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市場調查報告書
商品編碼
1231379

電子競技的全球市場

Esports

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 334 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

電子競技的全球市場到2030年將達到140億美元

在COVID-19後改變的商務環境中,2022年34億美元的電子競技的全球市場,在2022年~2030年預計將以年複合成長率19.4%增長,2030年之前達到140億美元。本報告所分析之市場區隔之一的贊助商將記錄年複合成長率14%,到分析期間結束時達到37億美元。考慮疫情後的復甦,媒體版權領域今後8年的年複合成長率將修正為27.2%。

美國市場估算為10億美元,中國則將以年複合成長率19.2%增長。

美國的電子競技市場在2022年估算為10億美元。作為世界第2大經濟大國的中國,在2022年~2030年年複合成長率預計將為19.2%,2030年達到25億美元的市場規模。其他熱門的地區市場有日本和加拿大,在2022年~2030年預計將各以17%,16%的速度成長。在歐洲市場中,德國預計將以年複合成長率13.1%成長。

調查對像企業範例

  • Activision Blizzard, Inc.
  • Alisports
  • Beyond The Summit(BTS)
  • CJ Sports
  • Electronic Arts, Inc.
  • Facebook, Inc.
  • Faceit Ltd.
  • Gfinity Plc
  • Gungho Online Entertainment, Inc.
  • Hi-Rez Studios, Inc.
  • Kabum
  • Modern Times Group AB
  • Nintendo Co., Ltd.
  • Rovio Entertainment Ltd.
  • Turner Broadcasting System, Inc.
  • Twitch.Tv
  • Valve Corporation
  • Wargaming Group Limited
  • YouTube LLC

目錄

第1章 調查手法

第2章 摘要整理

  • 市場概要
  • 主要企業
  • 市場趨勢與推動因素
  • 全球市場預測

第3章 市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 其他歐洲
  • 亞太地區
  • 全球其他地區

第4章 競爭

簡介目錄
Product Code: MCP11855

What`s New for 2023?

»Special coverage on Russia-Ukraine war; global inflation; easing of "zero-Covid" policy in China and its `bumpy` reopening; supply chain disruptions, global trade tensions; and risk of recession.

»Global competitiveness and key competitor percentage market shares

» Market presence across multiple geographies - Strong/Active/Niche/Trivial

»Online interactive peer-to-peer collaborative bespoke updates

»Access to our digital archives and MarketGlass Research Platform

»Complimentary updates for one year

Looking Ahead to 2023

The global economy is at a critical crossroads with a number of interlocking challenges and crises running in parallel. The uncertainty around how Russia`s war on Ukraine will play out this year and the war`s role in creating global instability means that the trouble on the inflation front is not over yet. Food and fuel inflation will remain a persistent economic problem. Higher retail inflation will impact consumer confidence and spending. As governments combat inflation by raising interest rates, new job creation will slowdown and impact economic activity and growth. Lower capital expenditure is in the offing as companies go slow on investments, held back by inflation worries and weaker demand. With slower growth and high inflation, developed markets seem primed to enter into a recession. Fears of new COVID outbreaks and China's already uncertain post-pandemic path poses a real risk of the world experiencing more acute supply chain pain and manufacturing disruptions this year. Volatile financial markets, growing trade tensions, stricter regulatory environment and pressure to mainstream climate change into economic decisions will compound the complexity of challenges faced. Year 2023 is expected to be tough year for most markets, investors and consumers. Nevertheless, there is always opportunity for businesses and their leaders who can chart a path forward with resilience and adaptability.

Global Esports Market to Reach $14 Billion by 2030

In the changed post COVID-19 business landscape, the global market for Esports estimated at US$3.4 Billion in the year 2022, is projected to reach a revised size of US$14 Billion by 2030, growing at aCAGR of 19.4% over the period 2022-2030. Sponsorship, one of the segments analyzed in the report, is projected to record 14% CAGR and reach US$3.7 Billion by the end of the analysis period. Taking into account the ongoing post pandemic recovery, growth in the Media Rights segment is readjusted to a revised 27.2% CAGR for the next 8-year period.

The U.S. Market is Estimated at $1 Billion, While China is Forecast to Grow at 19.2% CAGR

The Esports market in the U.S. is estimated at US$1 Billion in the year 2022. China, the world`s second largest economy, is forecast to reach a projected market size of US$2.5 Billion by the year 2030 trailing a CAGR of 19.2% over the analysis period 2022 to 2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 17% and 16% respectively over the 2022-2030 period. Within Europe, Germany is forecast to grow at approximately 13.1% CAGR.

Select Competitors (Total 221 Featured):

  • Activision Blizzard, Inc.
  • Alisports
  • Beyond The Summit (BTS)
  • CJ Sports
  • Electronic Arts, Inc.
  • Facebook, Inc.
  • Faceit Ltd.
  • Gfinity Plc
  • Gungho Online Entertainment, Inc.
  • Hi-Rez Studios, Inc.
  • Kabum
  • Modern Times Group AB
  • Nintendo Co., Ltd.
  • Rovio Entertainment Ltd.
  • Turner Broadcasting System, Inc.
  • Twitch.Tv
  • Valve Corporation
  • Wargaming Group Limited
  • YouTube LLC

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Impact of Covid-19 and a Looming Global Recession
    • Esports - Global Key Competitors Percentage Market Share in 2020 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2020 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Recent Past, Current & Future Analysis for Esports by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
    • TABLE 2: World 8-Year Perspective for Esports by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2023 & 2030
    • TABLE 3: World Recent Past, Current & Future Analysis for Media Rights by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
    • TABLE 4: World 8-Year Perspective for Media Rights by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Sponsorship by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
    • TABLE 6: World 8-Year Perspective for Sponsorship by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 7: World Recent Past, Current & Future Analysis for Game Publisher Fees by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
    • TABLE 8: World 8-Year Perspective for Game Publisher Fees by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 9: World Recent Past, Current & Future Analysis for Advertising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
    • TABLE 10: World 8-Year Perspective for Advertising by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 11: World Esports Market Analysis of Annual Sales in US$ Thousand for Years 2014 through 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Tickets & Merchandise by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
    • TABLE 13: World 8-Year Perspective for Tickets & Merchandise by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Smart Phones by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
    • TABLE 15: World 8-Year Perspective for Smart Phones by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Gaming Consoles by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
    • TABLE 17: World 8-Year Perspective for Gaming Consoles by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Smart TVs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
    • TABLE 19: World 8-Year Perspective for Smart TVs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Other Device Types by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
    • TABLE 21: World 8-Year Perspective for Other Device Types by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2023 (E)
    • TABLE 22: USA Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 23: USA 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 24: USA Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 25: USA 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030
  • CANADA
    • TABLE 26: Canada Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 27: Canada 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 29: Canada 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030
  • JAPAN
    • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2023 (E)
    • TABLE 30: Japan Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 31: Japan 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 33: Japan 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030
  • CHINA
    • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2023 (E)
    • TABLE 34: China Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 35: China 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 36: China Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 37: China 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030
  • EUROPE
    • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2023 (E)
    • TABLE 38: Europe Recent Past, Current & Future Analysis for Esports by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2022 through 2030 and % CAGR
    • TABLE 39: Europe 8-Year Perspective for Esports by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2023 & 2030
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 41: Europe 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 43: Europe 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030
  • FRANCE
    • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2023 (E)
    • TABLE 44: France Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 45: France 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 46: France Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 47: France 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030
  • GERMANY
    • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2023 (E)
    • TABLE 48: Germany Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 49: Germany 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 51: Germany 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030
  • ITALY
    • TABLE 52: Italy Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 53: Italy 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 55: Italy 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030
  • UNITED KINGDOM
    • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2023 (E)
    • TABLE 56: UK Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 57: UK 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 58: UK Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 59: UK 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030
  • REST OF EUROPE
    • TABLE 60: Rest of Europe Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 61: Rest of Europe 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030
  • ASIA-PACIFIC
    • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2023 (E)
    • TABLE 64: Asia-Pacific Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 65: Asia-Pacific 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030
  • REST OF WORLD
    • TABLE 68: Rest of World Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 69: Rest of World 8-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2023 & 2030
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2022 through 2030 and % CAGR
    • TABLE 71: Rest of World 8-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2023 & 2030

IV. COMPETITION