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E Sports Market Trends

ID: MRFR/ICT/9757-CR
200 Pages
Aarti Dhapte
July 2025

E sports Market Research Report By Game Type (First-Person Shooter, Multiplayer Online Battle Arena, Real-Time Strategy, Sports, Battle Royale), By Revenue Source (Sponsorship, Media Rights, Merchandising, Ticket Sales, In-Game Purchases), By Platform (PC, Console, Mobile), By Participant Type (Professional Players, Amateur Players, Spectators) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035

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Market Trends

Key Emerging Trends in the E Sports Market

In the dynamic realm of the esports market, companies employ diverse strategies to secure market share and thrive in a competitive landscape fueled by the burgeoning popularity of competitive gaming. One pivotal strategy revolves around team and player acquisitions. Esports organizations strategically recruit talented players and form competitive teams, aiming to secure victories in high-profile tournaments. Successful teams build and entertain a core fan base. With these teams, the companies can reach new customers through brand promotion, sale of club goods and sponsorship, which are the most important elements for their golf standing.

Forming partnerships and the sale of sponsorships constitute a pillar in the process for the Company to establish its market position. The companies that used to shine in their alignment with the popular tournaments, leagues or the individual teams had huge spectatorship and they become familiar to the wide audience. Brand can, by sponsoring events, players, or team, well align themselves to the esports community, thus connecting to consumers in an authentic and more significant way than other avenues. The brand awareness arisen through these cooperation fuels the recognition and generates favorable environment of audience which helps to increase the market share.

Infrastructure and hosting tournaments are other approaches in the esports market that we utilize in order to support this growing industry. Companies that build and operate esports arenas, studios, or broadcasting companies of high quality can be proud to be considered as, next to neither more nor less, indispensable assets to esports industry's development. Organizing major competitions and creativity is also a manifestation of the company's loyalty to the esports ecology and serves as a channel for direct contact with the gaming community. Construction and provision of physical and electronic space for esports indicates a long-term commitment and lends a company an edge over its competition. It helps to increase positive perception and share value.

Building and establishing digital engagement and community in the sophisticated esports market is an important attribute. Businesses and firms that have invested on online platforms, interactive entertainment content, and specialized competition platforms have become breeding grounds and hubs of activity for gamers. Developing and maintaining a robust online community fosters brand loyalty and customer retention. Features such as live streaming, interactive chats, and user-generated content contribute to a vibrant and immersive experience, aligning a company with the digital-centric nature of esports and reinforcing its position within the market.

Author
Aarti Dhapte
Team Lead - Research

She holds an experience of about 6+ years in Market Research and Business Consulting, working under the spectrum of Information Communication Technology, Telecommunications and Semiconductor domains. Aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. Her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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FAQs

What is the current market size of the Esports Market?

As of 2024, the Esports Market is valued at 2.5 USD Billion.

What is the expected market size of the Esports Market in 2035?

By 2035, the Esports Market is projected to reach a valuation of 10.5 USD Billion.

What is the expected CAGR for the Esports Market from 2025 to 2035?

The expected CAGR for the Esports Market from 2025 to 2035 is 13.93%.

Which region holds the largest share of the Esports Market in 2024?

North America holds the largest share of the Esports Market in 2024, valued at 0.714 USD Billion.

What will be the market value of the North America region in 2035?

By 2035, the North America region is expected to reach a market value of 3.111 USD Billion.

What are the top game types contributing to the Esports Market?

The top game types include First-Person Shooter, Multiplayer Online Battle Arena, Real-Time Strategy, Sports, and Battle Royale.

What is the market value of First-Person Shooter games in 2024?

In 2024, the market value for First-Person Shooter games is estimated at 0.8 USD Billion.

Who are some of the major players in the Esports Market?

Major players in the Esports Market include Bandai Namco Entertainment, Valve Corporation, NVIDIA, and Riot Games.

What is the expected market value for the Asia Pacific region in 2035?

The Asia Pacific region is projected to have a market value of 2.749 USD Billion by 2035.

What is the expected market value for the Sports game type in 2035?

The Sports game type is expected to reach a market value of 2.6 USD Billion by 2035.

Market Summary

As per MRFR analysis, the E Sports Market Size was estimated at 1580.79 USD Billion in 2024. The E Sports industry is projected to grow from 1911.5 USD Billion in 2025 to 12775.06 USD Billion by 2035, exhibiting a compound annual growth rate (CAGR) of 20.92 during the forecast period 2025 - 2035.

Key Market Trends & Highlights

The E Sports Market is experiencing robust growth driven by technological advancements and shifting consumer preferences.

  • The rise of mobile gaming is reshaping the competitive landscape, particularly in the Asia-Pacific region.
  • North America remains the largest market, with significant investments in infrastructure enhancing player experiences.
  • Streaming platforms are expanding rapidly, providing new avenues for engagement and revenue generation.
  • The growing popularity of competitive gaming and increased sponsorship are key drivers propelling market expansion.

Market Size & Forecast

2024 Market Size 1580.79 (USD Billion)
2035 Market Size 12775.06 (USD Billion)
CAGR (2025 - 2035) 20.92%
Largest Regional Market Share in 2024 North America

Major Players

<p>Tencent (CN), Activision Blizzard (US), Riot Games (US), Epic Games (US), Valve Corporation (US), NCSOFT (KR), Electronic Arts (US), Bandai Namco Entertainment (JP), Ubisoft (FR)</p>

Market Trends

The E Sports Market is currently experiencing a dynamic evolution, characterized by a surge in viewership and participation across various demographics. This growth is driven by the increasing accessibility of gaming platforms and the proliferation of high-speed internet, which facilitates seamless online experiences. Furthermore, the integration of advanced technologies, such as virtual reality and augmented reality, appears to enhance user engagement, creating immersive environments that captivate audiences. As a result, the market is witnessing a diversification of content, with a broader array of games appealing to different segments of players and viewers alike. In addition to technological advancements, the E Sports Market is also influenced by strategic partnerships and sponsorships. Major brands are increasingly recognizing the potential of this sector, leading to collaborations that enhance visibility and credibility. This trend suggests a shift in marketing strategies, where traditional advertising methods are being replaced by innovative approaches that resonate with younger audiences. Overall, the E Sports Market seems poised for continued expansion, driven by evolving consumer preferences and the ongoing integration of gaming into mainstream culture.

Rise of Mobile Gaming

The E Sports Market is witnessing a notable shift towards mobile gaming, as smartphones become the primary platform for many players. This trend indicates a growing accessibility for participants and spectators, allowing a wider audience to engage with competitive gaming. Mobile titles are increasingly being included in tournaments, reflecting their rising popularity and the potential for new revenue streams.

Increased Investment in Infrastructure

Investment in infrastructure is becoming a critical trend within the E Sports Market. Organizations are focusing on developing state-of-the-art arenas and facilities to host events, which enhances the overall experience for both players and fans. This trend suggests a commitment to professionalizing the industry and elevating the status of E Sports to that of traditional sports.

Expansion of Streaming Platforms

The proliferation of streaming platforms dedicated to E Sports is reshaping how audiences consume content. These platforms are not only providing live coverage of events but also fostering community engagement through interactive features. This trend indicates a shift in content consumption habits, as viewers seek more immersive and participatory experiences.

E Sports Market Market Drivers

Diverse Revenue Streams

The Global Esports Market Industry benefits from a diverse range of revenue streams, including sponsorships, advertising, merchandise sales, and ticket sales for live events. This multifaceted approach to revenue generation enables the industry to remain resilient and adaptable to market fluctuations. Sponsorship deals with major brands, such as Intel and Coca-Cola, provide substantial financial support, while advertising revenue from streaming platforms contributes to overall growth. As the industry evolves, new revenue opportunities, such as in-game purchases and digital collectibles, are likely to emerge. This diversification of income sources positions the Global Esports Market Industry for sustained growth and profitability.

Market Growth Projections

The Global Esports Market Industry is projected to experience remarkable growth, with estimates indicating a market value of 10.5 USD Billion by 2035. This growth trajectory reflects the increasing acceptance of esports as a legitimate form of entertainment and competition. Factors contributing to this expansion include rising viewership, increased participation rates, and the ongoing development of esports infrastructure. The projected CAGR of 13.94% for the period of 2025-2035 underscores the industry's potential for long-term success. As more stakeholders enter the market, the Global Esports Market Industry is likely to evolve, adapting to changing consumer preferences and technological advancements.

Youth Engagement and Demographics

The Global Esports Market Industry is significantly influenced by the engagement of younger demographics, particularly Generation Z and Millennials, who are increasingly drawn to competitive gaming. This demographic shift is evident in the growing number of esports tournaments and events tailored to younger audiences. As these individuals prioritize digital entertainment, the industry is likely to see a sustained increase in participation and viewership. The appeal of esports as a social activity, combined with the rise of online communities, fosters a sense of belonging among players and fans. This trend suggests that the Global Esports Market Industry will continue to thrive as it aligns with the preferences of younger generations.

Technological Advancements in Gaming

Technological advancements play a crucial role in the evolution of the Global Esports Market Industry. Innovations in hardware and software enhance the gaming experience, allowing for more immersive and competitive gameplay. The rise of virtual reality and augmented reality technologies offers new opportunities for game developers and players alike. Furthermore, improvements in internet connectivity and streaming capabilities enable seamless broadcasting of esports events to global audiences. As these technologies continue to develop, they are likely to attract more participants and viewers, contributing to the projected CAGR of 13.94% for the period of 2025-2035. This growth reflects the industry's adaptability and potential for future expansion.

Rising Popularity of Competitive Gaming

The Global Esports Market Industry experiences a surge in popularity as competitive gaming becomes a mainstream entertainment option. With an estimated market value of 2.5 USD Billion in 2024, the industry attracts millions of viewers and participants worldwide. Major tournaments, such as the League of Legends World Championship, draw in large audiences, showcasing the appeal of esports. This growing interest is further fueled by the increasing accessibility of gaming platforms and the rise of streaming services, which allow fans to engage with their favorite games and players. As a result, the Global Esports Market Industry is poised for substantial growth in the coming years.

Investment from Traditional Sports Organizations

The Global Esports Market Industry benefits from significant investments by traditional sports organizations, which recognize the potential of esports as a lucrative venture. Notable franchises, such as the NBA and NFL, have established their own esports leagues, thereby legitimizing the industry and attracting a broader audience. This influx of capital not only enhances the competitive landscape but also facilitates the development of infrastructure and talent. As traditional sports entities continue to invest in esports, the market is expected to expand, potentially reaching a valuation of 10.5 USD Billion by 2035. This trend indicates a convergence of sports and gaming, further solidifying esports' position in the entertainment sector.

Market Segment Insights

By Game Genre: First Person Shooter (Largest) vs. Multiplayer Online Battle Arena (Fastest-Growing)

<p>The E Sports market showcases a diverse range of game genres, with the First Person Shooter segment commanding the largest portion in terms of popularity and participation. Titles like Call of Duty and Counter-Strike have cultivated a large player base, contributing significantly to the competitive gaming ecosystem. Conversely, the Multiplayer Online Battle Arena segment, represented by games such as League of Legends and Dota 2, is accelerating rapidly, attracting new players and audiences alike due to its dynamic gameplay and strategic depth.</p>

<p>First Person Shooter: Dominant vs. Multiplayer Online Battle Arena: Emerging</p>

<p>In the realm of E Sports, the First Person Shooter genre stands as a dominant force, characterized by high-intensity gameplay and a focus on teamwork and precision. Games like Call of Duty and Counter-Strike not only draw huge viewer numbers but also highlight competitive events featuring professional teams vying for supremacy. On the other hand, the Multiplayer Online Battle Arena genre is emerging as a vibrant segment, fueled by a growing community of players and the appeal of strategic competition. Titles such as League of Legends showcase intricate game mechanics and team coordination, attracting substantial viewership and sponsorship opportunities, further solidifying its place as a fast-evolving genre in the E Sports landscape.</p>

By Platform: PC (Largest) vs. Mobile (Fastest-Growing)

<p>In the E Sports market, the platform segmentation showcases a diverse distribution of player preferences with PC leading in market share. Console gaming follows closely, with a dedicated player base, while mobile gaming has seen rapid adoption, appealing to casual gamers. Conversely, cloud gaming is carving its niche, offering players instant access to titles without the need for expensive hardware. Each platform caters to various demographics, highlighting the significance of accessibility and engagement in shaping user experiences.</p>

<p>PC (Dominant) vs. Mobile (Emerging)</p>

<p>The PC segment remains the dominant force in the E Sports market, known for its robust hardware, high-performance graphics, and intricate gameplay mechanics that attract competitive players. This platform is often associated with professional tournaments and organized leagues, fostering a dedicated community of gamers. On the other hand, mobile gaming is the emerging platform, capitalizing on the convenience of handheld devices. Its rapid growth is driven by casual gaming appeal, allowing users to engage in E Sports anytime, anywhere. Mobile games are increasingly designed with competitive elements, attracting an expansive audience and encouraging the rise of mobile-specific tournaments.</p>

By Audience Demographics: 18-34 Years (Largest) vs. 35-54 Years (Fastest-Growing)

<p>In the E Sports Market, the audience demographics reveal that the largest segment is composed of individuals aged 18-34 years, capturing a significant market share. This age group exhibits a high engagement level, driven by their familiarity with gaming and digital platforms. Meanwhile, the 35-54 years segment is also growing rapidly, reflecting an increasing interest among older gamers who are becoming more active in the competitive gaming space. Understanding these demographics can aid marketers in designing tailored strategies. Growth trends in the audience demographics of the E Sports Market are particularly influenced by the evolving landscape of gaming and its accessibility. The surge in mobile gaming and online streaming platforms has extended the reach to mature audiences, fostering the rapid growth of the 35-54 years demographic. Additionally, targeted marketing campaigns and the inclusion of diverse gaming genres have attracted a broader range of participants, enriching the complexity and vibrancy of the overall user base.</p>

<p>Age: 18-34 Years (Dominant) vs. 35-54 Years (Emerging)</p>

<p>The age group of 18-34 years is recognized as the dominant force in the E Sports Market, largely due to its inherent familiarity with technology and gaming culture. This demographic not only consists of avid gamers but also includes casual players who constantly engage with E Sports through streaming and social media. They contribute significantly to the audience base, participating in both online and offline gaming events. Conversely, the 35-54 years age group is emerging as a vital segment, reflecting a significant shift in the gaming landscape as individuals in this range seek recreational activities and social connection through E Sports. Their growing participation indicates a maturing market that welcomes diverse age groups, progressively breaking stereotypes associated with gaming.</p>

By Event Type: Online Tournaments (Largest) vs. LAN Events (Fastest-Growing)

<p>The E Sports Market is increasingly being segmented by event type, with Online Tournaments leading the pack as the largest segment in terms of participation and audience reach. Dominating the landscape, online events host a multitude of players and spectators, which significantly boosts their market share. In contrast, LAN Events constitute a smaller, yet rapidly expanding segment. Their appeal lies in the in-person experience and atmosphere, drawing in passionate fans and players alike.</p>

<p>Event Format: Online Tournaments (Dominant) vs. LAN Events (Emerging)</p>

<p>Online Tournaments have become the cornerstone of the E Sports Market, characterized by their accessibility and extensive reach. This format enables players to participate from anywhere in the world, creating a diverse global audience. In contrast, LAN Events, while currently smaller in participation numbers, are witnessing explosive growth. These events offer unique live experiences, attracting dedicated fans and fostering a strong sense of community. LAN events not only provide immersive environments but also add significant marketing value for sponsors and partners, making them an exciting area for future investment.</p>

By Monetization Model: Sponsorship (Largest) vs. In-Game Purchases (Fastest-Growing)

<p>In the E Sports market, the monetization model is predominantly driven by sponsorships, which hold the largest market share. Sponsorship has become the cornerstone of revenue generation, with brands eager to align themselves with popular teams and events, providing financial support in exchange for exposure. In-game purchases also contribute significantly to the market, capturing a growing segment of user engagement as gamers opt for digital goods to enhance their experience.</p>

<p>Sponsorship (Dominant) vs. In-Game Purchases (Emerging)</p>

<p>Sponsorship in the E Sports market continues to dominate, offering companies a unique platform to reach target audiences effectively. Major brands leverage their partnerships with gaming teams to create authentic connections with fans, translating to substantial visibility and loyalty. Conversely, in-game purchases are emerging as a significant revenue stream, providing players with customizable options and enhancing game engagement. This model benefits from the rise in mobile gaming and the increasing trend of microtransactions, ultimately driving user satisfaction and continuing market growth.</p>

Get more detailed insights about E-sports Market Research Report - Global Forecast till 2035

Regional Insights

North America : Leading Market for E Sports

North America continues to lead the E Sports market, holding a significant share of 790.39M in 2025. The growth is driven by increasing viewership, sponsorship deals, and a robust gaming culture. Regulatory support and investment in infrastructure further enhance market dynamics, making it a prime location for E Sports events and tournaments. The region's technological advancements and high internet penetration also contribute to its growth trajectory. The competitive landscape is dominated by key players such as Activision Blizzard, Riot Games, and Epic Games, all based in the US. These companies are at the forefront of innovation, creating popular titles that attract millions of players and viewers. The presence of major gaming events and a strong community of gamers solidify North America's position as the epicenter of the E Sports industry. With a growing audience and increasing revenue streams, the region is poised for continued success.

Europe : Emerging E Sports Hub

Europe's E Sports market is rapidly expanding, with a market size of 450.0M in 2025. The region benefits from a diverse gaming community and strong regulatory frameworks that support E Sports development. Countries like Germany, the UK, and France are leading the charge, with increasing investments in E Sports infrastructure and events. The rise of online streaming platforms has also fueled demand, making E Sports more accessible to a wider audience. The competitive landscape features prominent players such as Ubisoft and Bandai Namco Entertainment, which are investing heavily in E Sports initiatives. The region is characterized by a mix of established franchises and emerging titles, creating a vibrant ecosystem. As European countries continue to embrace E Sports, the market is expected to grow significantly, driven by fan engagement and sponsorship opportunities. "The European gaming market is set to grow significantly, driven by innovation and community engagement," European Gaming Commission.

Asia-Pacific : Rapidly Growing E Sports Market

The Asia-Pacific region is witnessing a surge in the E Sports market, with a size of 290.0M in 2025. This growth is fueled by a massive youth population, increasing internet accessibility, and a cultural shift towards gaming as a mainstream entertainment option. Countries like China and South Korea are at the forefront, with significant investments in E Sports leagues and tournaments, supported by favorable government policies that promote digital entertainment. The competitive landscape is vibrant, featuring major players like Tencent and NCSOFT, which dominate the market with popular titles. The region's unique gaming culture, characterized by high engagement and community participation, further enhances its appeal. As E Sports continues to gain traction, the Asia-Pacific market is expected to expand rapidly, driven by technological advancements and a growing fan base.

Middle East and Africa : Emerging E Sports Frontier

The Middle East and Africa (MEA) region is emerging as a new frontier in the E Sports market, with a size of 50.4M in 2025. The growth is driven by increasing interest in gaming, supported by investments in infrastructure and events. Governments in the region are recognizing the potential of E Sports as a tool for youth engagement and economic development, leading to favorable policies that encourage growth in this sector. Countries like South Africa and the UAE are leading the charge, hosting major E Sports tournaments and attracting international attention. The competitive landscape is evolving, with local and international players entering the market. As the region continues to develop its gaming ecosystem, the potential for growth in the E Sports market is significant, driven by a young population eager to engage in competitive gaming. "The MEA region is poised for growth in E Sports, driven by youth engagement and investment in infrastructure," Middle East Gaming Association.

Key Players and Competitive Insights

The E Sports Market is currently characterized by a dynamic competitive landscape, driven by rapid technological advancements and an increasing global audience. Major players such as Tencent (CN), Activision Blizzard (US), and Riot Games (US) are at the forefront, each adopting distinct strategies to enhance their market positioning. Tencent (CN) continues to leverage its extensive portfolio and investment capabilities, focusing on strategic partnerships and acquisitions to expand its influence in the gaming ecosystem. Activision Blizzard (US) emphasizes innovation through the development of new game titles and immersive experiences, while Riot Games (US) maintains a strong focus on community engagement and competitive integrity, particularly through its flagship title, League of Legends.

The business tactics employed by these companies reflect a moderately fragmented market structure, where collaboration and competition coexist. Localizing content and optimizing supply chains are critical strategies that enhance player experience and operational efficiency. The collective influence of these key players shapes the market, as they navigate the complexities of consumer preferences and technological advancements.

In November 2025, Tencent (CN) announced a strategic partnership with a leading cloud service provider to enhance its gaming infrastructure. This move is poised to improve game performance and accessibility, thereby attracting a broader audience. The partnership underscores Tencent's commitment to leveraging technology to enhance user experience, which is vital in a market where latency and performance are paramount.

In October 2025, Activision Blizzard (US) launched a new esports league aimed at fostering grassroots competition. This initiative is significant as it not only diversifies their revenue streams but also strengthens community ties, potentially leading to increased player loyalty and engagement. By investing in grassroots esports, Activision Blizzard positions itself as a leader in nurturing talent and expanding the competitive landscape.

In September 2025, Riot Games (US) introduced a new feature in League of Legends that allows players to create custom tournaments. This strategic move is indicative of Riot's focus on community-driven content, which may enhance player engagement and retention. By empowering players to organize their own competitions, Riot Games reinforces its commitment to fostering a vibrant esports ecosystem.

As of December 2025, the competitive trends in the E Sports Market are increasingly defined by digitalization, sustainability, and the integration of AI technologies. Strategic alliances are becoming more prevalent, as companies recognize the need for collaboration to navigate the complexities of the market. Looking ahead, competitive differentiation is likely to evolve, shifting from price-based competition to a focus on innovation, technological advancements, and supply chain reliability. This transition may redefine how companies engage with their audiences and develop their offerings in an ever-evolving landscape.

Key Companies in the E Sports Market market include

Industry Developments

The Esports Market has been witnessing significant developments recently, with substantial growth attributed to increasing viewership and investment from major companies. Bandai Namco Entertainment and Riot Games continue to expand their game portfolios, while Valve Corporation is enhancing its competitive environment through multiple tournaments. The investment activities by Tencent are noteworthy, with the company acquiring stakes in various gaming entities, thereby influencing market dynamics. In September 2023, Activision Blizzard and Microsoft announced an agreement to enhance their gaming ecosystem, showcasing strategic partnerships as key trends in the industry. 

Electronic Arts, capitalizing on the popularity of its sports franchises, remains focused on elevating esports experiences for fans. The Overwatch League has restructured its league format, aiming to boost viewer engagement. Furthermore, NVIDIA and PGL are working together to leverage advanced technology, aiding in the overall growth of esports events. The substantial influx of venture capital and sponsorships across the market indicates a promising future, with strong upward valuations for companies involved in esports, echoing the increasing significance of this sector on a global scale. These developments have reinforced the position of esports as a prominent entertainment avenue worldwide.

 

Future Outlook

E Sports Market Future Outlook

<p>The E Sports Market is projected to grow at a 20.92% CAGR from 2024 to 2035, driven by increased digital engagement, sponsorships, and technological advancements.</p>

New opportunities lie in:

  • <p>Development of immersive virtual reality gaming experiences</p>
  • <p>Expansion of mobile eSports platforms for wider audience reach</p>
  • <p>Creation of branded merchandise and collectibles for fan engagement</p>

<p>By 2035, the E Sports Market is expected to solidify its position as a leading entertainment sector.</p>

Market Segmentation

E Sports Market Platform Outlook

  • PC
  • Console
  • Mobile
  • Cloud Gaming

E Sports Market Event Type Outlook

  • Online Tournaments
  • LAN Events
  • Exhibitions
  • Streaming Competitions

E Sports Market Game Genre Outlook

  • First Person Shooter
  • Multiplayer Online Battle Arena
  • Real Time Strategy
  • Sports Simulation
  • Fighting

E Sports Market Monetization Model Outlook

  • Sponsorship
  • Advertising
  • In-Game Purchases
  • Subscription

E Sports Market Audience Demographics Outlook

  • Age Group
  • Gender
  • Income Level
  • Geographic Location

Report Scope

MARKET SIZE 20241580.79(USD Billion)
MARKET SIZE 20251911.5(USD Billion)
MARKET SIZE 203512775.06(USD Billion)
COMPOUND ANNUAL GROWTH RATE (CAGR)20.92% (2024 - 2035)
REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
BASE YEAR2024
Market Forecast Period2025 - 2035
Historical Data2019 - 2024
Market Forecast UnitsUSD Billion
Key Companies ProfiledTencent (CN), Activision Blizzard (US), Riot Games (US), Epic Games (US), Valve Corporation (US), NCSOFT (KR), Electronic Arts (US), Bandai Namco Entertainment (JP), Ubisoft (FR)
Segments CoveredGame Genre, Platform, Audience Demographics, Event Type, Monetization Model
Key Market OpportunitiesIntegration of virtual reality technology enhances immersive experiences in the E Sports Market.
Key Market DynamicsRising consumer engagement and technological advancements are reshaping competitive dynamics in the E Sports Market.
Countries CoveredNorth America, Europe, APAC, South America, MEA

FAQs

What is the current market size of the Esports Market?

As of 2024, the Esports Market is valued at 2.5 USD Billion.

What is the expected market size of the Esports Market in 2035?

By 2035, the Esports Market is projected to reach a valuation of 10.5 USD Billion.

What is the expected CAGR for the Esports Market from 2025 to 2035?

The expected CAGR for the Esports Market from 2025 to 2035 is 13.93%.

Which region holds the largest share of the Esports Market in 2024?

North America holds the largest share of the Esports Market in 2024, valued at 0.714 USD Billion.

What will be the market value of the North America region in 2035?

By 2035, the North America region is expected to reach a market value of 3.111 USD Billion.

What are the top game types contributing to the Esports Market?

The top game types include First-Person Shooter, Multiplayer Online Battle Arena, Real-Time Strategy, Sports, and Battle Royale.

What is the market value of First-Person Shooter games in 2024?

In 2024, the market value for First-Person Shooter games is estimated at 0.8 USD Billion.

Who are some of the major players in the Esports Market?

Major players in the Esports Market include Bandai Namco Entertainment, Valve Corporation, NVIDIA, and Riot Games.

What is the expected market value for the Asia Pacific region in 2035?

The Asia Pacific region is projected to have a market value of 2.749 USD Billion by 2035.

What is the expected market value for the Sports game type in 2035?

The Sports game type is expected to reach a market value of 2.6 USD Billion by 2035.

  1. EXECUTIVE SUMMARY
    1. Market Overview
    2. Key Findings
    3. Market Segmentation
    4. Competitive Landscape
    5. Challenges and Opportunities
    6. Future Outlook
  2. MARKET INTRODUCTION
    1. Definition
    2. Scope of the study
      1. Research Objective
      2. Assumption
      3. Limitations
  3. RESEARCH METHODOLOGY
    1. Overview
    2. Data Mining
    3. Secondary Research
    4. Primary Research
      1. Primary Interviews and Information Gathering Process
      2. Breakdown of Primary Respondents
    5. Forecasting Model
    6. Market Size Estimation
      1. Bottom-Up Approach
      2. Top-Down Approach
    7. Data Triangulation
    8. Validation
  4. MARKET DYNAMICS
    1. Overview
    2. Drivers
    3. Restraints
    4. Opportunities
  5. MARKET FACTOR ANALYSIS
    1. Value chain Analysis
    2. Porter's Five Forces Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of New Entrants
      4. Threat of Substitutes
      5. Intensity of Rivalry
    3. COVID-19 Impact Analysis
      1. Market Impact Analysis
      2. Regional Impact
      3. Opportunity and Threat Analysis
  6. Esports Market, BY Game Type (USD Billion)
    1. First-Person Shooter
    2. Multiplayer Online Battle Arena
    3. Real-Time Strategy
    4. Sports
    5. Battle Royale
  7. Esports Market, BY Revenue Source (USD Billion)
    1. Sponsorship
    2. Media Rights
    3. Merchandising
    4. Ticket Sales
    5. In-Game Purchases
  8. Esports Market, BY Platform (USD Billion)
    1. PC
    2. Console
    3. Mobile
  9. Esports Market, BY Participant Type (USD Billion)
    1. Professional Players
    2. Amateur Players
    3. Spectators
  10. Esports Market, BY Regional (USD Billion)
    1. North America
      1. US
      2. Canada
    2. Europe
      1. Germany
      2. UK
      3. France
      4. Russia
      5. Italy
      6. Spain
      7. Rest of Europe
    3. APAC
      1. China
      2. India
      3. Japan
      4. South Korea
      5. Malaysia
      6. Thailand
      7. Indonesia
      8. Rest of APAC
    4. South America
      1. Brazil
      2. Mexico
      3. Argentina
      4. Rest of South America
    5. MEA
      1. GCC Countries
      2. South Africa
      3. Rest of MEA
  11. Competitive Landscape
    1. Overview
    2. Competitive Analysis
    3. Market share Analysis
    4. Major Growth Strategy in the Esports Market
    5. Competitive Benchmarking
    6. Leading Players in Terms of Number of Developments in the Esports Market
    7. Key developments and growth strategies
      1. New Product Launch/Service Deployment
      2. Merger & Acquisitions
      3. Joint Ventures
    8. Major Players Financial Matrix
      1. Sales and Operating Income
      2. Major Players R&D Expenditure. 2023
  12. Company Profiles
    1. Sony Interactive Entertainment
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    2. Discord
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    3. NVIDIA
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    4. Overwolf
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    5. Activision Blizzard
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    6. Ubisoft
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    7. FACEIT
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    8. EA
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    9. Microsoft
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    10. Tencent
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    11. ESL Gaming
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    12. Epic Games
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    13. Riot Games
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    14. TakeTwo Interactive
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
    15. Valve Corporation
      1. Financial Overview
      2. Products Offered
      3. Key Developments
      4. SWOT Analysis
      5. Key Strategies
  13. Appendix
    1. References
    2. Related Reports
    3. LIST Of tables
  14. LIST OF ASSUMPTIONS
  15. North America Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  16. North America Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  17. North America Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  18. North America Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  19. North America Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  20. US Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  21. US Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  22. US Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  23. US Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  24. US Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  25. Canada Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  26. Canada Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  27. Canada Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  28. Canada Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  29. Canada Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  30. Europe Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  31. Europe Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  32. Europe Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  33. Europe Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  34. Europe Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  35. Germany Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  36. Germany Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  37. Germany Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  38. Germany Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  39. Germany Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  40. UK Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  41. UK Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  42. UK Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  43. UK Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  44. UK Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  45. France Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  46. France Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  47. France Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  48. France Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  49. France Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  50. Russia Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  51. Russia Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  52. Russia Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  53. Russia Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  54. Russia Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  55. Italy Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  56. Italy Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  57. Italy Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  58. Italy Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  59. Italy Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  60. Spain Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  61. Spain Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  62. Spain Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  63. Spain Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  64. Spain Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  65. Rest of Europe Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  66. Rest of Europe Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  67. Rest of Europe Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  68. Rest of Europe Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  69. Rest of Europe Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  70. APAC Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  71. APAC Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  72. APAC Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  73. APAC Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  74. APAC Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  75. China Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  76. China Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  77. China Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  78. China Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  79. China Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  80. India Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  81. India Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  82. India Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  83. India Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  84. India Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  85. Japan Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  86. Japan Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  87. Japan Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  88. Japan Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  89. Japan Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  90. South Korea Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  91. South Korea Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  92. South Korea Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  93. South Korea Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  94. South Korea Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  95. Malaysia Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  96. Malaysia Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  97. Malaysia Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  98. Malaysia Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  99. Malaysia Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  100. Thailand Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  101. Thailand Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  102. Thailand Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  103. Thailand Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  104. Thailand Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  105. Indonesia Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  106. Indonesia Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  107. Indonesia Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  108. Indonesia Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  109. Indonesia Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  110. Rest of APAC Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  111. Rest of APAC Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  112. Rest of APAC Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  113. Rest of APAC Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  114. Rest of APAC Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  115. South America Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  116. South America Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  117. South America Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  118. South America Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  119. South America Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  120. Brazil Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  121. Brazil Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  122. Brazil Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  123. Brazil Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  124. Brazil Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  125. Mexico Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  126. Mexico Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  127. Mexico Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  128. Mexico Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  129. Mexico Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  130. Argentina Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  131. Argentina Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  132. Argentina Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  133. Argentina Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  134. Argentina Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  135. Rest of South America Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  136. Rest of South America Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  137. Rest of South America Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  138. Rest of South America Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  139. Rest of South America Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  140. MEA Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  141. MEA Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  142. MEA Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  143. MEA Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  144. MEA Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  145. GCC Countries Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  146. GCC Countries Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  147. GCC Countries Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  148. GCC Countries Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  149. GCC Countries Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  150. South Africa Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  151. South Africa Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  152. South Africa Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  153. South Africa Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  154. South Africa Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  155. Rest of MEA Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions)
  156. Rest of MEA Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions)
  157. Rest of MEA Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions)
  158. Rest of MEA Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions)
  159. Rest of MEA Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions)
  160. PRODUCT LAUNCH/PRODUCT DEVELOPMENT/APPROVAL
  161. ACQUISITION/PARTNERSHIP
    1. LIST Of figures
  162. MARKET SYNOPSIS
  163. NORTH AMERICA ESPORTS MARKET ANALYSIS
  164. US ESPORTS MARKET ANALYSIS BY GAME TYPE
  165. US ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  166. US ESPORTS MARKET ANALYSIS BY PLATFORM
  167. US ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  168. US ESPORTS MARKET ANALYSIS BY REGIONAL
  169. CANADA ESPORTS MARKET ANALYSIS BY GAME TYPE
  170. CANADA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  171. CANADA ESPORTS MARKET ANALYSIS BY PLATFORM
  172. CANADA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  173. CANADA ESPORTS MARKET ANALYSIS BY REGIONAL
  174. EUROPE ESPORTS MARKET ANALYSIS
  175. GERMANY ESPORTS MARKET ANALYSIS BY GAME TYPE
  176. GERMANY ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  177. GERMANY ESPORTS MARKET ANALYSIS BY PLATFORM
  178. GERMANY ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  179. GERMANY ESPORTS MARKET ANALYSIS BY REGIONAL
  180. UK ESPORTS MARKET ANALYSIS BY GAME TYPE
  181. UK ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  182. UK ESPORTS MARKET ANALYSIS BY PLATFORM
  183. UK ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  184. UK ESPORTS MARKET ANALYSIS BY REGIONAL
  185. FRANCE ESPORTS MARKET ANALYSIS BY GAME TYPE
  186. FRANCE ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  187. FRANCE ESPORTS MARKET ANALYSIS BY PLATFORM
  188. FRANCE ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  189. FRANCE ESPORTS MARKET ANALYSIS BY REGIONAL
  190. RUSSIA ESPORTS MARKET ANALYSIS BY GAME TYPE
  191. RUSSIA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  192. RUSSIA ESPORTS MARKET ANALYSIS BY PLATFORM
  193. RUSSIA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  194. RUSSIA ESPORTS MARKET ANALYSIS BY REGIONAL
  195. ITALY ESPORTS MARKET ANALYSIS BY GAME TYPE
  196. ITALY ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  197. ITALY ESPORTS MARKET ANALYSIS BY PLATFORM
  198. ITALY ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  199. ITALY ESPORTS MARKET ANALYSIS BY REGIONAL
  200. SPAIN ESPORTS MARKET ANALYSIS BY GAME TYPE
  201. SPAIN ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  202. SPAIN ESPORTS MARKET ANALYSIS BY PLATFORM
  203. SPAIN ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  204. SPAIN ESPORTS MARKET ANALYSIS BY REGIONAL
  205. REST OF EUROPE ESPORTS MARKET ANALYSIS BY GAME TYPE
  206. REST OF EUROPE ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  207. REST OF EUROPE ESPORTS MARKET ANALYSIS BY PLATFORM
  208. REST OF EUROPE ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  209. REST OF EUROPE ESPORTS MARKET ANALYSIS BY REGIONAL
  210. APAC ESPORTS MARKET ANALYSIS
  211. CHINA ESPORTS MARKET ANALYSIS BY GAME TYPE
  212. CHINA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  213. CHINA ESPORTS MARKET ANALYSIS BY PLATFORM
  214. CHINA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  215. CHINA ESPORTS MARKET ANALYSIS BY REGIONAL
  216. INDIA ESPORTS MARKET ANALYSIS BY GAME TYPE
  217. INDIA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  218. INDIA ESPORTS MARKET ANALYSIS BY PLATFORM
  219. INDIA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  220. INDIA ESPORTS MARKET ANALYSIS BY REGIONAL
  221. JAPAN ESPORTS MARKET ANALYSIS BY GAME TYPE
  222. JAPAN ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  223. JAPAN ESPORTS MARKET ANALYSIS BY PLATFORM
  224. JAPAN ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  225. JAPAN ESPORTS MARKET ANALYSIS BY REGIONAL
  226. SOUTH KOREA ESPORTS MARKET ANALYSIS BY GAME TYPE
  227. SOUTH KOREA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  228. SOUTH KOREA ESPORTS MARKET ANALYSIS BY PLATFORM
  229. SOUTH KOREA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  230. SOUTH KOREA ESPORTS MARKET ANALYSIS BY REGIONAL
  231. MALAYSIA ESPORTS MARKET ANALYSIS BY GAME TYPE
  232. MALAYSIA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  233. MALAYSIA ESPORTS MARKET ANALYSIS BY PLATFORM
  234. MALAYSIA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  235. MALAYSIA ESPORTS MARKET ANALYSIS BY REGIONAL
  236. THAILAND ESPORTS MARKET ANALYSIS BY GAME TYPE
  237. THAILAND ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  238. THAILAND ESPORTS MARKET ANALYSIS BY PLATFORM
  239. THAILAND ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  240. THAILAND ESPORTS MARKET ANALYSIS BY REGIONAL
  241. INDONESIA ESPORTS MARKET ANALYSIS BY GAME TYPE
  242. INDONESIA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  243. INDONESIA ESPORTS MARKET ANALYSIS BY PLATFORM
  244. INDONESIA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  245. INDONESIA ESPORTS MARKET ANALYSIS BY REGIONAL
  246. REST OF APAC ESPORTS MARKET ANALYSIS BY GAME TYPE
  247. REST OF APAC ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  248. REST OF APAC ESPORTS MARKET ANALYSIS BY PLATFORM
  249. REST OF APAC ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  250. REST OF APAC ESPORTS MARKET ANALYSIS BY REGIONAL
  251. SOUTH AMERICA ESPORTS MARKET ANALYSIS
  252. BRAZIL ESPORTS MARKET ANALYSIS BY GAME TYPE
  253. BRAZIL ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  254. BRAZIL ESPORTS MARKET ANALYSIS BY PLATFORM
  255. BRAZIL ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  256. BRAZIL ESPORTS MARKET ANALYSIS BY REGIONAL
  257. MEXICO ESPORTS MARKET ANALYSIS BY GAME TYPE
  258. MEXICO ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  259. MEXICO ESPORTS MARKET ANALYSIS BY PLATFORM
  260. MEXICO ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  261. MEXICO ESPORTS MARKET ANALYSIS BY REGIONAL
  262. ARGENTINA ESPORTS MARKET ANALYSIS BY GAME TYPE
  263. ARGENTINA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  264. ARGENTINA ESPORTS MARKET ANALYSIS BY PLATFORM
  265. ARGENTINA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  266. ARGENTINA ESPORTS MARKET ANALYSIS BY REGIONAL
  267. REST OF SOUTH AMERICA ESPORTS MARKET ANALYSIS BY GAME TYPE
  268. REST OF SOUTH AMERICA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  269. REST OF SOUTH AMERICA ESPORTS MARKET ANALYSIS BY PLATFORM
  270. REST OF SOUTH AMERICA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  271. REST OF SOUTH AMERICA ESPORTS MARKET ANALYSIS BY REGIONAL
  272. MEA ESPORTS MARKET ANALYSIS
  273. GCC COUNTRIES ESPORTS MARKET ANALYSIS BY GAME TYPE
  274. GCC COUNTRIES ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  275. GCC COUNTRIES ESPORTS MARKET ANALYSIS BY PLATFORM
  276. GCC COUNTRIES ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  277. GCC COUNTRIES ESPORTS MARKET ANALYSIS BY REGIONAL
  278. SOUTH AFRICA ESPORTS MARKET ANALYSIS BY GAME TYPE
  279. SOUTH AFRICA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  280. SOUTH AFRICA ESPORTS MARKET ANALYSIS BY PLATFORM
  281. SOUTH AFRICA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  282. SOUTH AFRICA ESPORTS MARKET ANALYSIS BY REGIONAL
  283. REST OF MEA ESPORTS MARKET ANALYSIS BY GAME TYPE
  284. REST OF MEA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE
  285. REST OF MEA ESPORTS MARKET ANALYSIS BY PLATFORM
  286. REST OF MEA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE
  287. REST OF MEA ESPORTS MARKET ANALYSIS BY REGIONAL
  288. KEY BUYING CRITERIA OF ESPORTS MARKET
  289. RESEARCH PROCESS OF MRFR
  290. DRO ANALYSIS OF ESPORTS MARKET
  291. DRIVERS IMPACT ANALYSIS: ESPORTS MARKET
  292. RESTRAINTS IMPACT ANALYSIS: ESPORTS MARKET
  293. SUPPLY / VALUE CHAIN: ESPORTS MARKET
  294. ESPORTS MARKET, BY GAME TYPE, 2025 (% SHARE)
  295. ESPORTS MARKET, BY GAME TYPE, 2019 TO 2035 (USD Billions)
  296. ESPORTS MARKET, BY REVENUE SOURCE, 2025 (% SHARE)
  297. ESPORTS MARKET, BY REVENUE SOURCE, 2019 TO 2035 (USD Billions)
  298. ESPORTS MARKET, BY PLATFORM, 2025 (% SHARE)
  299. ESPORTS MARKET, BY PLATFORM, 2019 TO 2035 (USD Billions)
  300. ESPORTS MARKET, BY PARTICIPANT TYPE, 2025 (% SHARE)
  301. ESPORTS MARKET, BY PARTICIPANT TYPE, 2019 TO 2035 (USD Billions)
  302. ESPORTS MARKET, BY REGIONAL, 2025 (% SHARE)
  303. ESPORTS MARKET, BY REGIONAL, 2019 TO 2035 (USD Billions)
  304. BENCHMARKING OF MAJOR COMPETITORS

Esports Market Segmentation

Esports Market By Game Type (USD Billion, 2019-2035)

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

 

Esports Market By Revenue Source (USD Billion, 2019-2035)

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

 

Esports Market By Platform (USD Billion, 2019-2035)

PC

Console

Mobile

 

Esports Market By Participant Type (USD Billion, 2019-2035)

Professional Players

Amateur Players

Spectators

 

Esports Market By Regional (USD Billion, 2019-2035)

North America

Europe

South America

Asia Pacific

Middle East and Africa

 

Esports Market Regional Outlook (USD Billion, 2019-2035)

 

 

North America Outlook (USD Billion, 2019-2035)

North America Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

North America Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

North America Esports Market by Platform Type

PC

Console

Mobile

North America Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

North America Esports Market by Regional Type

US

Canada

US Outlook (USD Billion, 2019-2035)

US Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

US Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

US Esports Market by Platform Type

PC

Console

Mobile

US Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

CANADA Outlook (USD Billion, 2019-2035)

CANADA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

CANADA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

CANADA Esports Market by Platform Type

PC

Console

Mobile

CANADA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

Europe Outlook (USD Billion, 2019-2035)

Europe Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

Europe Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

Europe Esports Market by Platform Type

PC

Console

Mobile

Europe Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

Europe Esports Market by Regional Type

Germany

UK

France

Russia

Italy

Spain

Rest of Europe

GERMANY Outlook (USD Billion, 2019-2035)

GERMANY Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

GERMANY Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

GERMANY Esports Market by Platform Type

PC

Console

Mobile

GERMANY Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

UK Outlook (USD Billion, 2019-2035)

UK Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

UK Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

UK Esports Market by Platform Type

PC

Console

Mobile

UK Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

FRANCE Outlook (USD Billion, 2019-2035)

FRANCE Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

FRANCE Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

FRANCE Esports Market by Platform Type

PC

Console

Mobile

FRANCE Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

RUSSIA Outlook (USD Billion, 2019-2035)

RUSSIA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

RUSSIA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

RUSSIA Esports Market by Platform Type

PC

Console

Mobile

RUSSIA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

ITALY Outlook (USD Billion, 2019-2035)

ITALY Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

ITALY Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

ITALY Esports Market by Platform Type

PC

Console

Mobile

ITALY Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

SPAIN Outlook (USD Billion, 2019-2035)

SPAIN Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

SPAIN Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

SPAIN Esports Market by Platform Type

PC

Console

Mobile

SPAIN Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

REST OF EUROPE Outlook (USD Billion, 2019-2035)

REST OF EUROPE Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

REST OF EUROPE Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

REST OF EUROPE Esports Market by Platform Type

PC

Console

Mobile

REST OF EUROPE Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

APAC Outlook (USD Billion, 2019-2035)

APAC Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

APAC Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

APAC Esports Market by Platform Type

PC

Console

Mobile

APAC Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

APAC Esports Market by Regional Type

China

India

Japan

South Korea

Malaysia

Thailand

Indonesia

Rest of APAC

CHINA Outlook (USD Billion, 2019-2035)

CHINA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

CHINA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

CHINA Esports Market by Platform Type

PC

Console

Mobile

CHINA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

INDIA Outlook (USD Billion, 2019-2035)

INDIA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

INDIA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

INDIA Esports Market by Platform Type

PC

Console

Mobile

INDIA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

JAPAN Outlook (USD Billion, 2019-2035)

JAPAN Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

JAPAN Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

JAPAN Esports Market by Platform Type

PC

Console

Mobile

JAPAN Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

SOUTH KOREA Outlook (USD Billion, 2019-2035)

SOUTH KOREA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

SOUTH KOREA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

SOUTH KOREA Esports Market by Platform Type

PC

Console

Mobile

SOUTH KOREA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

MALAYSIA Outlook (USD Billion, 2019-2035)

MALAYSIA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

MALAYSIA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

MALAYSIA Esports Market by Platform Type

PC

Console

Mobile

MALAYSIA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

THAILAND Outlook (USD Billion, 2019-2035)

THAILAND Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

THAILAND Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

THAILAND Esports Market by Platform Type

PC

Console

Mobile

THAILAND Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

INDONESIA Outlook (USD Billion, 2019-2035)

INDONESIA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

INDONESIA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

INDONESIA Esports Market by Platform Type

PC

Console

Mobile

INDONESIA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

REST OF APAC Outlook (USD Billion, 2019-2035)

REST OF APAC Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

REST OF APAC Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

REST OF APAC Esports Market by Platform Type

PC

Console

Mobile

REST OF APAC Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

South America Outlook (USD Billion, 2019-2035)

South America Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

South America Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

South America Esports Market by Platform Type

PC

Console

Mobile

South America Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

South America Esports Market by Regional Type

Brazil

Mexico

Argentina

Rest of South America

BRAZIL Outlook (USD Billion, 2019-2035)

BRAZIL Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

BRAZIL Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

BRAZIL Esports Market by Platform Type

PC

Console

Mobile

BRAZIL Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

MEXICO Outlook (USD Billion, 2019-2035)

MEXICO Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

MEXICO Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

MEXICO Esports Market by Platform Type

PC

Console

Mobile

MEXICO Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

ARGENTINA Outlook (USD Billion, 2019-2035)

ARGENTINA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

ARGENTINA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

ARGENTINA Esports Market by Platform Type

PC

Console

Mobile

ARGENTINA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

REST OF SOUTH AMERICA Outlook (USD Billion, 2019-2035)

REST OF SOUTH AMERICA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

REST OF SOUTH AMERICA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

REST OF SOUTH AMERICA Esports Market by Platform Type

PC

Console

Mobile

REST OF SOUTH AMERICA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

MEA Outlook (USD Billion, 2019-2035)

MEA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

MEA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

MEA Esports Market by Platform Type

PC

Console

Mobile

MEA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

MEA Esports Market by Regional Type

GCC Countries

South Africa

Rest of MEA

GCC COUNTRIES Outlook (USD Billion, 2019-2035)

GCC COUNTRIES Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

GCC COUNTRIES Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

GCC COUNTRIES Esports Market by Platform Type

PC

Console

Mobile

GCC COUNTRIES Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

SOUTH AFRICA Outlook (USD Billion, 2019-2035)

SOUTH AFRICA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

SOUTH AFRICA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

SOUTH AFRICA Esports Market by Platform Type

PC

Console

Mobile

SOUTH AFRICA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

REST OF MEA Outlook (USD Billion, 2019-2035)

REST OF MEA Esports Market by Game Type

First-Person Shooter

Multiplayer Online Battle Arena

Real-Time Strategy

Sports

Battle Royale

REST OF MEA Esports Market by Revenue Source Type

Sponsorship

Media Rights

Merchandising

Ticket Sales

In-Game Purchases

REST OF MEA Esports Market by Platform Type

PC

Console

Mobile

REST OF MEA Esports Market by Participant Type

Professional Players

Amateur Players

Spectators

 

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