e運動市場:規模,佔有率,趨勢分析,各地區,收益的流程,遊戲種類,各市場區隔預測,佔有率,趨勢,2022年~2030年
市場調查報告書
商品編碼
1224928

e運動市場:規模,佔有率,趨勢分析,各地區,收益的流程,遊戲種類,各市場區隔預測,佔有率,趨勢,2022年~2030年

Esports Market Size, Share, Trends and Analysis by Region, Revenue Stream (Sponsorship, Media Rights, Digital, Tickets and Merchandise, Publisher Fees, Streaming), Gaming Genre (MOBA, RTS, FPS, Battle Royale, Others) and Segment Forecast, 2022-2030

出版日期: | 出版商: GlobalData | 英文 120 Pages | 訂單完成後即時交付

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全球e運動的市場規模在2021年估算為13億9,000萬美金。該市場在2022年~2030年間預計將以16.7%%的年複合成長率擴大。

本報告提供全球業務流程外包市場相關調查,提供收益的流程,遊戲種類,各市場區隔,各市場區隔,各地區的趨勢,今後的預測等資訊。

目錄

第1章 摘要整理

第2章 調查範圍和市場區隔

第3章 e運動產業趨勢分析

  • e運動 - 產業的價值鏈
  • e運動市場結構-波特分析
  • e運動市場-PEST分析
  • e運動 - 市場變數及影響分析
  • e運動 - 合併和收購(M&A)
  • e運動 - 專利分析
  • e運動 - 作業分析
  • e運動 - 合資經營財務分析

第4章 全球e運動市場收益機會

  • 全球e運動市場收益概述
  • 全球e運動市場,收益的流程,2021年~2030年
  • 全球e運動市場,遊戲種類,2021年~2030年

第5章 e運動的各地區預測

  • e運動- 各地區詳細內容
  • 北美
  • 歐洲
  • 亞太地區
  • 中南美
  • 中東·非洲

第6章 e運動的競爭情形

  • e運動的競爭目錄
  • e運動供應商概述
    • MODERN TIMES GROUP MTG AB.
    • ELECTRONIC ARTS INC
    • ACTIVISION BLIZZARD INC.
    • TENCENT HOLDINGS LTD.
    • NINTENDO CO. LTD.
    • EPIC GAMES INC.
    • ALPHABET INC
    • NVIDIA CORP.
    • INTEL CORP.
    • AMAZON.COM INC.
    • SONY GROUP CORP.
    • MICROSOFT CORP.
    • META PLATFORMS INC.
    • VALVE CORPORATION
    • HTC CORP.
  • 其他的主要企業
    • UBISOFT ENTERTAINMENT SA
    • WARNER BROS. DISCOVERY INC
    • SAMSUNG ELECTRONICS CO LTD
    • ENVY GAMING LLC
    • GFINITY PLC
    • ESPORTS ENTERTAINMENT GROUP INC
    • TAKE-TWO INTERACTIVE SOFTWARE INC
    • CAPCOM CO LTD
    • ROVIO ENTERTAINMENT CORP
    • MOGUL GAMES GROUP LTD
    • GAMELOFT SE

第7章 調查手法和範圍

Product Code: GRCBBR00021TC

The Esports market size was valued at US$1.39 billion in 2022. The market is expected to grow at a CAGR of 16.7% during the forecast period (2022-2030). The Esports market report provides an executive-level overview of the Esports market worldwide today, with detailed forecasts of key indicators up to 2030.

This market intelligence report offers a thorough, forward-looking analysis of the global Esports market by revenue stream, gaming genre, region, and key opportunities in a concise format to help executives build proactive and profitable growth strategies.

The global Esports market size reached USD 1.39 billion in 2022, according to a new report by GlobalData Plc. The adoption of Esports will be supported by increasing adoption of mobile and PC gaming, high accessibility and inclusiveness, and the development of the mobile 5G connectivity.

Scope

  • This report provides overview and service addressable market for Esports.
  • It identifies the key trends impacting growth of the market over the next 12 to 24 months.
  • It includes global market forecasts for the Esports industry and analysis of patents, company filings, and hiring trends.
  • It contains details of M&A and VF deals in the Esports space.
  • The detailed value chain consists of six main aspects: Games, events, teams and players, channels, sponsorship and investment, and end-users

Reasons to Buy

  • This market intelligence report offers a thorough, forward-looking analysis of the global Esports market by revenue stream, gaming genre, region, and key opportunities in a concise format to help executives build proactive and profitable growth strategies.
  • Accompanying GlobalData's Forecast products, the report examines the assumptions and drivers behind ongoing and upcoming trends in Esports markets.
  • With more than 20 charts and tables, the report is designed for an executive-level audience, boasting presentation quality.
  • The report provides an easily digestible market assessment for decision-makers built around in-depth information gathered from local market players, which enables executives to quickly get up to speed with the current and emerging trends in Esports markets.
  • The broad perspective of the report coupled with comprehensive, actionable detail will help Telecom, Media, and Technology (TMT) stakeholders, service providers, and other Esports players succeed in growing the Esports market globally.

Table of Contents

Table of Contents

  • CHAPTER 01 Executive Summary
  • 1.1 Esports Market Snapshot
  • CHAPTER 02 Research scope & Segmentation
  • 2.1 Market Definitions
  • 2.2 Technology briefing
  • CHAPTER 03 Esports Industry Trend Analysis
  • 3.1 Esports - Industry Value Chain
    • 3.1.1 GAMES
    • 3.1.1.1.1 Game Developers and Publishers: Leaders & Challengers
    • 3.1.2 EVENTS
    • 3.1.2.1 Esports Organizers
    • 3.1.2.1.1 Esports Organizers: Leaders & Challengers
    • 3.1.2.2 Event management software providers
    • 3.1.2.2.1 Event management software providers: Leaders and Challengers
    • 3.1.2.3 Internet service providers
    • 3.1.2.3.1 Internet Service Providers: Leaders & Challengers
    • 3.1.2.4 Event analytics tools providers
    • 3.1.2.4.1 Event Analytics Tools Providers: Leaders & Challengers
    • 3.1.3 TEAMS AND PLAYERS
    • 3.1.3.1 Teams
    • 3.1.3.1.1 Teams: Leaders & Challengers
    • 3.1.3.2 Players
    • 3.1.3.2.1 Players: Leaders & Challengers
    • 3.1.3.3 Talent agencies
    • 3.1.3.3.1 Talent Agencies: Leaders & Challengers
    • 3.1.3.4 Training analytics tools providers
    • 3.1.3.4.1 Training analytics tools providers: Leaders & Challengers
    • 3.1.4 CHANNELS
    • 3.1.4.1 Streaming platforms
    • 3.1.4.1.1 Streaming Platforms: Leaders & Challengers
    • 3.1.4.2 TV networks
    • 3.1.4.2.1 TV Networks: Leaders & Challengers
    • 3.1.4.3 News services
    • 3.1.4.3.1 News Services: Leaders & Challengers
    • 3.1.4.4 Social Networks
    • 3.1.4.4.1 Social Networks: Leaders & Challengers
    • 3.1.5 SPONSORSHIP AND INVESTMENT
    • 3.1.5.1 Brands
    • 3.1.5.1.1 Brands: Leaders & Challengers
    • 3.1.5.2 Investors
    • 3.1.5.2.1 Investors: Leaders & Challengers
    • 3.1.5.3 Advertisers
    • 3.1.5.3.1 Advertisers: Leaders & Challengers
    • 3.1.6 END USERS
    • 3.1.6.1 Audience
  • 3.2 Esports Market Structure - PORTER's Analysis
  • 3.3 Esports- PEST Analysis
  • 3.4 Esports - Market Variables & Impact Analysis
    • 3.4.1 MARKET DRIVER ANALYSIS
    • 3.4.1.1 High Accessibility and Inclusiveness
    • 3.4.1.2 Increasing penetration of 5G
    • 3.4.1.3 Increasing adoption of PC and mobile gaming
    • 3.4.1.4 Metaverse in gaming
    • 3.4.2 MARKET CHALLENGES/IMPEDIMENTS
    • 3.4.2.1 Threat from betting/gambling
    • 3.4.2.2 Match-fixing
    • 3.4.2.3 Lack of regulation and standardization
    • 3.4.2.4 Health risks associated with esports
    • 3.4.3 MARKET TRENDS
    • 3.4.3.1 Virtual reality (VR)
    • 3.4.3.2 Artificial Intelligence (AI)
    • 3.4.3.3 Data analytics
    • 3.4.3.4 Franchise leagues
    • 3.4.3.5 Prize pools
    • 3.4.4 COVID-19 IMPACT ANALYSIS
  • 3.5 Esports - Mergers & Acquisitions (M&A)
    • 3.5.1 M&A ACTIVITY DASHBOARD
  • 3.6 Esports - Patent Analysis
    • 3.6.1 PATENT ANALYTICS DASHBOARD
  • 3.7 Esports - Job Analysis
    • 3.7.1 JOB ANALYTICS DASHBOARD
  • 3.8 Esports - Venture Financing Analysis
    • 3.8.1 VENTURE FINANCING DASHBOARD
  • 3.9 Social Media Analysis
    • 3.9.1 SOCIAL MEDIA ANALYTICS DASHBOARD
  • CHAPTER 04 Global Esports Market Revenue Opportunity
  • 4.1 Global Market Revenue Snapshot
  • 4.2 Global Esports Market By Revenue Stream, 2021-2030($ Mn)
  • 4.3 Global Esports Market By Gaming Genre, 2021-2030 ($ Mn)
  • CHAPTER 05 Esports Regional Outlook
  • 5.1 Esports - Regional Deep Dive
  • 5.2 North America Esports Market Snapshot
    • 5.2.1 NORTH AMERICA ESPORTS MARKET BY REVENUE STREAM, 2021 - 2030 ($ MN)
    • 5.2.2 NORTH AMERICA ESPORTS MARKET BY GAMING GENRE, 2021-2030 ($ MN)
    • 5.2.3 US ESPORTS MARKET
    • 5.2.3.1 US Esports Market By Revenue Stream, 2021 - 2030 ($ Mn)
    • 5.2.4 CANADA ESPORTS MARKET
    • 5.2.4.1 Canada Esports Market by Revenue Stream, 2021-2030 ($ Mn)
  • 5.3 Europe Esports Market Snapshot
    • 5.3.1 EUROPE ESPORTS MARKET BY REVENUE STREAM, 2021-2030 ($ MN)
    • 5.3.2 EUROPE ESPORTS MARKET BY GAMING GENRE, 2021-2030 ($ MN)
    • 5.3.3 GERMANY ESPORTS MARKET
    • 5.3.3.1 Germany Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.3.4 UK ESPORTS MARKET
    • 5.3.4.1 UK Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.3.5 FRANCE ESPORTS MARKET
    • 5.3.5.1 France Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.3.6 ITALY ESPORTS MARKET
    • 5.3.6.1 Italy Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.3.7 RUSSIA ESPORTS MARKET
    • 5.3.7.1 Russia Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.3.8 REST OF EUROPE ESPORTS MARKET
    • 5.3.8.1 Rest of Europe Esports Market by Revenue Stream, 2021-2030 ($ Mn)
  • 5.4 South & Central America Esports Market Snapshot
    • 5.4.1 SOUTH & CENTRAL AMERICA ESPORTS MARKET BY REVENUE STREAM, 2021-2030 ($ MN)
    • 5.4.2 SOUTH & CENTRAL AMERICA ESPORTS MARKET BY GAMING GENRE, 2021-2030 ($ MN)
    • 5.4.3 BRAZIL ESPORTS MARKET
    • 5.4.3.1 Brazil Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.4.4 MEXICO ESPORTS MARKET
    • 5.4.4.1 Mexico Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.4.5 ARGENTINA ESPORTS MARKET
    • 5.4.5.1 Argentina Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.4.6 COLOMBIA ESPORTS MARKET
    • 5.4.6.1 Colombia Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.4.7 PERU ESPORTS MARKET
    • 5.4.7.1 Peru Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.4.8 REST OF SOUTH & CENTRAL AMERICA ESPORTS MARKET
    • 5.4.8.1 Rest of South & Central America Esports Market by Revenue Stream, 2021-2030 ($ Mn)
  • 5.5 Asia-Pacific Esports Market Snapshot
    • 5.5.1 ASIA-PACIFIC ESPORTS MARKET BY REVENUE STREAM, 2021-2030 ($ MN)
    • 5.5.2 ASIA-PACIFIC ESPORTS MARKET BY GAMING GENRE, 2021-2030 ($ MN)
    • 5.5.3 CHINA ESPORTS MARKET
    • 5.5.3.1 China Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.5.4 JAPAN ESPORTS MARKET
    • 5.5.4.1 Japan Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.5.5 AUSTRALIA ESPORTS MARKET
    • 5.5.5.1 Australia Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.5.6 INDIA ESPORTS MARKET
    • 5.5.6.1 India Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.5.7 SOUTH KOREA ESPORTS MARKET
    • 5.5.7.1 South Korea Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.5.8 REST OF ASIA PACIFIC ESPORTS MARKET
    • 5.5.8.1 Rest of Asia Pacific Esports Market by Revenue Stream, 2021-2030 ($ Mn)
  • 5.6 Middle East & Africa Esports Market Snapshot
    • 5.6.1 MIDDLE EAST & AFRICA ESPORTS MARKET BY REVENUE STREAM, 2021-2030 ($ MN)
    • 5.6.2 MIDDLE EAST & AFRICA ESPORTS MARKET BY GAMING GENRE, 2021-2030 ($ MN)
    • 5.6.3 SAUDI ARABIA ESPORTS MARKET
    • 5.6.3.1 Saudi Arabia Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.6.4 NIGERIA ESPORTS MARKET
    • 5.6.4.1 Nigeria Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.6.5 IRAN ESPORTS MARKET
    • 5.6.5.1 Iran Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.6.6 MOROCCO ESPORTS MARKET
    • 5.6.6.1 Morocco Esports Market by Revenue Stream, 2021-2030 ($ Mn)
    • 5.6.7 REST OF MIDDLE EAST AND AFRICA ESPORTS MARKET
    • 5.6.7.1 Rest of Middle East and Africa Esports Market by Revenue Stream, 2021-2030 ($ Mn)
  • CHAPTER 06 Global Esports Competitive Landscape
  • 6.1 Esports Competitive Index
  • 6.2 Esports Key Vendor Snapshot
    • 6.2.1 MODERN TIMES GROUP MTG AB.
    • 6.2.1.1 Company overview and financial information
    • 6.2.1.2 Recent developments and Innovations
    • 6.2.2 ELECTRONIC ARTS INC
    • 6.2.2.1 Company overview and financial information
    • 6.2.2.2 Recent developments and Innovations
    • 6.2.3 ACTIVISION BLIZZARD INC.
    • 6.2.3.1 Company overview and financial information
    • 6.2.3.2 Recent developments and Innovations
    • 6.2.4 TENCENT HOLDINGS LTD.
    • 6.2.4.1 Company overview and financial information
    • 6.2.4.2 Recent developments and Innovations
    • 6.2.5 NINTENDO CO. LTD.
    • 6.2.5.1 Company overview and financial information
    • 6.2.5.2 Recent developments and Innovations
    • 6.2.6 EPIC GAMES INC.
    • 6.2.6.1 Company overview and financial information
    • 6.2.6.2 Recent developments and Innovations
    • 6.2.7 ALPHABET INC
    • 6.2.7.1 Company overview and financial information
    • 6.2.7.2 Recent developments and Innovations
    • 6.2.8 NVIDIA CORP.
    • 6.2.8.1 Company overview and financial information
    • 6.2.8.2 Recent developments and Innovations
    • 6.2.9 INTEL CORP.
    • 6.2.9.1 Company overview and financial information
    • 6.2.9.2 Recent developments and Innovations
    • 6.2.10 AMAZON.COM INC.
    • 6.2.10.1 Company overview and financial information
    • 6.2.10.2 Recent developments and Innovations
    • 6.2.11 SONY GROUP CORP.
    • 6.2.11.1 Company overview and financial information
    • 6.2.11.2 Recent developments and Innovations
    • 6.2.12 MICROSOFT CORP.
    • 6.2.12.1 Company overview and financial information
    • 6.2.12.2 Recent developments and Innovations
    • 6.2.13 META PLATFORMS INC.
    • 6.2.13.1 Company overview and financial information
    • 6.2.13.2 Recent developments and Innovations
    • 6.2.14 VALVE CORPORATION
    • 6.2.14.1 Company overview and financial information
    • 6.2.14.2 Recent developments and Innovations
    • 6.2.15 HTC CORP.
    • 6.2.15.1 Company overview and financial information
    • 6.2.15.2 Recent developments and Innovations
  • 6.3 Other Major Participants in the Esports Market
    • 6.3.1 UBISOFT ENTERTAINMENT SA
    • 6.3.2 WARNER BROS. DISCOVERY INC
    • 6.3.3 SAMSUNG ELECTRONICS CO LTD
    • 6.3.4 ENVY GAMING LLC
    • 6.3.5 GFINITY PLC
    • 6.3.6 ESPORTS ENTERTAINMENT GROUP INC
    • 6.3.7 TAKE-TWO INTERACTIVE SOFTWARE INC
    • 6.3.8 CAPCOM CO LTD
    • 6.3.9 ROVIO ENTERTAINMENT CORP
    • 6.3.10 MOGUL GAMES GROUP LTD
    • 6.3.11 GAMELOFT SE
  • CHAPTER 07 Methodology and Scope
  • 7.1 Information Procurement
  • 7.2 Esports Analysis
  • 7.3 Market Opportunity Forecast - Research Methodology & Formulation
  • 7.4 Competitive Index - Research Methodology & Formulation
  • Contact Us

List of Tables

List of Tables

  • Table 1 Key Trends Overview
  • Table 2 Global Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 3 Global Esports Market By Gaming Genre, 2021 - 2030 ($Mn)
  • Table 4 North America Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 5 North America Esports Market By Gaming Genre, 2021 - 2030 ($Mn)
  • Table 6 US Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 7 Canada Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 8 Europe Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 9 Europe Esports Market by Gaming Genre, 2021 - 2030 ($Mn)
  • Table 10 Germany Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 11 UK Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 12 France Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 13 Italy Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 14 Russia Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 15 Rest of Europe Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 16 South & Central America Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 17 South & Central America Esports Market By Gaming Genre, 2021-2030 ($ Mn)
  • Table 18 Brazil Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 19 Mexico Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 20 Argentina Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 21 Colombia Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 22 Peru Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 23 Rest of South & Central America Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 24 Asia Pacific Esports Market By Revenue Stream, 2021-2030 ($ Mn)
  • Table 25 Asia-Pacific Esports Market By Gaming Genre, 2021-2030 ($ Mn)
  • Table 26 China Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 27 Japan Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 28 Australia Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 29 India Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 30 South Korea Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 31 Rest of Asia Pacific Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 32 Middle East & Africa Esports Market By Revenue Stream, 2021-2030 ($ Mn)
  • Table 33 Middle East & Africa Esports Market By Gaming Genre, 2021-2030 ($ Mn)
  • Table 34 Saudi Arabia Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 35 Nigeria Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 36 Iran Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 37 Morocco Esports Market By Revenue Stream, 2021 - 2030 ($Mn)
  • Table 38 Rest of Middle East and Africa Esports Market By Revenue Stream, 2021 - 2030 ($Mn)

List of Figures

List of Figures

  • Figure 1 Esports Market Snapshot
  • Figure 2 Esports Regional Overview
  • Figure 3 Esports Market Segmentation
  • Figure 4 Market Definitions
  • Figure 5 Industry value chain analysis
  • Figure 6 Game Developers and Publishers: Leaders & Challengers
  • Figure 7 Esports Organizers: Leaders & Challengers
  • Figure 8 Event management software providers: Leaders & Challengers
  • Figure 9 Internet service providers: Leaders & Challengers
  • Figure 10 Event Analytics Tools providers: Leaders & Challengers
  • Figure 11 Teams: Leaders & Challengers
  • Figure 12 Players: Leaders & Challengers
  • Figure 13 Talent Agencies: Leaders & Challengers
  • Figure 14 Training analytics tools providers: Leaders & Challengers
  • Figure 15 Streaming Platforms: Leaders & Challengers
  • Figure 16 TV Networks: Leaders & Challengers
  • Figure 17 News Services: Leaders & Challengers
  • Figure 18 Social Networks: Leaders & Challengers
  • Figure 19 Brands: Leaders & Challengers
  • Figure 20 Investors: Leaders & Challengers
  • Figure 21 Advertisers: Leaders & Challengers
  • Figure 22 Global Esports market PORTER's Five Force Analysis
  • Figure 23 Global Esports Market Structure Analysis
  • Figure 24 Global Esports Market PEST Analysis
  • Figure 25 Esports Market - Key Drivers Impact Analysis
  • Figure 26 Global Smartphone Penetration growth, 2018-2021
  • Figure 27 Global 5G subscriptions by geographic region 2019 to 2025
  • Figure 28 Esports - Key Market Challenges/Impediments Impact Analysis
  • Figure 29 Esports - M&A Activity Dashboard
  • Figure 30 Esports - Patent Activity Dashboard
  • Figure 31 Esports - Job Analytics Dashboard
  • Figure 32 Esports - Venture Financing Dashboard
  • Figure 33 Esports - Social Media Analytics Dashboard
  • Figure 34 Global Esports Market - Revenue Opportunity Forecast, 2021-2030 ($ Mn)
  • Figure 35 Global Esports Market By Revenue Stream, 2021-2030 ($ Mn)
  • Figure 36 Global Esports Market By Gaming Genre, 2021-2030 ($ Mn)
  • Figure 37 Esports - Market Overview
  • Figure 38 North America Esports Market Snapshot
  • Figure 39 North America Esports By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 40 North America Esports Market By gaming Genre - 2022 & 2030 ($Mn)
  • Figure 41 US Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 42 Canada Esports Market By Revenue Stream - 2022 & 2030 (%)
  • Figure 43 Europe Esports Market Snapshot
  • Figure 44 Europe Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 45 Europe Esports Market by Gaming Genre - 2022 & 2030 ($Mn)
  • Figure 46 Germany Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 47 UK Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 48 France Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 49 Italy Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 50 Russia Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 51 Rest of Europe Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 52 South & Central America Esports Market Snapshot
  • Figure 53 South & Central America Esports Market By Revenue Stream, 2022 & 2030 ($Mn)
  • Figure 54 South & Central America Esports Market By Gaming Genre, 2022 & 2030 ($ Mn)
  • Figure 55 Brazil Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 56 Mexico Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 57 Argentina Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 58 Colombia Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 59 Peru Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 60 Rest of South & Central America Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 61 Asia-Pacific Esports Market Snapshot
  • Figure 62 Asia-pacific Esports Market By Revenue Stream, 2022 & 2030 ($ Mn)
  • Figure 63 Asia-Pacific Esports Market By Gaming Genre , 2022 & 2030 ($ Mn)
  • Figure 64 China Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 65 Japan Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 66 Australia Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 67 India Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 68 South Korea Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 69 Rest of Asia Pacific Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 70 Middle East & Africa Esports Market Snapshot
  • Figure 71 Middle East & Africa Esports Market By Revenue Stream, 2022 & 2030 ($ Mn)
  • Figure 72 Middle East & Africa Esports Market By Gaming Genre, 2022 & 2030 ($ Mn)
  • Figure 73 Saudi Arabia Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 74 Nigeria Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 75 Iran Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 76 Morocco Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 77 Rest of Middle East and Africa Esports Market By Revenue Stream - 2022 & 2030 ($Mn)
  • Figure 78 Esports - Growth-Innovation Matrix
  • Figure 79 Data Analysis Model