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세계의 e스포츠 시장 분석 및 예측(-2034년) : 유형, 제품, 서비스, 기술, 컴포넌트, 용도, 디바이스, 최종사용자, 모드, 스테이지

Esports Market Analysis and Forecast to 2034: Type, Product, Services, Technology, Component, Application, Device, End User, Mode, Stage

발행일: | 리서치사: Global Insight Services | 페이지 정보: 영문 364 Pages | 배송안내 : 3-5일 (영업일 기준)

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

e스포츠 시장은 2024년 36억 8,000만 달러에서 2034년까지 약 19.5%의 연평균 복합 성장률(CAGR)로 성장하여 218억 5,000만 달러로 확대될 것으로 예측됩니다. 이 시장은 개인과 팀이 다양한 장르의 조직된 토너먼트에서 경쟁하는 경쟁 비디오 게임을 포괄합니다. 이 역동적인 분야에는 게임 퍼블리셔, 이벤트 주최자, 스트리밍 플랫폼, 스폰서 계약 등이 포함됩니다. 시장의 급격한 성장은 시청자 증가, 기술 발전, 투자 증가에 힘입어 빠르게 성장하고 있습니다. 주요 동향으로는 모바일 게임의 확대, 가상 경험의 강화, 기존 스포츠와의 융합 등을 들 수 있습니다. 디지털 참여가 급증하면서 머천다이징, 미디어 권한, 업계 간 파트너십에서 유리한 기회가 생겨났고, e스포츠는 세계 엔터테인먼트 환경에서 중요한 기업로 자리매김하고 있습니다.

시장 개요:

e스포츠 시장은 다양한 부문으로 구성되어 있으며, 그 중에서도 프로게이밍 부문은 경쟁 게임 이벤트의 인기 급상승과 대규모 스폰서십 계약에 의해 주도되고 있습니다. 이 부문의 강점은 라이브 스트리밍 플랫폼과 세계 토너먼트를 통해 많은 관중을 끌어들이고 선수, 팀, 리그를 위한 탄탄한 생태계를 조성하고 있다는 점입니다. 모바일 e스포츠와 같은 신흥 하위 부문은 스마트폰의 보급과 모바일 게임의 고도화에 힘입어 빠르게 확산되고 있습니다. 이러한 성장을 보완하는 것은 캐주얼 게임 커뮤니티의 부상과 가상현실(VR) 기술의 통합입니다. 인터랙티브하고 매력적인 컨텐츠에 대한 수요는 지속적으로 증가하고 있으며, 이는 개발자, 광고주, 기술 제공업체에게 유리한 기회를 창출하고 있습니다. 산업이 발전함에 따라 게임, 엔터테인먼트, 소셜 미디어의 융합은 시장 확대를 더욱 촉진할 것으로 예측됩니다.

시장 세분화
유형 토너먼트, 리그
제품 소개 게임기, PC, 스마트폰, VR 기기
서비스 방송, 스폰서십, 광고, 머천다이징, 방송, 스폰서십
테크놀로지 클라우드 게임, 5G, AI 통합, 증강현실
구성 요소 하드웨어, 소프트웨어
용도 프로게이머, 캐주얼 게이머
디바이스 데스크톱, 노트북, 태블릿, 스마트 TV
최종 사용자 개인, 팀, 기업
모드 온라인, 오프라인
스테이지 아마추어, 세미프로, 프로, 프로가

e스포츠 시장은 게임 장르, 플랫폼, 지역 등 다양한 부문에서 다양한 시장 점유율이 분포되어 있으며, 역동적이고 진화하는 것이 특징입니다. 디지털 플랫폼의 보급과 모바일 게임의 부상은 시장 확대에 크게 기여하고 있습니다. 북미와 아시아태평양은 매우 중요한 지역으로, 전자는 매출에서 선두를 달리고 있으며, 후자는 인터넷 보급률 상승과 젊은 층의 급격한 증가로 인해 급성장하고 있습니다. 유명 게임 개발사와 스트리밍 플랫폼은 전 세계 시청자들의 관심을 끌기 위해 지속적으로 혁신을 거듭하고 있습니다.

e스포츠 시장 내 경쟁은 치열하며, Tencent, Activision Blizzard, Riot Games 등 주요 이해관계자들이 전략적 파트너십과 기술적 진보를 통해 경쟁력을 높이고 있습니다. 특히 유럽과 북미에서는 기업의 복지와 페어플레이를 중시하는 규제 프레임워크가 늘어나면서 시장의 윤리 기준을 형성하고 있습니다. 향후 시장 진출기업들은 시청자의 참여와 몰입도를 높여줄 것으로 기대되는 가상현실과 증강현실의 기술 혁신에 힘입어 큰 폭의 성장을 이룰 것으로 보입니다. 규제 당국의 감시와 지속 가능한 수익화 모델의 필요성이라는 과제는 여전히 남아 있지만, 산업의 궤도는 낙관적이며 새로운 인구 집단과 지역으로 확장할 수 있는 기회도 있습니다.

트렌드와 촉진요인:

e스포츠 시장은 시청자 수 증가, 기술 발전, 수익화 전략 강화에 힘입어 괄목할 만한 성장세를 보이고 있습니다. 주요 동향으로는 다양한 계층의 접근과 참여를 민주화시키는 모바일 게이밍의 확장을 들 수 있습니다. 클라우드 게임의 부상도 중요한 트렌드로, 원활한 경험을 제공하고 하드웨어의 장벽을 제거하여 시청자 저변을 확대하는 데 기여하고 있습니다. 또한, 가상현실(VR)과 증강현실(AR)의 통합은 사용자 경험을 풍부하게 하고 기업와 관중 모두를 매료시키는 몰입형 게임 플레이를 제공하고 있으며, e스포츠 생태계 역시 스폰서십과 광고 투자가 급증하고 있습니다. 이는 브랜드가 첨단 기술에 정통한 젊은 시청자에게 다가갈 수 있는 가능성을 인식하고 있기 때문입니다. 또한 대학 및 아마추어 리그의 발전은 풀뿌리 참여를 촉진하고, 인재를 육성하고, 경쟁 환경을 확장하고 있습니다. 커뮤니티 형성과 실시간 교류를 촉진하는 라이브 스트리밍 플랫폼의 인기가 높아지고 있는 것도 그 원동력이 되고 있습니다. 초고속 인터넷과 모바일 기기의 보급은 e스포츠의 소비를 더욱 촉진하고 전 세계적으로 쉽게 접근할 수 있도록 하고 있습니다. 인터넷 보급률 증가와 젊은 층의 인구 증가가 수요를 주도하는 신흥 시장에는 많은 기회가 있습니다. 컨텐츠 배포와 팬 참여에 있어 혁신적인 기업들은 이 역동적인 시장을 활용할 수 있는 유리한 위치에 있으며, e스포츠 산업은 디지털 혁신과 세계화를 주요 원동력으로 삼아 지속 가능한 성장을 이룰 준비가 되어 있습니다.

억제요인과 과제:

e스포츠 시장은 현재 몇 가지 큰 억제요인과 과제를 안고 있습니다. 주요 과제는 스폰서십과 광고에 크게 의존하는 수익원의 불안정성이며, 이는 시장 상황에 따라 변동될 수 있습니다. 또한, 국가별로 게임 컨텐츠 및 수익화 전략에 대한 규제가 상이하여 세계 사업 운영을 복잡하게 만들고 있습니다. 또한, 급속한 기술 발전도 걸림돌이 되고 있습니다. 기업들은 끊임없이 기술 혁신을 지속해야 하기 때문에 연구개발에 많은 투자를 해야 합니다. 또한, 이 업계는 선수들의 소진 및 정신 건강 문제를 다루고 있으며, 팀의 성과에 영향을 미칠 수 있는 웰니스 프로그램에 대한 투자가 필요합니다. 마지막으로, 성공과 관중 참여를 측정할 수 있는 표준화된 지표가 없기 때문에 스폰서 확보와 유지에 어려움을 겪고 있습니다. 이러한 문제들은 e스포츠 부문의 지속적인 성장과 수익성을 가로막는 큰 장벽으로 작용하고 있습니다.

목차

제1장 e스포츠 시장 개요

  • 조사 목적
  • e스포츠 시장 정의와 조사 범위
  • 보고서 제한 사항
  • 조사 대상년과 통화
  • 조사 방법

제2장 주요 요약

제3장 시장에 관한 프리미엄 인사이트

제4장 e스포츠 시장 전망

  • e스포츠 시장 세분화
  • 시장 역학
  • Porter의 Five Forces 분석
  • PESTLE 분석
  • 밸류체인 분석
  • 4P 모델
  • ANSOFF 매트릭스

제5장 e스포츠 시장 전략

  • 상위 시장 분석
  • 수급 분석
  • 소비자 구매 의욕
  • 사례 연구 분석
  • 가격 분석
  • 규제 상황
  • 공급망 분석
  • 경쟁 제품 분석
  • 최근 동향

제6장 e스포츠 시장 규모

  • e스포츠 시장 규모 : 금액별
  • e스포츠 시장 규모 : 수량별

제7장 e스포츠 시장 : 유형별

  • 시장 개요
  • 토너먼트
  • 리그
  • 기타

제8장 e스포츠 시장 : 제품별

  • 시장 개요
  • 게이밍 콘솔
  • PC
  • 스마트폰
  • VR 기기
  • 기타

제9장 e스포츠 시장 : 서비스별

  • 시장 개요
  • 방송
  • 스폰서십
  • 광고
  • 머천다이징
  • 기타

제10장 e스포츠 시장 : 기술별

  • 시장 개요
  • 클라우드 게임
  • 5G
  • AI 통합
  • 증강현실(AR)
  • 기타

제11장 e스포츠 시장 : 컴포넌트별

  • 시장 개요
  • 하드웨어
  • 소프트웨어
  • 기타

제12장 e스포츠 시장 : 용도별

  • 시장 개요
  • 프로 기업
  • 캐주얼 게이머
  • 기타

제13장 e스포츠 시장 : 디바이스별

  • 시장 개요
  • 데스크톱
  • 노트북
  • 태블릿
  • 스마트 TV
  • 기타

제14장 e스포츠 시장 : 최종사용자별

  • 시장 개요
  • 개인
  • 기업
  • 기타

제15장 e스포츠 시장 : 모드별

  • 시장 개요
  • 온라인
  • 오프라인
  • 기타

제16장 e스포츠 시장 : 스테이지별

  • 시장 개요
  • 아마추어
  • 세미프로
  • 프로
  • 기타

제17장 e스포츠 시장 : 지역별

  • 개요
  • 북미
    • 미국
    • 캐나다
  • 유럽
    • 영국
    • 독일
    • 프랑스
    • 스페인
    • 이탈리아
    • 네덜란드
    • 스웨덴
    • 스위스
    • 덴마크
    • 핀란드
    • 러시아
    • 기타 유럽
  • 아시아태평양
    • 중국
    • 인도
    • 일본
    • 한국
    • 호주
    • 싱가포르
    • 인도네시아
    • 대만
    • 말레이시아
    • 기타 아시아태평양
  • 라틴아메리카
    • 브라질
    • 멕시코
    • 아르헨티나
    • 기타 라틴아메리카
  • 중동 및 아프리카
    • 사우디아라비아
    • 아랍에미리트(UAE)
    • 남아프리카공화국
    • 기타 중동 및 아프리카

제18장 경쟁 구도

  • 개요
  • 시장 점유율 분석
  • 주요 기업의 포지셔닝
  • 경쟁 리더십 매핑
  • 벤더 벤치마킹
  • 개발 전략 벤치마킹

제19장 기업 개요

  • Cloud9
  • Team Liquid
  • FaZe Clan
  • G2 Esports
  • Fnatic
  • T1
  • NRG Esports
  • 100 Thieves
  • Gen.G Esports
  • Team SoloMid
  • OG
  • Astralis
  • Evil Geniuses
  • SK Gaming
  • Misfits Gaming
  • Rogue
  • Alliance
  • Dignitas
  • ENCE
  • Natus Vincere
LSH 25.05.26

Esports Market is anticipated to expand from $3.68 billion in 2024 to $21.85 billion by 2034, growing at a CAGR of approximately 19.5%. The market encompasses competitive video gaming, where individuals and teams compete in organized tournaments across various genres. This dynamic sector includes game publishers, event organizers, streaming platforms, and sponsorship deals. The market's rapid growth is fueled by increasing viewership, technological advancements, and rising investment. Key trends include mobile gaming expansion, enhanced virtual experiences, and integration with traditional sports. As digital engagement surges, lucrative opportunities arise in merchandising, media rights, and cross-industry partnerships, positioning esports as a significant player in the global entertainment landscape.

Market Overview:

The Esports Market is characterized by diverse segments, with the professional gaming segment leading the charge, driven by the surging popularity of competitive gaming events and substantial sponsorship deals. This segment's dominance is attributed to its ability to attract large audiences through live streaming platforms and global tournaments, fostering a robust ecosystem of players, teams, and leagues. Emerging sub-segments such as mobile esports are rapidly gaining traction, fueled by the widespread accessibility of smartphones and the increasing sophistication of mobile games. This growth is complemented by the rise of casual gaming communities and the integration of virtual reality (VR) technologies, which promise to enhance the immersive experience for both players and spectators. The demand for interactive and engaging content continues to rise, creating lucrative opportunities for developers, advertisers, and technology providers. As the industry evolves, the convergence of gaming, entertainment, and social media is expected to further propel market expansion.

Market Segmentation
TypeTournament, League
ProductGaming Consoles, PCs, Smartphones, VR Devices
ServicesBroadcasting, Sponsorships, Advertising, Merchandising
TechnologyCloud Gaming, 5G, AI Integration, Augmented Reality
ComponentHardware, Software
ApplicationProfessional Players, Casual Gamers
DeviceDesktops, Laptops, Tablets, Smart TVs
End UserIndividuals, Teams, Enterprises
ModeOnline, Offline
StageAmateur, Semi-professional, Professional

The Esports market is characterized by a dynamic and evolving landscape, with a diverse distribution of market share across various segments such as game genres, platforms, and regions. The proliferation of digital platforms and the rise of mobile gaming have significantly contributed to the market's expansion. North America and Asia-Pacific are pivotal regions, with the former leading in revenue generation and the latter demonstrating rapid growth due to increasing internet penetration and a burgeoning youth demographic. Prominent game developers and streaming platforms are continuously innovating to capture the attention of a global audience.

Competitive forces within the Esports market are intense, with major stakeholders such as Tencent, Activision Blizzard, and Riot Games driving the competitive edge through strategic partnerships and technological advancements. Regulatory frameworks, particularly in Europe and North America, are increasingly focusing on player welfare and fair play, shaping the market's ethical standards. Looking ahead, the market is poised for substantial growth, propelled by technological innovations in virtual reality and augmented reality, which promise to enhance viewer engagement and participation. Challenges such as regulatory scrutiny and the need for sustainable monetization models persist, but the industry's trajectory remains optimistic, with opportunities for expansion into new demographics and regions.

Geographical Overview:

The esports market is flourishing globally, with each region contributing uniquely to its expansion. North America stands as a pivotal player, boasting a mature infrastructure and robust fan base. The region's esports ecosystem is bolstered by significant investments and partnerships with traditional sports franchises. Europe follows as a key market, characterized by diverse gaming cultures and strong community engagement. This region benefits from a well-established competitive scene and numerous international tournaments. In Asia Pacific, the esports industry is experiencing exponential growth. This is driven by a deep-rooted gaming culture and substantial investments from tech giants. Countries like South Korea and China are at the forefront, hosting some of the largest esports events globally. Latin America is emerging as a promising market, with increasing internet penetration and a young demographic fueling its growth. The region is witnessing a surge in viewership and local talent development. The Middle East & Africa are gradually recognizing the potential of esports. Investments in infrastructure and government support are pivotal in shaping the market. The region is poised for growth as awareness and participation in esports continue to rise. Each region's unique dynamics offer lucrative opportunities for stakeholders to capitalize on the burgeoning esports market.

Recent Developments:

The esports market has been bustling with activity over the past three months, reflecting its dynamic and rapidly evolving nature. Tencent has made headlines by acquiring a significant stake in the esports platform VSPN, aiming to bolster its presence in the competitive gaming arena. Meanwhile, Activision Blizzard has entered a strategic partnership with YouTube Gaming, enhancing its streaming capabilities for major esports events. In another development, Riot Games announced a joint venture with a leading media company to expand its esports content offerings, signaling a deeper integration of esports into mainstream entertainment. The regulatory landscape has also seen changes, with the European Union introducing new guidelines to standardize esports competitions across member states, ensuring fair play and integrity. Lastly, a major investment firm has launched a dedicated esports fund, targeting early-stage companies and startups in the esports ecosystem, highlighting the sector's potential for growth and innovation. These developments underscore the esports market's robust trajectory and expanding influence in the global entertainment industry.

Key Companies:

Cloud9, Team Liquid, Fa Ze Clan, G2 Esports, Fnatic, T1, NRG Esports, 100 Thieves, Gen. G Esports, Team Solo Mid, OG, Astralis, Evil Geniuses, SK Gaming, Misfits Gaming, Rogue, Alliance, Dignitas, ENCE, Natus Vincere

Trends and Drivers:

The esports market is experiencing remarkable growth, driven by increasing viewership, technological advancements, and enhanced monetization strategies. Key trends include the expansion of mobile gaming, which is democratizing access and engagement across diverse demographics. The rise of cloud gaming is another significant trend, offering seamless experiences and broadening the audience base by eliminating hardware barriers. Moreover, the integration of virtual reality (VR) and augmented reality (AR) is enriching user experiences, providing immersive gameplay that attracts both players and spectators. The esports ecosystem is also witnessing a surge in sponsorship and advertising investments, as brands recognize the potential of reaching a young, tech-savvy audience. Additionally, the development of collegiate and amateur leagues is fostering grassroots participation, nurturing talent, and expanding the competitive landscape. Drivers include the growing popularity of live streaming platforms, which facilitate community building and real-time interaction. The proliferation of high-speed internet and mobile devices has further fueled esports consumption, making it more accessible globally. Opportunities are abundant in emerging markets, where increasing internet penetration and youthful populations are driving demand. Companies that innovate in content delivery and fan engagement are well-positioned to capitalize on this dynamic market. The esports industry is poised for sustained growth, with digital transformation and globalization as key enablers.

Restraints and Challenges:

The esports market is currently navigating several significant restraints and challenges. A primary challenge is the volatility in revenue streams, heavily reliant on sponsorships and advertising, which can fluctuate with market conditions. Furthermore, the market faces regulatory challenges, as different countries impose varying restrictions on gaming content and monetization strategies, complicating global operations. The rapid technological advancements also present a hurdle, as companies must continuously innovate to keep pace, demanding substantial investment in research and development. Additionally, the industry grapples with player burnout and mental health issues, necessitating investment in wellness programs and potentially affecting team performance. Lastly, there is a lack of standardized metrics for measuring success and audience engagement, leading to difficulties in attracting and retaining sponsors. These challenges collectively pose significant barriers to sustained growth and profitability in the esports sector.

Sources:

Entertainment Software Association, U.S. Department of Commerce - International Trade Administration, European Commission - Digital Economy and Society, International Telecommunication Union, United Nations Educational, Scientific and Cultural Organization (UNESCO), World Intellectual Property Organization, International Olympic Committee - Esports Liaison Group, National Institute of Information and Communications Technology (Japan), Korea Creative Content Agency, China Audio-Video and Digital Publishing Association, International Game Developers Association, University of California - Berkeley Center for New Media, Massachusetts Institute of Technology - Comparative Media Studies/Writing, Stanford University - Human-Computer Interaction Group, University of Southern California - Annenberg School for Communication and Journalism, Game Developers Conference, Esports Business Summit, International Esports Federation World Championship, Intel Extreme Masters, DreamHack Festival, The Game Awards

Research Scope:

  • Estimates and forecasts the overall market size across type, application, and region.
  • Provides detailed information and key takeaways on qualitative and quantitative trends, dynamics, business framework, competitive landscape, and company profiling.
  • Identifies factors influencing market growth and challenges, opportunities, drivers, and restraints.
  • Identifies factors that could limit company participation in international markets to help calibrate market share expectations and growth rates.
  • Evaluates key development strategies like acquisitions, product launches, mergers, collaborations, business expansions, agreements, partnerships, and R&D activities.
  • Analyzes smaller market segments strategically, focusing on their potential, growth patterns, and impact on the overall market.
  • Outlines the competitive landscape, assessing business and corporate strategies to monitor and dissect competitive advancements.

Our research scope provides comprehensive market data, insights, and analysis across a variety of critical areas. We cover Local Market Analysis, assessing consumer demographics, purchasing behaviors, and market size within specific regions to identify growth opportunities. Our Local Competition Review offers a detailed evaluation of competitors, including their strengths, weaknesses, and market positioning. We also conduct Local Regulatory Reviews to ensure businesses comply with relevant laws and regulations. Industry Analysis provides an in-depth look at market dynamics, key players, and trends. Additionally, we offer Cross-Segmental Analysis to identify synergies between different market segments, as well as Production-Consumption and Demand-Supply Analysis to optimize supply chain efficiency. Our Import-Export Analysis helps businesses navigate global trade environments by evaluating trade flows and policies. These insights empower clients to make informed strategic decisions, mitigate risks, and capitalize on market opportunities.

TABLE OF CONTENTS

1: Esports Market Overview

  • 1.1 Objectives of the Study
  • 1.2 Esports Market Definition and Scope of the Report
  • 1.3 Report Limitations
  • 1.4 Years & Currency Considered in the Study
  • 1.5 Research Methodologies
    • 1.5.1 Secondary Research
    • 1.5.2 Primary Research
    • 1.5.3 Market Size Estimation: Top-Down Approach
    • 1.5.4 Market Size Estimation: Bottom-Up Approach
    • 1.5.5 Data Triangulation and Validation

2: Executive Summary

  • 2.1 Summary
  • 2.2 Key Opinion Leaders
  • 2.3 Key Highlights of the Market, by Type
  • 2.4 Key Highlights of the Market, by Product
  • 2.5 Key Highlights of the Market, by Services
  • 2.6 Key Highlights of the Market, by Technology
  • 2.7 Key Highlights of the Market, by Component
  • 2.8 Key Highlights of the Market, by Application
  • 2.9 Key Highlights of the Market, by Device
  • 2.10 Key Highlights of the Market, by End User
  • 2.11 Key Highlights of the Market, by Mode
  • 2.12 Key Highlights of the Market, by Stage
  • 2.13 Key Highlights of the Market, by North America
  • 2.14 Key Highlights of the Market, by Europe
  • 2.15 Key Highlights of the Market, by Asia-Pacific
  • 2.16 Key Highlights of the Market, by Latin America
  • 2.17 Key Highlights of the Market, by Middle East
  • 2.18 Key Highlights of the Market, by Africa

3: Premium Insights on the Market

  • 3.1 Market Attractiveness Analysis, by Region
  • 3.2 Market Attractiveness Analysis, by Type
  • 3.3 Market Attractiveness Analysis, by Product
  • 3.4 Market Attractiveness Analysis, by Services
  • 3.5 Market Attractiveness Analysis, by Technology
  • 3.6 Market Attractiveness Analysis, by Component
  • 3.7 Market Attractiveness Analysis, by Application
  • 3.8 Market Attractiveness Analysis, by Device
  • 3.9 Market Attractiveness Analysis, by End User
  • 3.10 Market Attractiveness Analysis, by Mode
  • 3.11 Market Attractiveness Analysis, by Stage
  • 3.12 Market Attractiveness Analysis, by North America
  • 3.13 Market Attractiveness Analysis, by Europe
  • 3.14 Market Attractiveness Analysis, by Asia-Pacific
  • 3.15 Market Attractiveness Analysis, by Latin America
  • 3.16 Market Attractiveness Analysis, by Middle East
  • 3.17 Market Attractiveness Analysis, by Africa

4: Esports Market Outlook

  • 4.1 Esports Market Segmentation
  • 4.2 Market Dynamics
    • 4.2.1 Market Drivers
    • 4.2.2 Market Trends
    • 4.2.3 Market Restraints
    • 4.2.4 Market Opportunities
  • 4.3 Porters Five Forces Analysis
    • 4.3.1 Threat of New Entrants
    • 4.3.2 Threat of Substitutes
    • 4.3.3 Bargaining Power of Buyers
    • 4.3.4 Bargaining Power of Supplier
    • 4.3.5 Competitive Rivalry
  • 4.4 PESTLE Analysis
  • 4.5 Value Chain Analysis
  • 4.6 4Ps Model
  • 4.7 ANSOFF Matrix

5: Esports Market Strategy

  • 5.1 Parent Market Analysis
  • 5.2 Supply-Demand Analysis
  • 5.3 Consumer Buying Interest
  • 5.4 Case Study Analysis
  • 5.5 Pricing Analysis
  • 5.6 Regulatory Landscape
  • 5.7 Supply Chain Analysis
  • 5.8 Competition Product Analysis
  • 5.9 Recent Developments

6: Esports Market Size

  • 6.1 Esports Market Size, by Value
  • 6.2 Esports Market Size, by Volume

7: Esports Market, by Type

  • 7.1 Market Overview
  • 7.2 Tournament
    • 7.2.1 Key Market Trends & Opportunity Analysis
    • 7.2.2 Market Size and Forecast, by Region
  • 7.3 League
    • 7.3.1 Key Market Trends & Opportunity Analysis
    • 7.3.2 Market Size and Forecast, by Region
  • 7.4 Others
    • 7.4.1 Key Market Trends & Opportunity Analysis
    • 7.4.2 Market Size and Forecast, by Region

8: Esports Market, by Product

  • 8.1 Market Overview
  • 8.2 Gaming Consoles
    • 8.2.1 Key Market Trends & Opportunity Analysis
    • 8.2.2 Market Size and Forecast, by Region
  • 8.3 PCs
    • 8.3.1 Key Market Trends & Opportunity Analysis
    • 8.3.2 Market Size and Forecast, by Region
  • 8.4 Smartphones
    • 8.4.1 Key Market Trends & Opportunity Analysis
    • 8.4.2 Market Size and Forecast, by Region
  • 8.5 VR Devices
    • 8.5.1 Key Market Trends & Opportunity Analysis
    • 8.5.2 Market Size and Forecast, by Region
  • 8.6 Others
    • 8.6.1 Key Market Trends & Opportunity Analysis
    • 8.6.2 Market Size and Forecast, by Region

9: Esports Market, by Services

  • 9.1 Market Overview
  • 9.2 Broadcasting
    • 9.2.1 Key Market Trends & Opportunity Analysis
    • 9.2.2 Market Size and Forecast, by Region
  • 9.3 Sponsorships
    • 9.3.1 Key Market Trends & Opportunity Analysis
    • 9.3.2 Market Size and Forecast, by Region
  • 9.4 Advertising
    • 9.4.1 Key Market Trends & Opportunity Analysis
    • 9.4.2 Market Size and Forecast, by Region
  • 9.5 Merchandising
    • 9.5.1 Key Market Trends & Opportunity Analysis
    • 9.5.2 Market Size and Forecast, by Region
  • 9.6 Others
    • 9.6.1 Key Market Trends & Opportunity Analysis
    • 9.6.2 Market Size and Forecast, by Region

10: Esports Market, by Technology

  • 10.1 Market Overview
  • 10.2 Cloud Gaming
    • 10.2.1 Key Market Trends & Opportunity Analysis
    • 10.2.2 Market Size and Forecast, by Region
  • 10.3 5G
    • 10.3.1 Key Market Trends & Opportunity Analysis
    • 10.3.2 Market Size and Forecast, by Region
  • 10.4 AI Integration
    • 10.4.1 Key Market Trends & Opportunity Analysis
    • 10.4.2 Market Size and Forecast, by Region
  • 10.5 Augmented Reality
    • 10.5.1 Key Market Trends & Opportunity Analysis
    • 10.5.2 Market Size and Forecast, by Region
  • 10.6 Others
    • 10.6.1 Key Market Trends & Opportunity Analysis
    • 10.6.2 Market Size and Forecast, by Region

11: Esports Market, by Component

  • 11.1 Market Overview
  • 11.2 Hardware
    • 11.2.1 Key Market Trends & Opportunity Analysis
    • 11.2.2 Market Size and Forecast, by Region
  • 11.3 Software
    • 11.3.1 Key Market Trends & Opportunity Analysis
    • 11.3.2 Market Size and Forecast, by Region
  • 11.4 Others
    • 11.4.1 Key Market Trends & Opportunity Analysis
    • 11.4.2 Market Size and Forecast, by Region

12: Esports Market, by Application

  • 12.1 Market Overview
  • 12.2 Professional Players
    • 12.2.1 Key Market Trends & Opportunity Analysis
    • 12.2.2 Market Size and Forecast, by Region
  • 12.3 Casual Gamers
    • 12.3.1 Key Market Trends & Opportunity Analysis
    • 12.3.2 Market Size and Forecast, by Region
  • 12.4 Others
    • 12.4.1 Key Market Trends & Opportunity Analysis
    • 12.4.2 Market Size and Forecast, by Region

13: Esports Market, by Device

  • 13.1 Market Overview
  • 13.2 Desktops
    • 13.2.1 Key Market Trends & Opportunity Analysis
    • 13.2.2 Market Size and Forecast, by Region
  • 13.3 Laptops
    • 13.3.1 Key Market Trends & Opportunity Analysis
    • 13.3.2 Market Size and Forecast, by Region
  • 13.4 Tablets
    • 13.4.1 Key Market Trends & Opportunity Analysis
    • 13.4.2 Market Size and Forecast, by Region
  • 13.5 Smart TVs
    • 13.5.1 Key Market Trends & Opportunity Analysis
    • 13.5.2 Market Size and Forecast, by Region
  • 13.6 Others
    • 13.6.1 Key Market Trends & Opportunity Analysis
    • 13.6.2 Market Size and Forecast, by Region

14: Esports Market, by End User

  • 14.1 Market Overview
  • 14.2 Individuals
    • 14.2.1 Key Market Trends & Opportunity Analysis
    • 14.2.2 Market Size and Forecast, by Region
  • 14.3 Teams
    • 14.3.1 Key Market Trends & Opportunity Analysis
    • 14.3.2 Market Size and Forecast, by Region
  • 14.4 Enterprises
    • 14.4.1 Key Market Trends & Opportunity Analysis
    • 14.4.2 Market Size and Forecast, by Region
  • 14.5 Others
    • 14.5.1 Key Market Trends & Opportunity Analysis
    • 14.5.2 Market Size and Forecast, by Region

15: Esports Market, by Mode

  • 15.1 Market Overview
  • 15.2 Online
    • 15.2.1 Key Market Trends & Opportunity Analysis
    • 15.2.2 Market Size and Forecast, by Region
  • 15.3 Offline
    • 15.3.1 Key Market Trends & Opportunity Analysis
    • 15.3.2 Market Size and Forecast, by Region
  • 15.4 Others
    • 15.4.1 Key Market Trends & Opportunity Analysis
    • 15.4.2 Market Size and Forecast, by Region

16: Esports Market, by Stage

  • 16.1 Market Overview
  • 16.2 Amateur
    • 16.2.1 Key Market Trends & Opportunity Analysis
    • 16.2.2 Market Size and Forecast, by Region
  • 16.3 Semi-professional
    • 16.3.1 Key Market Trends & Opportunity Analysis
    • 16.3.2 Market Size and Forecast, by Region
  • 16.4 Professional
    • 16.4.1 Key Market Trends & Opportunity Analysis
    • 16.4.2 Market Size and Forecast, by Region
  • 16.5 Others
    • 16.5.1 Key Market Trends & Opportunity Analysis
    • 16.5.2 Market Size and Forecast, by Region

17: Esports Market, by Region

  • 17.1 Overview
  • 17.2 North America
    • 17.2.1 Key Market Trends and Opportunities
    • 17.2.2 North America Market Size and Forecast, by Type
    • 17.2.3 North America Market Size and Forecast, by Product
    • 17.2.4 North America Market Size and Forecast, by Services
    • 17.2.5 North America Market Size and Forecast, by Technology
    • 17.2.6 North America Market Size and Forecast, by Component
    • 17.2.7 North America Market Size and Forecast, by Application
    • 17.2.8 North America Market Size and Forecast, by Device
    • 17.2.9 North America Market Size and Forecast, by End User
    • 17.2.10 North America Market Size and Forecast, by Mode
    • 17.2.11 North America Market Size and Forecast, by Stage
    • 17.2.12 North America Market Size and Forecast, by Country
    • 17.2.13 United States
      • 17.2.9.1 United States Market Size and Forecast, by Type
      • 17.2.9.2 United States Market Size and Forecast, by Product
      • 17.2.9.3 United States Market Size and Forecast, by Services
      • 17.2.9.4 United States Market Size and Forecast, by Technology
      • 17.2.9.5 United States Market Size and Forecast, by Component
      • 17.2.9.6 United States Market Size and Forecast, by Application
      • 17.2.9.7 United States Market Size and Forecast, by Device
      • 17.2.9.8 United States Market Size and Forecast, by End User
      • 17.2.9.9 United States Market Size and Forecast, by Mode
      • 17.2.9.10 United States Market Size and Forecast, by Stage
      • 17.2.9.11 Local Competition Analysis
      • 17.2.9.12 Local Market Analysis
    • 17.2.1 Canada
      • 17.2.10.1 Canada Market Size and Forecast, by Type
      • 17.2.10.2 Canada Market Size and Forecast, by Product
      • 17.2.10.3 Canada Market Size and Forecast, by Services
      • 17.2.10.4 Canada Market Size and Forecast, by Technology
      • 17.2.10.5 Canada Market Size and Forecast, by Component
      • 17.2.10.6 Canada Market Size and Forecast, by Application
      • 17.2.10.7 Canada Market Size and Forecast, by Device
      • 17.2.10.8 Canada Market Size and Forecast, by End User
      • 17.2.10.9 Canada Market Size and Forecast, by Mode
      • 17.2.10.10 Canada Market Size and Forecast, by Stage
      • 17.2.10.11 Local Competition Analysis
      • 17.2.10.12 Local Market Analysis
  • 17.1 Europe
    • 17.3.1 Key Market Trends and Opportunities
    • 17.3.2 Europe Market Size and Forecast, by Type
    • 17.3.3 Europe Market Size and Forecast, by Product
    • 17.3.4 Europe Market Size and Forecast, by Services
    • 17.3.5 Europe Market Size and Forecast, by Technology
    • 17.3.6 Europe Market Size and Forecast, by Component
    • 17.3.7 Europe Market Size and Forecast, by Application
    • 17.3.8 Europe Market Size and Forecast, by Device
    • 17.3.9 Europe Market Size and Forecast, by End User
    • 17.3.10 Europe Market Size and Forecast, by Mode
    • 17.3.11 Europe Market Size and Forecast, by Stage
    • 17.3.12 Europe Market Size and Forecast, by Country
    • 17.3.13 United Kingdom
      • 17.3.9.1 United Kingdom Market Size and Forecast, by Type
      • 17.3.9.2 United Kingdom Market Size and Forecast, by Product
      • 17.3.9.3 United Kingdom Market Size and Forecast, by Services
      • 17.3.9.4 United Kingdom Market Size and Forecast, by Technology
      • 17.3.9.5 United Kingdom Market Size and Forecast, by Component
      • 17.3.9.6 United Kingdom Market Size and Forecast, by Application
      • 17.3.9.7 United Kingdom Market Size and Forecast, by Device
      • 17.3.9.8 United Kingdom Market Size and Forecast, by End User
      • 17.3.9.9 United Kingdom Market Size and Forecast, by Mode
      • 17.3.9.10 United Kingdom Market Size and Forecast, by Stage
      • 17.3.9.11 Local Competition Analysis
      • 17.3.9.12 Local Market Analysis
    • 17.3.1 Germany
      • 17.3.10.1 Germany Market Size and Forecast, by Type
      • 17.3.10.2 Germany Market Size and Forecast, by Product
      • 17.3.10.3 Germany Market Size and Forecast, by Services
      • 17.3.10.4 Germany Market Size and Forecast, by Technology
      • 17.3.10.5 Germany Market Size and Forecast, by Component
      • 17.3.10.6 Germany Market Size and Forecast, by Application
      • 17.3.10.7 Germany Market Size and Forecast, by Device
      • 17.3.10.8 Germany Market Size and Forecast, by End User
      • 17.3.10.9 Germany Market Size and Forecast, by Mode
      • 17.3.10.10 Germany Market Size and Forecast, by Stage
      • 17.3.10.11 Local Competition Analysis
      • 17.3.10.12 Local Market Analysis
    • 17.3.1 France
      • 17.3.11.1 France Market Size and Forecast, by Type
      • 17.3.11.2 France Market Size and Forecast, by Product
      • 17.3.11.3 France Market Size and Forecast, by Services
      • 17.3.11.4 France Market Size and Forecast, by Technology
      • 17.3.11.5 France Market Size and Forecast, by Component
      • 17.3.11.6 France Market Size and Forecast, by Application
      • 17.3.11.7 France Market Size and Forecast, by Device
      • 17.3.11.8 France Market Size and Forecast, by End User
      • 17.3.11.9 France Market Size and Forecast, by Mode
      • 17.3.11.10 France Market Size and Forecast, by Stage
      • 17.3.11.11 Local Competition Analysis
      • 17.3.11.12 Local Market Analysis
    • 17.3.1 Spain
      • 17.3.12.1 Spain Market Size and Forecast, by Type
      • 17.3.12.2 Spain Market Size and Forecast, by Product
      • 17.3.12.3 Spain Market Size and Forecast, by Services
      • 17.3.12.4 Spain Market Size and Forecast, by Technology
      • 17.3.12.5 Spain Market Size and Forecast, by Component
      • 17.3.12.6 Spain Market Size and Forecast, by Application
      • 17.3.12.7 Spain Market Size and Forecast, by Device
      • 17.3.12.8 Spain Market Size and Forecast, by End User
      • 17.3.12.9 Spain Market Size and Forecast, by Mode
      • 17.3.12.10 Spain Market Size and Forecast, by Stage
      • 17.3.12.11 Local Competition Analysis
      • 17.3.12.12 Local Market Analysis
    • 17.3.1 Italy
      • 17.3.13.1 Italy Market Size and Forecast, by Type
      • 17.3.13.2 Italy Market Size and Forecast, by Product
      • 17.3.13.3 Italy Market Size and Forecast, by Services
      • 17.3.13.4 Italy Market Size and Forecast, by Technology
      • 17.3.13.5 Italy Market Size and Forecast, by Component
      • 17.3.13.6 Italy Market Size and Forecast, by Application
      • 17.3.13.7 Italy Market Size and Forecast, by Device
      • 17.3.13.8 Italy Market Size and Forecast, by End User
      • 17.3.13.9 Italy Market Size and Forecast, by Mode
      • 17.3.13.10 Italy Market Size and Forecast, by Stage
      • 17.3.13.11 Local Competition Analysis
      • 17.3.13.12 Local Market Analysis
    • 17.3.1 Netherlands
      • 17.3.14.1 Netherlands Market Size and Forecast, by Type
      • 17.3.14.2 Netherlands Market Size and Forecast, by Product
      • 17.3.14.3 Netherlands Market Size and Forecast, by Services
      • 17.3.14.4 Netherlands Market Size and Forecast, by Technology
      • 17.3.14.5 Netherlands Market Size and Forecast, by Component
      • 17.3.14.6 Netherlands Market Size and Forecast, by Application
      • 17.3.14.7 Netherlands Market Size and Forecast, by Device
      • 17.3.14.8 Netherlands Market Size and Forecast, by End User
      • 17.3.14.9 Netherlands Market Size and Forecast, by Mode
      • 17.3.14.10 Netherlands Market Size and Forecast, by Stage
      • 17.3.14.11 Local Competition Analysis
      • 17.3.14.12 Local Market Analysis
    • 17.3.1 Sweden
      • 17.3.15.1 Sweden Market Size and Forecast, by Type
      • 17.3.15.2 Sweden Market Size and Forecast, by Product
      • 17.3.15.3 Sweden Market Size and Forecast, by Services
      • 17.3.15.4 Sweden Market Size and Forecast, by Technology
      • 17.3.15.5 Sweden Market Size and Forecast, by Component
      • 17.3.15.6 Sweden Market Size and Forecast, by Application
      • 17.3.15.7 Sweden Market Size and Forecast, by Device
      • 17.3.15.8 Sweden Market Size and Forecast, by End User
      • 17.3.15.9 Sweden Market Size and Forecast, by Mode
      • 17.3.15.10 Sweden Market Size and Forecast, by Stage
      • 17.3.15.11 Local Competition Analysis
      • 17.3.15.12 Local Market Analysis
    • 17.3.1 Switzerland
      • 17.3.16.1 Switzerland Market Size and Forecast, by Type
      • 17.3.16.2 Switzerland Market Size and Forecast, by Product
      • 17.3.16.3 Switzerland Market Size and Forecast, by Services
      • 17.3.16.4 Switzerland Market Size and Forecast, by Technology
      • 17.3.16.5 Switzerland Market Size and Forecast, by Component
      • 17.3.16.6 Switzerland Market Size and Forecast, by Application
      • 17.3.16.7 Switzerland Market Size and Forecast, by Device
      • 17.3.16.8 Switzerland Market Size and Forecast, by End User
      • 17.3.16.9 Switzerland Market Size and Forecast, by Mode
      • 17.3.16.10 Switzerland Market Size and Forecast, by Stage
      • 17.3.16.11 Local Competition Analysis
      • 17.3.16.12 Local Market Analysis
    • 17.3.1 Denmark
      • 17.3.17.1 Denmark Market Size and Forecast, by Type
      • 17.3.17.2 Denmark Market Size and Forecast, by Product
      • 17.3.17.3 Denmark Market Size and Forecast, by Services
      • 17.3.17.4 Denmark Market Size and Forecast, by Technology
      • 17.3.17.5 Denmark Market Size and Forecast, by Component
      • 17.3.17.6 Denmark Market Size and Forecast, by Application
      • 17.3.17.7 Denmark Market Size and Forecast, by Device
      • 17.3.17.8 Denmark Market Size and Forecast, by End User
      • 17.3.17.9 Denmark Market Size and Forecast, by Mode
      • 17.3.17.10 Denmark Market Size and Forecast, by Stage
      • 17.3.17.11 Local Competition Analysis
      • 17.3.17.12 Local Market Analysis
    • 17.3.1 Finland
      • 17.3.18.1 Finland Market Size and Forecast, by Type
      • 17.3.18.2 Finland Market Size and Forecast, by Product
      • 17.3.18.3 Finland Market Size and Forecast, by Services
      • 17.3.18.4 Finland Market Size and Forecast, by Technology
      • 17.3.18.5 Finland Market Size and Forecast, by Component
      • 17.3.18.6 Finland Market Size and Forecast, by Application
      • 17.3.18.7 Finland Market Size and Forecast, by Device
      • 17.3.18.8 Finland Market Size and Forecast, by End User
      • 17.3.18.9 Finland Market Size and Forecast, by Mode
      • 17.3.18.10 Finland Market Size and Forecast, by Stage
      • 17.3.18.11 Local Competition Analysis
      • 17.3.18.12 Local Market Analysis
    • 17.3.1 Russia
      • 17.3.19.1 Russia Market Size and Forecast, by Type
      • 17.3.19.2 Russia Market Size and Forecast, by Product
      • 17.3.19.3 Russia Market Size and Forecast, by Services
      • 17.3.19.4 Russia Market Size and Forecast, by Technology
      • 17.3.19.5 Russia Market Size and Forecast, by Component
      • 17.3.19.6 Russia Market Size and Forecast, by Application
      • 17.3.19.7 Russia Market Size and Forecast, by Device
      • 17.3.19.8 Russia Market Size and Forecast, by End User
      • 17.3.19.9 Russia Market Size and Forecast, by Mode
      • 17.3.19.10 Russia Market Size and Forecast, by Stage
      • 17.3.19.11 Local Competition Analysis
      • 17.3.19.12 Local Market Analysis
    • 17.3.1 Rest of Europe
      • 17.3.20.1 Rest of Europe Market Size and Forecast, by Type
      • 17.3.20.2 Rest of Europe Market Size and Forecast, by Product
      • 17.3.20.3 Rest of Europe Market Size and Forecast, by Services
      • 17.3.20.4 Rest of Europe Market Size and Forecast, by Technology
      • 17.3.20.5 Rest of Europe Market Size and Forecast, by Component
      • 17.3.20.6 Rest of Europe Market Size and Forecast, by Application
      • 17.3.20.7 Rest of Europe Market Size and Forecast, by Device
      • 17.3.20.8 Rest of Europe Market Size and Forecast, by End User
      • 17.3.20.9 Rest of Europe Market Size and Forecast, by Mode
      • 17.3.20.10 Rest of Europe Market Size and Forecast, by Stage
      • 17.3.20.11 Local Competition Analysis
      • 17.3.20.12 Local Market Analysis
  • 17.1 Asia-Pacific
    • 17.4.1 Key Market Trends and Opportunities
    • 17.4.2 Asia-Pacific Market Size and Forecast, by Type
    • 17.4.3 Asia-Pacific Market Size and Forecast, by Product
    • 17.4.4 Asia-Pacific Market Size and Forecast, by Services
    • 17.4.5 Asia-Pacific Market Size and Forecast, by Technology
    • 17.4.6 Asia-Pacific Market Size and Forecast, by Component
    • 17.4.7 Asia-Pacific Market Size and Forecast, by Application
    • 17.4.8 Asia-Pacific Market Size and Forecast, by Device
    • 17.4.9 Asia-Pacific Market Size and Forecast, by End User
    • 17.4.10 Asia-Pacific Market Size and Forecast, by Mode
    • 17.4.11 Asia-Pacific Market Size and Forecast, by Stage
    • 17.4.12 Asia-Pacific Market Size and Forecast, by Country
    • 17.4.13 China
      • 17.4.9.1 China Market Size and Forecast, by Type
      • 17.4.9.2 China Market Size and Forecast, by Product
      • 17.4.9.3 China Market Size and Forecast, by Services
      • 17.4.9.4 China Market Size and Forecast, by Technology
      • 17.4.9.5 China Market Size and Forecast, by Component
      • 17.4.9.6 China Market Size and Forecast, by Application
      • 17.4.9.7 China Market Size and Forecast, by Device
      • 17.4.9.8 China Market Size and Forecast, by End User
      • 17.4.9.9 China Market Size and Forecast, by Mode
      • 17.4.9.10 China Market Size and Forecast, by Stage
      • 17.4.9.11 Local Competition Analysis
      • 17.4.9.12 Local Market Analysis
    • 17.4.1 India
      • 17.4.10.1 India Market Size and Forecast, by Type
      • 17.4.10.2 India Market Size and Forecast, by Product
      • 17.4.10.3 India Market Size and Forecast, by Services
      • 17.4.10.4 India Market Size and Forecast, by Technology
      • 17.4.10.5 India Market Size and Forecast, by Component
      • 17.4.10.6 India Market Size and Forecast, by Application
      • 17.4.10.7 India Market Size and Forecast, by Device
      • 17.4.10.8 India Market Size and Forecast, by End User
      • 17.4.10.9 India Market Size and Forecast, by Mode
      • 17.4.10.10 India Market Size and Forecast, by Stage
      • 17.4.10.11 Local Competition Analysis
      • 17.4.10.12 Local Market Analysis
    • 17.4.1 Japan
      • 17.4.11.1 Japan Market Size and Forecast, by Type
      • 17.4.11.2 Japan Market Size and Forecast, by Product
      • 17.4.11.3 Japan Market Size and Forecast, by Services
      • 17.4.11.4 Japan Market Size and Forecast, by Technology
      • 17.4.11.5 Japan Market Size and Forecast, by Component
      • 17.4.11.6 Japan Market Size and Forecast, by Application
      • 17.4.11.7 Japan Market Size and Forecast, by Device
      • 17.4.11.8 Japan Market Size and Forecast, by End User
      • 17.4.11.9 Japan Market Size and Forecast, by Mode
      • 17.4.11.10 Japan Market Size and Forecast, by Stage
      • 17.4.11.11 Local Competition Analysis
      • 17.4.11.12 Local Market Analysis
    • 17.4.1 South Korea
      • 17.4.12.1 South Korea Market Size and Forecast, by Type
      • 17.4.12.2 South Korea Market Size and Forecast, by Product
      • 17.4.12.3 South Korea Market Size and Forecast, by Services
      • 17.4.12.4 South Korea Market Size and Forecast, by Technology
      • 17.4.12.5 South Korea Market Size and Forecast, by Component
      • 17.4.12.6 South Korea Market Size and Forecast, by Application
      • 17.4.12.7 South Korea Market Size and Forecast, by Device
      • 17.4.12.8 South Korea Market Size and Forecast, by End User
      • 17.4.12.9 South Korea Market Size and Forecast, by Mode
      • 17.4.12.10 South Korea Market Size and Forecast, by Stage
      • 17.4.12.11 Local Competition Analysis
      • 17.4.12.12 Local Market Analysis
    • 17.4.1 Australia
      • 17.4.13.1 Australia Market Size and Forecast, by Type
      • 17.4.13.2 Australia Market Size and Forecast, by Product
      • 17.4.13.3 Australia Market Size and Forecast, by Services
      • 17.4.13.4 Australia Market Size and Forecast, by Technology
      • 17.4.13.5 Australia Market Size and Forecast, by Component
      • 17.4.13.6 Australia Market Size and Forecast, by Application
      • 17.4.13.7 Australia Market Size and Forecast, by Device
      • 17.4.13.8 Australia Market Size and Forecast, by End User
      • 17.4.13.9 Australia Market Size and Forecast, by Mode
      • 17.4.13.10 Australia Market Size and Forecast, by Stage
      • 17.4.13.11 Local Competition Analysis
      • 17.4.13.12 Local Market Analysis
    • 17.4.1 Singapore
      • 17.4.14.1 Singapore Market Size and Forecast, by Type
      • 17.4.14.2 Singapore Market Size and Forecast, by Product
      • 17.4.14.3 Singapore Market Size and Forecast, by Services
      • 17.4.14.4 Singapore Market Size and Forecast, by Technology
      • 17.4.14.5 Singapore Market Size and Forecast, by Component
      • 17.4.14.6 Singapore Market Size and Forecast, by Application
      • 17.4.14.7 Singapore Market Size and Forecast, by Device
      • 17.4.14.8 Singapore Market Size and Forecast, by End User
      • 17.4.14.9 Singapore Market Size and Forecast, by Mode
      • 17.4.14.10 Singapore Market Size and Forecast, by Stage
      • 17.4.14.11 Local Competition Analysis
      • 17.4.14.12 Local Market Analysis
    • 17.4.1 Indonesia
      • 17.4.15.1 Indonesia Market Size and Forecast, by Type
      • 17.4.15.2 Indonesia Market Size and Forecast, by Product
      • 17.4.15.3 Indonesia Market Size and Forecast, by Services
      • 17.4.15.4 Indonesia Market Size and Forecast, by Technology
      • 17.4.15.5 Indonesia Market Size and Forecast, by Component
      • 17.4.15.6 Indonesia Market Size and Forecast, by Application
      • 17.4.15.7 Indonesia Market Size and Forecast, by Device
      • 17.4.15.8 Indonesia Market Size and Forecast, by End User
      • 17.4.15.9 Indonesia Market Size and Forecast, by Mode
      • 17.4.15.10 Indonesia Market Size and Forecast, by Stage
      • 17.4.15.11 Local Competition Analysis
      • 17.4.15.12 Local Market Analysis
    • 17.4.1 Taiwan
      • 17.4.16.1 Taiwan Market Size and Forecast, by Type
      • 17.4.16.2 Taiwan Market Size and Forecast, by Product
      • 17.4.16.3 Taiwan Market Size and Forecast, by Services
      • 17.4.16.4 Taiwan Market Size and Forecast, by Technology
      • 17.4.16.5 Taiwan Market Size and Forecast, by Component
      • 17.4.16.6 Taiwan Market Size and Forecast, by Application
      • 17.4.16.7 Taiwan Market Size and Forecast, by Device
      • 17.4.16.8 Taiwan Market Size and Forecast, by End User
      • 17.4.16.9 Taiwan Market Size and Forecast, by Mode
      • 17.4.16.10 Taiwan Market Size and Forecast, by Stage
      • 17.4.16.11 Local Competition Analysis
      • 17.4.16.12 Local Market Analysis
    • 17.4.1 Malaysia
      • 17.4.17.1 Malaysia Market Size and Forecast, by Type
      • 17.4.17.2 Malaysia Market Size and Forecast, by Product
      • 17.4.17.3 Malaysia Market Size and Forecast, by Services
      • 17.4.17.4 Malaysia Market Size and Forecast, by Technology
      • 17.4.17.5 Malaysia Market Size and Forecast, by Component
      • 17.4.17.6 Malaysia Market Size and Forecast, by Application
      • 17.4.17.7 Malaysia Market Size and Forecast, by Device
      • 17.4.17.8 Malaysia Market Size and Forecast, by End User
      • 17.4.17.9 Malaysia Market Size and Forecast, by Mode
      • 17.4.17.10 Malaysia Market Size and Forecast, by Stage
      • 17.4.17.11 Local Competition Analysis
      • 17.4.17.12 Local Market Analysis
    • 17.4.1 Rest of Asia-Pacific
      • 17.4.18.1 Rest of Asia-Pacific Market Size and Forecast, by Type
      • 17.4.18.2 Rest of Asia-Pacific Market Size and Forecast, by Product
      • 17.4.18.3 Rest of Asia-Pacific Market Size and Forecast, by Services
      • 17.4.18.4 Rest of Asia-Pacific Market Size and Forecast, by Technology
      • 17.4.18.5 Rest of Asia-Pacific Market Size and Forecast, by Component
      • 17.4.18.6 Rest of Asia-Pacific Market Size and Forecast, by Application
      • 17.4.18.7 Rest of Asia-Pacific Market Size and Forecast, by Device
      • 17.4.18.8 Rest of Asia-Pacific Market Size and Forecast, by End User
      • 17.4.18.9 Rest of Asia-Pacific Market Size and Forecast, by Mode
      • 17.4.18.10 Rest of Asia-Pacific Market Size and Forecast, by Stage
      • 17.4.18.11 Local Competition Analysis
      • 17.4.18.12 Local Market Analysis
  • 17.1 Latin America
    • 17.5.1 Key Market Trends and Opportunities
    • 17.5.2 Latin America Market Size and Forecast, by Type
    • 17.5.3 Latin America Market Size and Forecast, by Product
    • 17.5.4 Latin America Market Size and Forecast, by Services
    • 17.5.5 Latin America Market Size and Forecast, by Technology
    • 17.5.6 Latin America Market Size and Forecast, by Component
    • 17.5.7 Latin America Market Size and Forecast, by Application
    • 17.5.8 Latin America Market Size and Forecast, by Device
    • 17.5.9 Latin America Market Size and Forecast, by End User
    • 17.5.10 Latin America Market Size and Forecast, by Mode
    • 17.5.11 Latin America Market Size and Forecast, by Stage
    • 17.5.12 Latin America Market Size and Forecast, by Country
    • 17.5.13 Brazil
      • 17.5.9.1 Brazil Market Size and Forecast, by Type
      • 17.5.9.2 Brazil Market Size and Forecast, by Product
      • 17.5.9.3 Brazil Market Size and Forecast, by Services
      • 17.5.9.4 Brazil Market Size and Forecast, by Technology
      • 17.5.9.5 Brazil Market Size and Forecast, by Component
      • 17.5.9.6 Brazil Market Size and Forecast, by Application
      • 17.5.9.7 Brazil Market Size and Forecast, by Device
      • 17.5.9.8 Brazil Market Size and Forecast, by End User
      • 17.5.9.9 Brazil Market Size and Forecast, by Mode
      • 17.5.9.10 Brazil Market Size and Forecast, by Stage
      • 17.5.9.11 Local Competition Analysis
      • 17.5.9.12 Local Market Analysis
    • 17.5.1 Mexico
      • 17.5.10.1 Mexico Market Size and Forecast, by Type
      • 17.5.10.2 Mexico Market Size and Forecast, by Product
      • 17.5.10.3 Mexico Market Size and Forecast, by Services
      • 17.5.10.4 Mexico Market Size and Forecast, by Technology
      • 17.5.10.5 Mexico Market Size and Forecast, by Component
      • 17.5.10.6 Mexico Market Size and Forecast, by Application
      • 17.5.10.7 Mexico Market Size and Forecast, by Device
      • 17.5.10.8 Mexico Market Size and Forecast, by End User
      • 17.5.10.9 Mexico Market Size and Forecast, by Mode
      • 17.5.10.10 Mexico Market Size and Forecast, by Stage
      • 17.5.10.11 Local Competition Analysis
      • 17.5.10.12 Local Market Analysis
    • 17.5.1 Argentina
      • 17.5.11.1 Argentina Market Size and Forecast, by Type
      • 17.5.11.2 Argentina Market Size and Forecast, by Product
      • 17.5.11.3 Argentina Market Size and Forecast, by Services
      • 17.5.11.4 Argentina Market Size and Forecast, by Technology
      • 17.5.11.5 Argentina Market Size and Forecast, by Component
      • 17.5.11.6 Argentina Market Size and Forecast, by Application
      • 17.5.11.7 Argentina Market Size and Forecast, by Device
      • 17.5.11.8 Argentina Market Size and Forecast, by End User
      • 17.5.11.9 Argentina Market Size and Forecast, by Mode
      • 17.5.11.10 Argentina Market Size and Forecast, by Stage
      • 17.5.11.11 Local Competition Analysis
      • 17.5.11.12 Local Market Analysis
    • 17.5.1 Rest of Latin America
      • 17.5.12.1 Rest of Latin America Market Size and Forecast, by Type
      • 17.5.12.2 Rest of Latin America Market Size and Forecast, by Product
      • 17.5.12.3 Rest of Latin America Market Size and Forecast, by Services
      • 17.5.12.4 Rest of Latin America Market Size and Forecast, by Technology
      • 17.5.12.5 Rest of Latin America Market Size and Forecast, by Component
      • 17.5.12.6 Rest of Latin America Market Size and Forecast, by Application
      • 17.5.12.7 Rest of Latin America Market Size and Forecast, by Device
      • 17.5.12.8 Rest of Latin America Market Size and Forecast, by End User
      • 17.5.12.9 Rest of Latin America Market Size and Forecast, by Mode
      • 17.5.12.10 Rest of Latin America Market Size and Forecast, by Stage
      • 17.5.12.11 Local Competition Analysis
      • 17.5.12.12 Local Market Analysis
  • 17.1 Middle East and Africa
    • 17.6.1 Key Market Trends and Opportunities
    • 17.6.2 Middle East and Africa Market Size and Forecast, by Type
    • 17.6.3 Middle East and Africa Market Size and Forecast, by Product
    • 17.6.4 Middle East and Africa Market Size and Forecast, by Services
    • 17.6.5 Middle East and Africa Market Size and Forecast, by Technology
    • 17.6.6 Middle East and Africa Market Size and Forecast, by Component
    • 17.6.7 Middle East and Africa Market Size and Forecast, by Application
    • 17.6.8 Middle East and Africa Market Size and Forecast, by Device
    • 17.6.9 Middle East and Africa Market Size and Forecast, by End User
    • 17.6.10 Middle East and Africa Market Size and Forecast, by Mode
    • 17.6.11 Middle East and Africa Market Size and Forecast, by Stage
    • 17.6.12 Middle East and Africa Market Size and Forecast, by Country
    • 17.6.13 Saudi Arabia
      • 17.6.9.1 Saudi Arabia Market Size and Forecast, by Type
      • 17.6.9.2 Saudi Arabia Market Size and Forecast, by Product
      • 17.6.9.3 Saudi Arabia Market Size and Forecast, by Services
      • 17.6.9.4 Saudi Arabia Market Size and Forecast, by Technology
      • 17.6.9.5 Saudi Arabia Market Size and Forecast, by Component
      • 17.6.9.6 Saudi Arabia Market Size and Forecast, by Application
      • 17.6.9.7 Saudi Arabia Market Size and Forecast, by Device
      • 17.6.9.8 Saudi Arabia Market Size and Forecast, by End User
      • 17.6.9.9 Saudi Arabia Market Size and Forecast, by Mode
      • 17.6.9.10 Saudi Arabia Market Size and Forecast, by Stage
      • 17.6.9.11 Local Competition Analysis
      • 17.6.9.12 Local Market Analysis
    • 17.6.1 UAE
      • 17.6.10.1 UAE Market Size and Forecast, by Type
      • 17.6.10.2 UAE Market Size and Forecast, by Product
      • 17.6.10.3 UAE Market Size and Forecast, by Services
      • 17.6.10.4 UAE Market Size and Forecast, by Technology
      • 17.6.10.5 UAE Market Size and Forecast, by Component
      • 17.6.10.6 UAE Market Size and Forecast, by Application
      • 17.6.10.7 UAE Market Size and Forecast, by Device
      • 17.6.10.8 UAE Market Size and Forecast, by End User
      • 17.6.10.9 UAE Market Size and Forecast, by Mode
      • 17.6.10.10 UAE Market Size and Forecast, by Stage
      • 17.6.10.11 Local Competition Analysis
      • 17.6.10.12 Local Market Analysis
    • 17.6.1 South Africa
      • 17.6.11.1 South Africa Market Size and Forecast, by Type
      • 17.6.11.2 South Africa Market Size and Forecast, by Product
      • 17.6.11.3 South Africa Market Size and Forecast, by Services
      • 17.6.11.4 South Africa Market Size and Forecast, by Technology
      • 17.6.11.5 South Africa Market Size and Forecast, by Component
      • 17.6.11.6 South Africa Market Size and Forecast, by Application
      • 17.6.11.7 South Africa Market Size and Forecast, by Device
      • 17.6.11.8 South Africa Market Size and Forecast, by End User
      • 17.6.11.9 South Africa Market Size and Forecast, by Mode
      • 17.6.11.10 South Africa Market Size and Forecast, by Stage
      • 17.6.11.11 Local Competition Analysis
      • 17.6.11.12 Local Market Analysis
    • 17.6.1 Rest of MEA
      • 17.6.12.1 Rest of MEA Market Size and Forecast, by Type
      • 17.6.12.2 Rest of MEA Market Size and Forecast, by Product
      • 17.6.12.3 Rest of MEA Market Size and Forecast, by Services
      • 17.6.12.4 Rest of MEA Market Size and Forecast, by Technology
      • 17.6.12.5 Rest of MEA Market Size and Forecast, by Component
      • 17.6.12.6 Rest of MEA Market Size and Forecast, by Application
      • 17.6.12.7 Rest of MEA Market Size and Forecast, by Device
      • 17.6.12.8 Rest of MEA Market Size and Forecast, by End User
      • 17.6.12.9 Rest of MEA Market Size and Forecast, by Mode
      • 17.6.12.10 Rest of MEA Market Size and Forecast, by Stage
      • 17.6.12.11 Local Competition Analysis
      • 17.6.12.12 Local Market Analysis

18: Competitive Landscape

  • 18.1 Overview
  • 18.2 Market Share Analysis
  • 18.3 Key Player Positioning
  • 18.4 Competitive Leadership Mapping
    • 18.4.1 Star Players
    • 18.4.2 Innovators
    • 18.4.3 Emerging Players
  • 18.5 Vendor Benchmarking
  • 18.6 Developmental Strategy Benchmarking
    • 18.6.1 New Product Developments
    • 18.6.2 Product Launches
    • 18.6.3 Business Expansions
    • 18.6.4 Partnerships, Joint Ventures, and Collaborations
    • 18.6.5 Mergers and Acquisitions

19: Company Profiles

  • 19.1 Cloud9
    • 19.1.1 Company Overview
    • 19.1.2 Company Snapshot
    • 19.1.3 Business Segments
    • 19.1.4 Business Performance
    • 19.1.5 Product Offerings
    • 19.1.6 Key Developmental Strategies
    • 19.1.7 SWOT Analysis
  • 19.2 Team Liquid
    • 19.2.1 Company Overview
    • 19.2.2 Company Snapshot
    • 19.2.3 Business Segments
    • 19.2.4 Business Performance
    • 19.2.5 Product Offerings
    • 19.2.6 Key Developmental Strategies
    • 19.2.7 SWOT Analysis
  • 19.3 FaZe Clan
    • 19.3.1 Company Overview
    • 19.3.2 Company Snapshot
    • 19.3.3 Business Segments
    • 19.3.4 Business Performance
    • 19.3.5 Product Offerings
    • 19.3.6 Key Developmental Strategies
    • 19.3.7 SWOT Analysis
  • 19.4 G2 Esports
    • 19.4.1 Company Overview
    • 19.4.2 Company Snapshot
    • 19.4.3 Business Segments
    • 19.4.4 Business Performance
    • 19.4.5 Product Offerings
    • 19.4.6 Key Developmental Strategies
    • 19.4.7 SWOT Analysis
  • 19.5 Fnatic
    • 19.5.1 Company Overview
    • 19.5.2 Company Snapshot
    • 19.5.3 Business Segments
    • 19.5.4 Business Performance
    • 19.5.5 Product Offerings
    • 19.5.6 Key Developmental Strategies
    • 19.5.7 SWOT Analysis
  • 19.6 T1
    • 19.6.1 Company Overview
    • 19.6.2 Company Snapshot
    • 19.6.3 Business Segments
    • 19.6.4 Business Performance
    • 19.6.5 Product Offerings
    • 19.6.6 Key Developmental Strategies
    • 19.6.7 SWOT Analysis
  • 19.7 NRG Esports
    • 19.7.1 Company Overview
    • 19.7.2 Company Snapshot
    • 19.7.3 Business Segments
    • 19.7.4 Business Performance
    • 19.7.5 Product Offerings
    • 19.7.6 Key Developmental Strategies
    • 19.7.7 SWOT Analysis
  • 19.8 100 Thieves
    • 19.8.1 Company Overview
    • 19.8.2 Company Snapshot
    • 19.8.3 Business Segments
    • 19.8.4 Business Performance
    • 19.8.5 Product Offerings
    • 19.8.6 Key Developmental Strategies
    • 19.8.7 SWOT Analysis
  • 19.9 Gen.G Esports
    • 19.9.1 Company Overview
    • 19.9.2 Company Snapshot
    • 19.9.3 Business Segments
    • 19.9.4 Business Performance
    • 19.9.5 Product Offerings
    • 19.9.6 Key Developmental Strategies
    • 19.9.7 SWOT Analysis
  • 19.10 Team SoloMid
    • 19.10.1 Company Overview
    • 19.10.2 Company Snapshot
    • 19.10.3 Business Segments
    • 19.10.4 Business Performance
    • 19.10.5 Product Offerings
    • 19.10.6 Key Developmental Strategies
    • 19.10.7 SWOT Analysis
  • 19.11 OG
    • 19.11.1 Company Overview
    • 19.11.2 Company Snapshot
    • 19.11.3 Business Segments
    • 19.11.4 Business Performance
    • 19.11.5 Product Offerings
    • 19.11.6 Key Developmental Strategies
    • 19.11.7 SWOT Analysis
  • 19.12 Astralis
    • 19.12.1 Company Overview
    • 19.12.2 Company Snapshot
    • 19.12.3 Business Segments
    • 19.12.4 Business Performance
    • 19.12.5 Product Offerings
    • 19.12.6 Key Developmental Strategies
    • 19.12.7 SWOT Analysis
  • 19.13 Evil Geniuses
    • 19.13.1 Company Overview
    • 19.13.2 Company Snapshot
    • 19.13.3 Business Segments
    • 19.13.4 Business Performance
    • 19.13.5 Product Offerings
    • 19.13.6 Key Developmental Strategies
    • 19.13.7 SWOT Analysis
  • 19.14 SK Gaming
    • 19.14.1 Company Overview
    • 19.14.2 Company Snapshot
    • 19.14.3 Business Segments
    • 19.14.4 Business Performance
    • 19.14.5 Product Offerings
    • 19.14.6 Key Developmental Strategies
    • 19.14.7 SWOT Analysis
  • 19.15 Misfits Gaming
    • 19.15.1 Company Overview
    • 19.15.2 Company Snapshot
    • 19.15.3 Business Segments
    • 19.15.4 Business Performance
    • 19.15.5 Product Offerings
    • 19.15.6 Key Developmental Strategies
    • 19.15.7 SWOT Analysis
  • 19.16 Rogue
    • 19.16.1 Company Overview
    • 19.16.2 Company Snapshot
    • 19.16.3 Business Segments
    • 19.16.4 Business Performance
    • 19.16.5 Product Offerings
    • 19.16.6 Key Developmental Strategies
    • 19.16.7 SWOT Analysis
  • 19.17 Alliance
    • 19.17.1 Company Overview
    • 19.17.2 Company Snapshot
    • 19.17.3 Business Segments
    • 19.17.4 Business Performance
    • 19.17.5 Product Offerings
    • 19.17.6 Key Developmental Strategies
    • 19.17.7 SWOT Analysis
  • 19.18 Dignitas
    • 19.18.1 Company Overview
    • 19.18.2 Company Snapshot
    • 19.18.3 Business Segments
    • 19.18.4 Business Performance
    • 19.18.5 Product Offerings
    • 19.18.6 Key Developmental Strategies
    • 19.18.7 SWOT Analysis
  • 19.19 ENCE
    • 19.19.1 Company Overview
    • 19.19.2 Company Snapshot
    • 19.19.3 Business Segments
    • 19.19.4 Business Performance
    • 19.19.5 Product Offerings
    • 19.19.6 Key Developmental Strategies
    • 19.19.7 SWOT Analysis
  • 19.20 Natus Vincere
    • 19.20.1 Company Overview
    • 19.20.2 Company Snapshot
    • 19.20.3 Business Segments
    • 19.20.4 Business Performance
    • 19.20.5 Product Offerings
    • 19.20.6 Key Developmental Strategies
    • 19.20.7 SWOT Analysis
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