2023-2030年全球電競市場
市場調查報告書
商品編碼
1296923

2023-2030年全球電競市場

Global Esports Market 2023-2030

出版日期: | 出版商: Orion Market Research | 英文 105 Pages | 商品交期: 2-3個工作天內

價格

在預測期內,全球電競市場預計將以18.6%的年復合成長率成長。推動市場成長的關鍵因素包括不斷增加的遊戲直播,不斷增加的觀眾人數,參與活動,以及聯賽的基礎設施。該行業的專業化程度不斷提高,為影響者、遊戲玩家、活動組織者和遊戲開發者創造了有利可圖的機會,使市場受益。千禧一代認為電競是一個專業的職業選擇,這是因為遊戲錦標賽、一對一的讚助、流媒體收入和令人印象深刻的國際獎池越來越受歡迎。此外,學院和大學已經開始提供專門的電競項目,以培養熟練的專業人士。例如,俄亥俄州立大學、馬薩諸塞州的貝克爾學院和弗吉尼亞州的謝南多大學提供電競學位課程。一些機構也在為玩家提供獎學金,這將進一步推動市場成長。例如,根據nea.org的數據,2021年,美國大學在電競方面頒發了超過1600萬美元的獎學金。電子競技公司正在投資於創新的新電競平台,以增加他們的收入和擴大他們的消費者基礎。例如,在2022年6月,直播平台LoCo.推出了Loco Legends,這是第一個不可偽造的電競代幣平台。

細分市場前景

全球電競市場根據流媒體類型、平台、收入模式和遊戲類型進行細分。根據流媒體類型,市場被分類為直播和點播。根據平台,市場被細分為基於PC的電競,基於主機的電競,以及移動和平板電腦。按收入模式,市場被細分為媒體版權、廣告、贊助、遊戲發行商費用、商品和門票。此外,按照遊戲類型,市場被細分為多人線上戰鬥競技場(MOBA)、玩家對玩家(PvP)、第一人稱射擊遊戲(FPS)和即時戰略(RTS)。其中,在預測期內,贊助子板塊佔了市場的主導佔有率。贊助使品牌能夠通過線上和離線媒體管道直接接觸到他們的潛在客戶。互動廣告、海報、贈品、影片展示和許多其他創意方法使品牌能夠鎖定潛在客戶。

媒體版權子領域預計將在全球電競市場中佔據突出佔有率

媒體版權包括支付給團隊、聯盟和活動組織者的所有收入,以獲得電競內容在某個管道的播放權。由於在各種流媒體平台上定期舉行許多個人聯賽、錦標賽和活動,媒體版權預計將產生可觀的收入。 Twitch Interactive, Inc.有一個著名的流媒體直播平台,被粉絲們採用來觀看重大賽事。根據GamesIndustry.biz的數據,Twitch在2021年見證了粉絲們花費240億小時觀看流媒體,與2020年相比,收視率增加了45.0%。此外,2022年3月,Rooter Sports Technologies Private Limited收購了Sky Esports所有Ips的媒體權利,為期一年。 Sky Esports是南亞地區領先的電競比賽組織者,並擁有自己的Ips。收購媒體權後,羅特體育將可以在印度用多種語言播放比賽。

在印度以幾種語言播放比賽,如英語、印地語、孟加拉語、卡納達語、泰米爾語、馬拉雅拉姆語和泰盧固語。這些合併和收購活動預計將在預測期內推動媒體版權領域的成長。

目錄

第一章:報告摘要

  • 當前行業分析和成長潛力展望
  • 研究方法和工具
  • 市場細分
    • 按領域分類
    • 按地區

第二章:市場概述和洞察力

  • 報告的範圍
  • 分析師的洞察力和當前的市場趨勢
    • 主要發現
    • 建議
    • 總結

第三章:競爭格局

  • 主要公司分析
  • Activision Blizzard, Inc.
    • 概述
    • 財務分析
    • SWOT分析
    • 近期發展情況
  • Epic Games, Inc.
    • 概況
    • 財務分析
    • SWOT分析
    • 近期發展情況
  • Gfinity PLC.
    • 進展概況
    • 財務分析
    • SWOT分析
    • 近期發展情況
  • Modern Times Group
    • 進展概況
    • 財務分析
    • SWOT分析
    • 近期發展
  • 關鍵戰略分析

第四章:市場細分

  • 全球電競市場的流媒體類型
    • 現場直播
    • 點播
  • 按平台分類的全球電競市場
    • 基於PC的電競
    • 基於遊戲機的電競
    • 手機和平板電腦
  • 按收入模式分類的全球電競市場
    • 媒體版權
    • 廣告
    • 贊助費
    • 遊戲發行費
    • 商品和門票
  • 按遊戲類型分類的全球電競市場
    • 多人線上競技場(MOBA)
    • 玩家對玩家(PvP)
    • 第一人稱射擊遊戲(FPS)
    • 即時戰略(RTS)

第五章:區域分析

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 義大利
    • 西班牙
    • 法國
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 世界其他地區

第六章:公司簡介

  • Alphabet Inc
  • DLive Entertainment Pte. Ltd.
  • Electronic Arts Inc.
  • HTC Corp.
  • Intel Corp.
  • Meta Platforms Inc.
  • Microsoft Corp.
  • Nintendo Co. Ltd.
  • NVIDIA Corp.
  • Riot Games, Inc.
  • Sony Group Corp.
  • Tencent Holdings Ltd.
  • Twitch Interactive, Inc.
  • Valve Corp.
  • X1 Esports and Entertainment Ltd.
Product Code: OMR2027394

Title:Global Esports Market Size, Share & Trends Analysis Report by Streaming Type (Live, and On-demand), by Platform (PC-based esports, Consoles-based esports, and Mobile and Tablets), by Revenue Model (Media Rights, Advertisement, Sponsorship, Game Publisher Fees, and Merchandise and Tickets), and by Gaming Genre (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), and Real Time Strategy (RTS)) Forecast Period (2023-2030).

The global esports market is anticipated to grow at a CAGR of 18.6% during the forecast period. Pivotal factors driving the growth of the market include the increasing live streaming of games, rising audience reach, engagement activities, and infrastructure for league tournaments. The profitable opportunities created by increasing professionalization in the industry for influencers, gamers, event organizers, and game developers benefit the market. Millennials consider esports a professional career option, owing to the increasing popularity of gaming tournaments, one-to-one sponsorships, streaming revenues, and impressive international prize pools. Additionally, colleges and universities have started providing dedicated esports programs to develop skilled professionals. For instance, Ohio State University, Becker College in Massachusetts, and Virginia's Shenandoah University provide the esports degree course. Some institutes are also providing scholarships to the players that will further propel the market growth. For instance, according to nea.org, in 2021, US colleges awarded more than $16.0 million in scholarships in esports. E-sports companies are investing in innovative new esports platforms for increasing their revenue and expanding their consumer base. For instance, in June 2022, LoCo., a live-streaming platform, launched Loco Legends, which is the first non-fungible token platform for esports.

Segmental Outlook

The global esports market is segmented based on streaming type, platform, revenue model, and gaming genre. Based on streaming type, the market is bifurcated into live and on-demand. By platform, the market is sub-segmented into PC-based esports, consoles-based esports, and mobile and tablets. By revenue model, the market is sub-segmented into media rights, advertisement, sponsorship, game publisher fees, and merchandise and tickets. Further, by gaming genre, the market is sub-segmented into the multiplayer online battle arena (MOBA), player vs player (PvP), first-person shooters (FPS), and real-time strategy (RTS). Among these, the sponsorship sub-segment accounted for the dominant share of the market during the forecast period. Sponsorships allow brands to reach their potential customers directly through online and offline media channels. Interactive advertising, posters, freebies, video displays, and many additional creative methods enable the brand to target potential customers.

Media Rights Sub-Segment is Anticipated to Hold a Prominent Share of the Global Esports Market

Media rights comprise all the revenue paid to teams, leagues, and event organizers to obtain the rights to broadcasting esports content on a channel. Media rights are anticipated to generate considerable revenue because of numerous individual leagues, championships, and events held on various streaming platforms regularly. Twitch Interactive, Inc. has an eminent platform for live streaming adopted by fans to watch major tournaments. According to GamesIndustry.biz, Twitch had witnessed fans spending 24.0 billion hours watching streamers in 2021, an 45.0% increase in viewership compared to 2020. Additionally, in March 2022, Rooter Sports Technologies Private Limited acquired the media rights for all Ips of Sky Esports for one year. Sky Esports is the leading esports tournament organizer in South Asia and has self-owned Ips. The acquisition of media rights will allow Rooter Sports to stream competitions

in India in several languages such as English, Hindi, Bengali, Kannada, Tamil, Malayalam, and Telugu. These mergers and acquisitions activities are expected to fuel the growth of the media rights segment in the forecast period.

Regional Outlook

The global Esports market is further segmented based on geography including North America (the US and Canada), Europe (UK, Italy, Spain, Germany, France, and Others), Asia-Pacific (India, China, Japan, South Korea, and Others), and the Rest of the World (the Middle East and Africa, and Latin America). Among these, the North American region is projected to expand at a significant CAGR during the forecast period, due to the rising popularity of video games, growing investments from major companies, and increased media coverage.

Global Esports Market Growth, by Region 2023-2030

Source: OMR Analysis

The Asia-Pacific Region is Anticipated to Hold a Significant Share of the Global Esports Market

In the Asian-pacific region, China is anticipated to hold a significant market share in the esports market owing to the popularity of esports among the youth. Additionally, major companies develop new games that will further propel the market growth. For example, Tencent Holdings Limited, a significant player in the esports industry, is headquartered in China, has played an influential role in the increase of esports in China by developing games like Honor of Kings.

South Korea is also anticipated to hold a significant market share over the forecast period. The country is well-known for esports, providing standard infrastructure to gamers, containing coaches, gaming houses, analysts, and others. For instance, in April 2022, the Korean Esports Association (KeSPA) signed a three-year sponsorship deal with SK Telecom. The agreement has made SK Telecom an official sponsor of KeSPA and will train the Korean esports team for Asian games. Such initiatives and developments in the market are expected to fuel further growth in the forecast period.

Market Players Outlook

The major companies serving the global esports market include Activision Blizzard, Inc., Epic Games, Inc., Gfinity PLC, and Modern Times Group. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, funding, collaborations, and new product launches to stay competitive in the market. For instance, in January 2022, Savvy Gaming Group, a Saudi Arabia-based esports investment company, acquired ESL, a German-based esports organizer and production company, and FACEIT, a UK-based esports platform for $1.5 billion. Through this acquisition, Savvy Gaming Group will integrate ESL's expertise in creating, broadcasting, and commercializing premium esports ecosystems, including arena events and festival shows, with FACEIT's ability to develop top-notch tools for competitive games. In June 2021, SEG Esports, Inc. announced a technological partnership with Adamas Esports, Inc. to improve its services and provide a 360-degree approach for clients.

The Report Covers:

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global esports market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1. Research Methods and Tools
  • 1.2. Market Breakdown
    • 1.2.1. By Segments
    • 1.2.2. By Region

2. Market Overview and Insights

  • 2.1. Scope of the Report
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Findings
    • 2.2.2. Recommendations
    • 2.2.3. Conclusion

3. Competitive Landscape

  • 3.1. Key Company Analysis
  • 3.2. Activision Blizzard, Inc.
    • 3.2.1. Overview
    • 3.2.2. Financial Analysis
    • 3.2.3. SWOT Analysis
    • 3.2.4. Recent Developments
  • 3.3. Epic Games, Inc.
    • 3.3.1. Overview
    • 3.3.2. Financial Analysis
    • 3.3.3. SWOT Analysis
    • 3.3.4. Recent Developments
  • 3.4. Gfinity PLC.
    • 3.4.1. Overview
    • 3.4.2. Financial Analysis
    • 3.4.3. SWOT Analysis
    • 3.4.4. Recent Developments
  • 3.5. Modern Times Group
    • 3.5.1. Overview
    • 3.5.2. Financial Analysis
    • 3.5.3. SWOT Analysis
    • 3.5.4. Recent Developments
  • 3.6. Key Strategy Analysis

4. Market Segmentation

  • 4.1. Global Esports Market by Streaming Type
    • 4.1.1. Live
    • 4.1.2. On-demand
  • 4.2. Global Esports Market by Platform
    • 4.2.1. PC-based Esports
    • 4.2.2. Consoles-based Esports
    • 4.2.3. Mobile and Tablets
  • 4.3. Global Esports Market by Revenue Model
    • 4.3.1. Media Rights
    • 4.3.2. Advertisement
    • 4.3.3. Sponsorship
    • 4.3.4. Game Publisher Fees
    • 4.3.5. Merchandise and Tickets
  • 4.4. Global Esports Market by Gaming Genre
    • 4.4.1. Multiplayer Online Battle Arena (MOBA)
    • 4.4.2. Player vs Player (PvP)
    • 4.4.3. First Person Shooters (FPS)
    • 4.4.4. Real Time Strategy (RTS)

5. Regional Analysis

  • 5.1. North America
    • 5.1.1. United States
    • 5.1.2. Canada
  • 5.2. Europe
    • 5.2.1. UK
    • 5.2.2. Germany
    • 5.2.3. Italy
    • 5.2.4. Spain
    • 5.2.5. France
    • 5.2.6. Rest of Europe
  • 5.3. Asia-Pacific
    • 5.3.1. China
    • 5.3.2. India
    • 5.3.3. Japan
    • 5.3.4. South Korea
    • 5.3.5. Rest of Asia-Pacific
  • 5.4. Rest of the World

6. Company Profiles

  • 6.1. Alphabet Inc
  • 6.2. DLive Entertainment Pte. Ltd.
  • 6.3. Electronic Arts Inc.
  • 6.4. HTC Corp.
  • 6.5. Intel Corp.
  • 6.6. Meta Platforms Inc.
  • 6.7. Microsoft Corp.
  • 6.8. Nintendo Co. Ltd.
  • 6.9. NVIDIA Corp.
  • 6.10. Riot Games, Inc.
  • 6.11. Sony Group Corp.
  • 6.12. Tencent Holdings Ltd.
  • 6.13. Twitch Interactive, Inc.
  • 6.14. Valve Corp.
  • 6.15. X1 Esports and Entertainment Ltd.

LIST OF TABLES

  • 1. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 2. GLOBAL LIVE ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 3. GLOBAL ON-DEMAND ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 4. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 5. GLOBAL PC-BASED ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 6. GLOBAL CONSOLES-BASED ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 7. GLOBAL MOBILE AND TABLETS ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 8. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 9. GLOBAL ESPORTS BY MEDIA RIGHTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 10. GLOBAL ESPORTS BY ADVERTISEMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 11. GLOBAL ESPORTS BY SPONSORSHIP MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 12. GLOBAL ESPORTS BY GAME PUBLISHER FEES MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 13. GLOBAL ESPORTS BY MERCHANDISE AND TICKETS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 14. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 15. GLOBAL MULTIPLAYER ONLINE BATTLE ARENA (MOBA) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 16. GLOBAL PLAYER VS PLAYER (PVP) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 17. GLOBAL FIRST PERSON SHOOTERS (FPS) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 18. GLOBAL REAL TIME STRATEGY (RTS) ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 19. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2022-2030($ MILLION)
  • 20. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 21. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 22. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 23. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 24. NORTH AMERICAN ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 25. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 26. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 27. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 28. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 29. EUROPEAN ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 30. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 31. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 32. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 33. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 34. ASIA-PACIFIC ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)
  • 35. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2022-2030($ MILLION)
  • 36. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY STREAMING TYPE, 2022-2030($ MILLION)
  • 37. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2022-2030($ MILLION)
  • 38. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2022-2030($ MILLION)
  • 39. REST OF THE WORLD ESPORTS MARKET RESEARCH AND ANALYSIS BY GAMING GENRE, 2022-2030($ MILLION)

LIST OF FIGURES

  • 1. GLOBAL ESPORTS MARKET SHARE BY STREAMING TYPE, 2022 VS 2030(%)
  • 2. GLOBAL LIVE ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 3. GLOBAL ON-DEMAND ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 4. GLOBAL ESPORTS MARKET SHARE BY PLATFORM, 2022 VS 2030(%)
  • 5. GLOBAL PC-BASED ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 6. GLOBAL CONSOLES-BASED ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 7. GLOBAL MOBILE AND TABLETS ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 8. GLOBAL ESPORTS MARKET SHARE BY REVENUE MODEL, 2022 VS 2030(%)
  • 9. GLOBAL ESPORTS BY MEDIA RIGHTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 10. GLOBAL ESPORTS MARKET BY ADVERTISEMENT MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 11. GLOBAL ESPORTS BY SPONSORSHIP MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 12. GLOBAL ESPORTS BY GAME PUBLISHER FEES MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 13. GLOBAL ESPORTS BY MERCHANDISE AND TICKETS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 14. GLOBAL ESPORTS MARKET SHARE BY GAMING GENRE, 2022 VS 2030(%)
  • 15. GLOBAL MULTIPLAYER ONLINE BATTLE ARENA (MOBA) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 16. GLOBAL PLAYER VS PLAYER (PVP) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 17. GLOBAL FIRST PERSON SHOOTERS (FPS) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 18. GLOBAL REAL TIME STRATEGY (RTS) ESPORTS MARKET SHARE BY REGION, 2022 VS 2030(%)
  • 19. GLOBAL ESPORTS MARKET SHARE BY REGION, 2022 VS 2030 (%)
  • 20. US ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 21. CANADA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 22. UK ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 23. FRANCE ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 24. GERMANY ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 25. ITALY ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 26. SPAIN ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 27. REST OF EUROPE ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 28. INDIA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 29. CHINA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 30. JAPAN ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 31. SOUTH KOREA ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 32. REST OF ASIA-PACIFIC ESPORTS MARKET SIZE, 2022-2030($ MILLION)
  • 33. REST OF THE WORLD ESPORTS MARKET SIZE, 2022-2030($ MILLION)