.S. E-sports Market by Game Type, 2019-2030, USD mn 107

Table 20. U.S. E-sports Market by Revenue Source, 2019-2030, USD mn 107

Table 21. U.S. E-sports Market by Device, 2019-2030, USD mn 107

Table 22. Canada E-sports Market by Game Type, 2019-2030, USD mn 110

Table 23. Canada E-sports Market by Revenue Source, 2019-2030, USD mn 110

Table 24. Canada E-sports Market by Device, 2019-2030, USD mn 110

Table 25. Mexico E-sports Market by Game Type, 2019-2030, USD mn 112

Table 26. Mexico E-sports Market by Revenue Source, 2019-2030, USD mn 112

Table 27. Mexico E-sports Market by Device, 2019-2030, USD mn 112

Table 28. Europe E-sports Market by Country, 2019-2030, USD mn 116

Table 29. Germany E-sports Market by Game Type, 2019-2030, USD mn 118

Table 30. Germany E-sports Market by Revenue Source, 2019-2030, USD mn 118

Table 31. Germany E-sports Market by Device, 2019-2030, USD mn 118

Table 32. UK E-sports Market by Game Type, 2019-2030, USD mn 120

Table 33. UK E-sports Market by Revenue Source, 2019-2030, USD mn 120

Table 34. UK E-sports Market by Device, 2019-2030, USD mn 120

Table 35. France E-sports Market by Game Type, 2019-2030, USD mn 122

Table 36. France E-sports Market by Revenue Source, 2019-2030, USD mn 122

Table 37. France E-sports Market by Device, 2019-2030, USD mn 122

Table 38. Spain E-sports Market by Game Type, 2019-2030, USD mn 124

Table 39. Spain E-sports Market by Revenue Source, 2019-2030, USD mn 124

Table 40. Spain E-sports Market by Device, 2019-2030, USD mn 124

Table 41. Italy E-sports Market by Game Type, 2019-2030, USD mn 126

Table 42. Italy E-sports Market by Revenue Source, 2019-2030, USD mn 126

Table 43. Italy E-sports Market by Device, 2019-2030, USD mn 126

Table 44. Russia E-sports Market by Game Type, 2019-2030, USD mn 128

Table 45. Russia E-sports Market by Revenue Source, 2019-2030, USD mn 128

Table 46. Russia E-sports Market by Device, 2019-2030, USD mn 128

Table 47. E-sports Market in Rest of Europe by Country, 2019-2030, USD mn 130

Table 48. APAC E-sports Market by Country, 2019-2030, USD mn 133

Table 49. Japan E-sports Market by Game Type, 2019-2030, USD mn 137

Table 50. Japan E-sports Market by Revenue Source, 2019-2030, USD mn 137

Table 51. Japan E-sports Market by Device, 2019-2030, USD mn 137

Table 52. China E-sports Market by Game Type, 2019-2030, USD mn 139

Table 53. China E-sports Market by Revenue Source, 2019-2030, USD mn 139

Table 54. China E-sports Market by Device, 2019-2030, USD mn 139

Table 55. Australia E-sports Market by Game Type, 2019-2030, USD mn 141

Table 56. Australia E-sports Market by Revenue Source, 2019-2030, USD mn 141

Table 57. Australia E-sports Market by Device, 2019-2030, USD mn 141

Table 58. India E-sports Market by Game Type, 2019-2030, USD mn 143

Table 59. India E-sports Market by Revenue Source, 2019-2030, USD mn 143

Table 60. India E-sports Market by Device, 2019-2030, USD mn 143

Table 61. South Korea E-sports Market by Game Type, 2019-2030, USD mn 145

Table 62. South Korea E-sports Market by Revenue Source, 2019-2030, USD mn 145

Table 63. South Korea E-sports Market by Device, 2019-2030, USD mn 145

Table 64. E-sports Market in Rest of APAC by Country, 2019-2030, USD mn 147

Table 65. South America E-sports Market by Country, 2019-2030, USD mn 150

Table 66. Argentina E-sports Market by Game Type, 2019-2030, USD mn 152

Table 67. Argentina E-sports Market by Revenue Source, 2019-2030, USD mn 152

Table 68. Argentina E-sports Market by Device, 2019-2030, USD mn 152

Table 69. Brazil E-sports Market by Game Type, 2019-2030, USD mn 154

Table 70. Brazil E-sports Market by Revenue Source, 2019-2030, USD mn 154

Table 71. Brazil E-sports Market by Device, 2019-2030, USD mn 154

Table 72. Chile E-sports Market by Game Type, 2019-2030, USD mn 156

Table 73. Chile E-sports Market by Revenue Source, 2019-2030, USD mn 156

Table 74. Chile E-sports Market by Device, 2019-2030, USD mn 156

Table 75. RoW E-sports Market by Country, 2019-2030, USD mn 160

Table 76. UAE E-sports Market by Game Type, 2019-2030, USD mn 162

Table 77. UAE E-sports Market by Revenue Source, 2019-2030, USD mn 162

Table 78. UAE E-sports Market by Device, 2019-2030, USD mn 162

Table 79. Egypt E-sports Market by Game Type, 2019-2030, USD mn 164

Table 80. Egypt E-sports Market by Revenue Source, 2019-2030, USD mn 164

Table 81. Egypt E-sports Market by Device, 2019-2030, USD mn 164

Table 82. South Africa E-sports Market by Game Type, 2019-2030, USD mn 166

Table 83. South Africa E-sports Market by Revenue Source, 2019-2030, USD mn 166

Table 84. South Africa E-sports Market by Device, 2019-2030, USD mn 166

Table 85. Breakdown of Global Market by Key Vendor, 2019, % 170

Table 86. Activision Blizzard Inc.: Company Snapshot 173

Table 87. Activision Blizzard Inc.: Business Segmentation 173

Table 88. Activision Blizzard Inc.: Product Portfolio 174

Table 89. Activision Blizzard Inc.: Revenue, 2016-2018, USD mn 174

Table 90. Activision Blizzard Inc.: Recent Developments 174

Table 91. Risk Evaluation for Investing in Global Market, 2019-2030 195

Table 92. Critical Success Factors and Key Takeaways 198

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