시장보고서
상품코드
1429418

세계 e스포츠 시장 보고서(2024년)

E-Sports Global Market Report 2024

발행일: | 리서치사: The Business Research Company | 페이지 정보: 영문 250 Pages | 배송안내 : 2-10일 (영업일 기준)

    
    
    


■ Add-on 가능: 고객의 요청에 따라 일정한 범위 내에서 Customization이 가능합니다. 자세한 사항은 문의해 주시기 바랍니다.
■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송기일은 문의해 주시기 바랍니다.

비디오 게임 수요 증가와 e스포츠 의식 증가는 e스포츠 시장 확대에 기여하는 중요한 요소입니다. 기술이 발전함에 따라 비디오 컨텐츠, 제품, 가상현실, 비디오 게임 콘테스트가 확대됨에 따라 비디오 게임은 대중 문화를 크게 형성하고 청소년의 엔터테인먼트 소비 습관을 변화시키고 있습니다. PwC의 최신 Global Entertainment & Media Outlook에 따르면 미국 비디오 게임 시장은 2023년까지 300억 달러에 이를 것으로 예측됩니다. 2021년 비디오 게임과 e스포츠의 세계 수익은 2,156억 달러로 연간 복리 성장률이 예측되고 있습니다 복합 연간 성장률(CAGR) 8.5%를 나타낼 전망이며 2026년까지 3,235억 달러에 달할 전망입니다. 따라서 비디오 게임 수요 증가와 e스포츠 인지도 향상은 예측 기간 동안 시장 성장의 주요 촉진요인이 됩니다.

인터넷의 보급 범위가 확대됨에 따라 e스포츠 시장의 성장이 촉진될 것으로 예상됩니다. 인터넷 보급률은 특정 인구, 지역 및 인구 구성 그룹에 의한 인터넷 사용 범위를 반영하여 매우 중요한 역할을 합니다. 인터넷은 e스포츠 참여와 시청을 홍보할 뿐만 아니라 경쟁력 있는 게임을 중심으로 연결되는 열성적인 커뮤니티를 홍보합니다. 예를 들어 2023년 1월 Internet World Stats 보고서에 따르면 2021년 12월 현재 세계 인터넷 사용자는 54억 명에 달했습니다. 그러므로 인터넷 확산 증가는 e스포츠 시장의 성장을 가속하는 중요한 요인입니다.

e스포츠 기업은 수익을 늘리고 소비자 기반을 확대할 뿐만 아니라, 동업체와의 경쟁 우위를 확보하기 위해 최첨단 플랫폼에 전략적 투자를 실시했습니다. 그 좋은 예는 프랑스에 본사를 둔 모바일 결제 전문 회사인 Digital Virgo와 이집트 통신사 Etisalat Misr의 2022년 제휴입니다. 양사는 협력하여 이집트에서 종합적인 e스포츠 플랫폼을 출시하여 고품질의 교육적이고 재미있는 컨텐츠를 제공했습니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 거시경제 시나리오

  • 고 인플레이션이 시장에 미치는 영향
  • 우크라이나,러시아 전쟁이 시장에 미치는 영향
  • COVID-19에 의한 시장에 대한 영향

제5장 세계 시장 규모와 성장

  • 세계 시장 성장 촉진요인과 억제요인
    • 시장 성장 촉진요인
    • 시장 성장 억제요인
  • 세계 시장 규모 실적과 성장(2018년-2023년)
  • 세계 시장 규모 예측과 성장(2023년-2028년, 2033년)

제6장 시장 세분화

  • 세계 e스포츠 시장 : 게임별 세분화, 분석 및 예측(2018년-2023년, 2023년-2028년, 2033년)
  • 멀티기업 온라인 배틀 아레나(MOBA)
  • 실시간 전략
  • 1인칭 슈팅 게임
  • 격투기와 스포츠
  • 세계 e스포츠 시장 : 플랫폼별 세분화, 분석 및 예측(2018년-2023년, 2023년-2028년, 2033년)
  • PC
  • 콘솔
  • 모바일
  • 기타 플랫폼
  • 세계 e스포츠 시장 : 수익원별 세분화, 분석 및 예측(2018년-2023년, 2023년-2028년, 2033년)
  • 스폰서십
  • 광고
  • 상품 & 티켓
  • 출판사 수수료
  • 미디어 권리

제7장 지역 및 국가 분석

  • 세계 e스포츠 시장 : 지역별, 분석 및 예측(2018년-2023년, 2023년-2028년, 2033년)
  • 세계 e스포츠 시장 : 국가별, 분석 및 예측(2018년-2023년, 2023년-2028년, 2033년)

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 프로파일

  • e스포츠 시장 경쟁 구도
  • e스포츠 시장 기업 프로파일
    • Activision Blizzard Inc.
    • Modern Times Group MTG AB
    • Tencent
    • Valve Corporation
    • Electronic Arts Inc.

제31장 기타 선도적이고 혁신적인 기업

  • Nintendo
  • Team SoloMid(TSM)
  • Cloud9
  • Take-Two Interactive
  • Riot Games Inc.
  • Nazara Technology
  • Jetsynthesys
  • Nodwin Group
  • Gaming Monk
  • Neon Gaming Studio
  • Viacom 18
  • Sony
  • Xbox
  • BenQ
  • Electronic Arts

제32장 경쟁 벤치마킹

제33장 경쟁 대시보드

제34장 주요 인수합병(M&A)

제35장 미래 전망과 가능성 분석

제36장 부록

BJH 24.03.21

E-sports, or electronic sports, denote a genre of electronic games where competitors engage in multiplayer video game competitions that simulate real or imagined sports.

The primary categories of games in e-sports encompass multiplayer online battle arenas (MOBA), real-time strategy, first-person shooter, fighting, and sports. In the multiplayer online battle arena (MOBA) subgenre, two teams of players compete on a pre-determined battlefield. Each player controls a singular character with a set of unique abilities that progress throughout the game, contributing to the overall strategy of the team. These games are accessible on various platforms such as PC, console, mobile, and others. The revenue sources for e-sports include sponsorship, advertising, merchandise and tickets, publisher fees, and media rights.

The e-sports market research report is one of a series of new reports from The Business Research Company that provides E-sports market statistics, including E-sports industry global market size, regional shares, competitors with an E-sports market share, detailed E-sports market segments, market trends, and opportunities, and any further data you may need to thrive in the E-sports industry. This E-sports market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The e-sports market size has grown rapidly in recent years. It will grow from $1.63 billion in 2023 to $1.9 billion in 2024 at a compound annual growth rate (CAGR) of 16.0%. The expansion observed in the historical period can be ascribed to a rise in awareness about esports, an increase in the livestreaming of games, and a boost in the international prize pool for esports.

The e-sports market size is expected to see rapid growth in the next few years. It will grow to $3.48 billion in 2028 at a compound annual growth rate (CAGR) of 16.4%. The anticipated growth in the forecast period can be linked to a broader diversity of game genres, a surge in viewership, the establishment of esports cafes, an increase in internet-accessible devices, growing sponsorships, a rise in mobile gaming, and heightened awareness. Notable trends expected in the forecast period involve a growing inclination towards esports due to COVID-19, the advancement of esports through augmented reality (AR) and virtual reality (VR) technologies, an uptick in mergers and acquisitions (M&A) activities, a proliferation of investments, and the introduction of new esports platforms.

The growing demand for video games and the heightened awareness of E-sports are key factors contributing to the expansion of the E-sports market. With technological advancements expanding video content, products, virtual reality, and video game competitions, video gaming is significantly shaping pop culture and transforming the entertainment consumption habits of young people. According to PwC's latest Global Entertainment & Media Outlook, the video game market in the United States is projected to reach $30 billion by 2023. The global revenue for video games and E-sports stood at $215.6 billion in 2021, with a predicted compound annual growth rate (CAGR) of 8.5%, reaching $323.5 billion by 2026. Hence, the growing demand for video games and increased awareness of E-sports are key drivers of the market's growth in the forecast period.

The expanding reach of the internet is anticipated to propel the growth of the e-sports market. Internet penetration, reflecting the extent to which the internet is utilized by a specific population, region, or demographic group, plays a pivotal role. The internet not only facilitates the participation and viewership of e-sports but also fosters a connected and engaged community around competitive gaming. For instance, as of December 2021, global internet users reached 5.4 billion, according to the Internet World Stats report in January 2023. Therefore, the increasing penetration of the internet is a significant factor driving the growth of the e-sports market.

E-sports enterprises are making strategic investments in cutting-edge platforms to not only increase their revenue and expand their consumer base but also to gain a competitive advantage over their industry counterparts. A case in point is the collaboration between Digital Virgo, a mobile payment specialist based in France, and Etisalat Misr, an Egyptian Telecom company, in 2022. Together, they launched a comprehensive E-sports platform in Egypt, delivering high-quality educational and entertaining content.

Prominent companies in the e-sports market are directing their efforts towards the development of innovative platforms, such as the introduction of the first non-fungible tokens (NFTs) platform for esports, to solidify their market position. Non-fungible tokens (NFTs) represent unique digital assets that validate ownership or authenticity using blockchain technology for specific items or content. As an illustration, Loco, an Indian-based live-streaming application, unveiled an NFT platform for esports in June 2022. The inaugural asset on Loco Legends is NFT esports cards, blending NFTs with free-to-play esports fantasy gaming. Users have the opportunity to acquire NFT trading cards, enabling them to buy, sell, and participate in free-to-play fantasy pools.

In 2022, Savvy Gaming Group, an Esports investment company headquartered in Saudi Arabia, made a significant acquisition by purchasing ESL, a German-based Esports organizer and production company, and FACEIT, a UK-based Esports platform, for $1.5 Billion. This strategic move allows Savvy Gaming Group to integrate ESL's expertise in crafting, broadcasting, and commercializing premium Esports ecosystems, including arena events and festival shows, with FACEIT's proficiency in developing top-tier tools for competitive gaming.

Major companies operating in the e-sports market report are Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Electronic Arts Inc., Nintendo, Team SoloMid (TSM), Cloud9, Take-Two Interactive, Riot Games Inc., Nazara Technology, Jetsynthesys, Nodwin Group, Gaming Monk, Neon Gaming Studio, Viacom 18, Sony, Xbox, BenQ, Electronic Arts, Red Entertainment‎, Sega, OLM, Inc., Gainax, Hamster Corporation, Aristocrat Leisure, Huya, Chushou TV, Panda TV, Wangyuhudong, Aipai, Mars TV, ImbaTV, EDG, FEG, Dexerto, Gameloft, Sky Betting & Gaming, SteelSeries, Team Vitality, Fnatic, Astralis, G2 Esports, Imprezart, Playkey, Mundfish, Winstrike, RAWG, Fibrum, DreamTeam, Respeecher, Ejaw Studio, Hypereight, Team Liquid, FaZe Clan, 100 Thieves, Luminosity Gaming, Enthusiast Gaming, Fandom Sports, Infinity Esports, Xten Esports, Isurus Gaming, PaiN Gaming, Infamous, Immortals Gaming Club (IGC), Webedia Arabia Group, Boss Bunny Games, YaLLa Esports, NASR Esports, NODWIN Gaming, Ekasi Esports, Mettlestate, Clan Connection, The Digital Gaming League, MWEB GameZone, Online Arena, Zombiegamer

North America was the largest region in the e-sports market in 2023. South America is expected to be the fastest-growing region in the forecast period. The regions covered in the e-sports market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the e-sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain

The E-sports market includes revenues earned by entities operating E-sports facilities. E-sports or electronic sports are team-based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. E-sports are played by professional gamers that are sponsored by business organizations, or sporting organizations. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

E-Sports Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on e-sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for e-sports? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The e-sports market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of covid 19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

  • 1) By Type: Database Operation Management; Database Maintenance Management
  • 2) By Deployment: Cloud; On-Premise
  • 3) By End User: BFSI [Banking and Financial Services]; IT & Telecommunication; Media & Entertainment; Healthcare; Other End-Users
  • Companies Mentioned: Activision Blizzard Inc.; Modern Times Group MTG AB; Tencent; Valve Corporation; Electronic Arts Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. E-Sports Market Characteristics

3. E-Sports Market Trends And Strategies

4. E-Sports Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global E-Sports Market Size and Growth

  • 5.1. Global E-Sports Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global E-Sports Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global E-Sports Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. E-Sports Market Segmentation

  • 6.1. Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Multiplayer Online Battle Arena (MOBA)
  • Real Time Strategy
  • First Person Shooter
  • Fighting And Sports
  • 6.2. Global E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • PC
  • Console
  • Mobile
  • Other Platforms
  • 6.3. Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Publisher Fees
  • Media Rights

7. E-Sports Market Regional And Country Analysis

  • 7.1. Global E-Sports Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global E-Sports Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific E-Sports Market

  • 8.1. Asia-Pacific E-Sports Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China E-Sports Market

  • 9.1. China E-Sports Market Overview
  • 9.2. China E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India E-Sports Market

  • 10.1. India E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan E-Sports Market

  • 11.1. Japan E-Sports Market Overview
  • 11.2. Japan E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia E-Sports Market

  • 12.1. Australia E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia E-Sports Market

  • 13.1. Indonesia E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea E-Sports Market

  • 14.1. South Korea E-Sports Market Overview
  • 14.2. South Korea E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe E-Sports Market

  • 15.1. Western Europe E-Sports Market Overview
  • 15.2. Western Europe E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK E-Sports Market

  • 16.1. UK E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany E-Sports Market

  • 17.1. Germany E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France E-Sports Market

  • 18.1. France E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy E-Sports Market

  • 19.1. Italy E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain E-Sports Market

  • 20.1. Spain E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe E-Sports Market

  • 21.1. Eastern Europe E-Sports Market Overview
  • 21.2. Eastern Europe E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia E-Sports Market

  • 22.1. Russia E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America E-Sports Market

  • 23.1. North America E-Sports Market Overview
  • 23.2. North America E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA E-Sports Market

  • 24.1. USA E-Sports Market Overview
  • 24.2. USA E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada E-Sports Market

  • 25.1. Canada E-Sports Market Overview
  • 25.2. Canada E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America E-Sports Market

  • 26.1. South America E-Sports Market Overview
  • 26.2. South America E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil E-Sports Market

  • 27.1. Brazil E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East E-Sports Market

  • 28.1. Middle East E-Sports Market Overview
  • 28.2. Middle East E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa E-Sports Market

  • 29.1. Africa E-Sports Market Overview
  • 29.2. Africa E-Sports Market, Segmentation By Game, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa E-Sports Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. E-Sports Market Competitive Landscape And Company Profiles

  • 30.1. E-Sports Market Competitive Landscape
  • 30.2. E-Sports Market Company Profiles
    • 30.2.1. Activision Blizzard Inc.
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Modern Times Group MTG AB
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Tencent
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Valve Corporation
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Electronic Arts Inc.
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. E-Sports Market Other Major And Innovative Companies

  • 31.1. Nintendo
  • 31.2. Team SoloMid (TSM)
  • 31.3. Cloud9
  • 31.4. Take-Two Interactive
  • 31.5. Riot Games Inc.
  • 31.6. Nazara Technology
  • 31.7. Jetsynthesys
  • 31.8. Nodwin Group
  • 31.9. Gaming Monk
  • 31.10. Neon Gaming Studio
  • 31.11. Viacom 18
  • 31.12. Sony
  • 31.13. Xbox
  • 31.14. BenQ
  • 31.15. Electronic Arts

32. Global E-Sports Market Competitive Benchmarking

33. Global E-Sports Market Competitive Dashboard

34. Key Mergers And Acquisitions In The E-Sports Market

35. E-Sports Market Future Outlook and Potential Analysis

  • 35.1 E-Sports Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 E-Sports Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 E-Sports Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
비교리스트
0 건의 상품을 선택 중
상품 비교하기
전체삭제