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ESports Market Research Report Information by Revenue Stream (Sponsorship, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platforms, and Streaming), By Genres (Player Vs Player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, and Fighting), and By Region (North America, Europe, Asia-Pacific, Middle East, and Africa, South America) –Market Forecast Till 2032


ID: MRFR/ICT/9757-CR | 128 Pages | Author: Shubham Munde| March 2024

E-Sports Market Segmentation


Global E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)



  • Sponsorship

  • Media Rights

  • Merchandise and Tickets

  • Publisher Fees

  • Digital Platforms

  • Streaming


Global E-Sports, By Genres (USD Million, 2019-2032)



  • Player VS Player (PVP)

  • First Person Shooter

  • Sports Games

  • Real-Time Strategy

  • Multiplayer Online Battle Arena

  • Fighting


Global E-Sports Regional Outlook (USD Million, 2019-2032)


 




  • North America Outlook (USD Million, 2019-2032)


 




  • North America E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • North America E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • US Outlook (USD Million, 2019-2032)


  • US E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • US E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • Canada Outlook (USD Million, 2019-2032)


  • Canada E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • Canada E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • Mexico Outlook (USD Million, 2019-2032)


  • Mexico E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • Mexico E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 


 


 




  • Europe Outlook (USD Million, 2019-2032)


  • Europe E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • Europe E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • Germany Outlook (USD Million, 2019-2032)


  • Germany E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • Germany E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • UK Outlook (USD Million, 2019-2032)


  • UK E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • UK E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • France Outlook (USD Million, 2019-2032)


  • France E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • France E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • Rest of Europe Outlook (USD Million, 2019-2032)


  • Rest of Europe E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • Rest of Europe E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 


 


 




  • Asia-Pacific Outlook (USD Million, 2019-2032)


  • Asia-Pacific E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • Asia-Pacific E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • China Outlook (USD Million, 2019-2032)


  • China E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • China E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • Japan Outlook (USD Million, 2019-2032)


  • Japan E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • Japan E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • India Outlook (USD Million, 2019-2032)


  • India E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • India E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • Rest of Asia-Pacific Outlook (USD Million, 2019-2032)


  • Rest of Asia-Pacific E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • Rest of Asia-Pacific E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 


 


 




  • Rest of the World Outlook (USD Million, 2019-2032)


  • Rest of the World E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • Rest of the World E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 




  • Middle East & Africa Outlook (USD Million, 2019-2032)


 




  • Middle East & Africa E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • Middle East & Africa E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting




 


 




  • South America Outlook (USD Million, 2019-2032)


 




  • South America E-Sports, By Revenue Stream Outlook (USD Million, 2019-2032)

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming




  • South America E-Sports, By Genres (USD Million, 2019-2032)

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting



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TABLE OF CONTENTS

1 EXECUTIVE SUMMARY 15

2 MARKET INTRODUCTION 17

2.1 DEFINITION 17

2.2 SCOPE OF THE STUDY 17

2.3 RESEARCH OBJECTIVE 17

2.4 MARKET STRUCTURE 17

3 RESEARCH METHODOLOGY 18

4 MARKET DYNAMICS 24

4.1 INTRODUCTION 24

4.2 DRIVERS 25

4.2.1 INCREASING POPULARITY OF VIDEO GAMES 25

4.2.2 GROWING AWARENESS ABOUT E-SPORTS 25

4.2.3 INCREASING PENETRATION OF SMARTPHONES 26

4.3 RESTRAINTS 27

4.3.1 THREAT FROM E-SPORTS GAMBLING BETTING 27

4.3.2 LACK OF PROPER COMPETITION 28

4.3.3 ISSUE WITH RESPECT TO MONETIZATION 28

4.4 OPPORTUNITY 29

4.4.1 INCREASE NUMBER OF EVENTS WITH LARGE POOL PRIZE 29

4.4.2 MAKING E-SPORTS AS A CAREER 29

4.5 CHALLANGE 30

4.5.1 ISSUE RELATED TO HEALTH 30

4.5.2 LACK OF STANDARDIZATION 30

4.6 TRENDS 31

4.6.1 USE OF AR & VR TECHNOLOGY 31

4.6.2 APPLICATION OF BLOCKCHAIN 31

4.7 COVID 19 IMPACT ANALYSIS 31

4.7.1 IMPACT ON IT INFRSTRUCTURE 31

4.7.2 IMPACT ON GAMING INDUSTRY 31

4.7.3 IMPACT ON VIWERSHIP 32

5 MARKET FACTOR ANALYSIS 33

5.1 VALUE CHAIN ANALYSIS 33

5.1.1 DEVELOPERS 33

5.1.2 PLATFORM 34

5.1.3 END USER 34

5.2 PORTER’S FIVE FORCES MODEL 35

5.2.1 BARGAINING POWER OF SUPPLIERS 35

5.2.2 BARGAINING POWER OF BUYERS 35

5.2.3 THREAT OF NEW ENTRANTS 36

5.2.4 THREAT OF SUBSTITUTES 36

5.2.5 INTENSITY OF RIVALRY 36

5.3 MOST PLAYED GAMES ANALYSIS 37

5.4 PRIZE MONEY DISTRIBUTION ANALYSIS 38

6 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM 39

6.1 INTRODUCTION 39

6.1.1 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 40

6.2 SPONSORSHIP 40

6.3 MEDIA RIGHTS 40

6.4 MERCHANDISE AND TICKETS 41

6.5 PUBLISHER FEES 41

6.6 DIGITAL PLATFORMS 41

6.7 STREAMING 41

7 GLOBAL E-SPORTS MARKET, BY GENRES 42

7.1 INTRODUCTION 42

7.1.1 GLOBAL E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 43

7.2 PLAYER VS PLAYER (PVP) 43

7.3 FIRST PERSON SHOOTER 43

7.4 SPORTS GAMES 43

7.5 REAL-TIME STRATEGY 44

7.6 MULTIPLAYER ONLINE BATTLE ARENA 44

7.7 FIGHTING 44

8 GLOBAL E-SPORTS MARKET, BY REGION 45

8.1 OVERVIEW 45

8.1.1 GLOBAL E-SPORTS MARKET, BY REGION, 2022 VS 2032 (USD MILLION) 46

8.1.2 GLOBAL E-SPORTS MARKET, BY REGION, 2019–2032 (USD MILLION) 46

9 NORTH AMERICA E-SPORTS MARKET 47

9.1 NORTH AMERICA 47

9.1.1 NORTH AMERICA: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION) 48

9.1.2 NORTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 49

9.1.3 NORTH AMERICA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 49

9.1.4 US 50

9.1.5 US E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 50

9.1.6 US E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 50

9.1.7 CANADA 51

9.1.8 CANADA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 51

9.1.9 CANADA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 51

9.1.10 MEXICO 52

9.1.11 MEXICO E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 52

9.1.12 MEXICO E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 52

10 EUROPE E-SPORTS MARKET 53

10.1 EUROPE 53

10.1.1 EUROPE: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION) 54

10.1.2 EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 55

10.1.3 EUROPE E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 55

10.1.4 UK 56

10.1.5 UK E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 56

10.1.6 UK E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 56

10.1.7 GERMANY 57

10.1.8 GERMANY E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 57

10.1.9 GERMANY E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 57

10.1.10 FRANCE 58

10.1.11 FRANCE E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 58

10.1.12 FRANCE E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 58

10.1.13 ITALY 59

10.1.14 ITALY E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 59

10.1.15 ITALY E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 59

10.1.16 REST OF EUROPE 60

10.1.17 REST OF EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 60

10.1.18 REST OF EUROPE E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 60

11 ASIA PACIFIC E-SPORTS MARKET 61

11.1 ASIA-PACIFIC 61

11.1.1 ASIA-PACIFIC: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION) 62

11.1.2 ASIA-PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 63

11.1.3 ASIA-PACIFIC E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 63

11.1.4 CHINA 64

11.1.5 CHINA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 64

11.1.6 CHINA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 64

11.1.7 JAPAN 65

11.1.8 JAPAN E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 65

11.1.9 JAPAN E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 65

11.1.10 INDIA 66

11.1.11 INDIA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 66

11.1.12 INDIA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 66

11.1.13 REST OF ASIA PACIFIC 67

11.1.14 REST OF ASIA PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 67

11.1.15 REST OF ASIA PACIFIC E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 67

12 REST OF THE WORLD E-SPORTS MARKET 68

12.1 REST OF THE WORLD 68

12.1.1 REST OF THE WORLD: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION) 69

12.1.2 REST OF THE WORLD E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 70

12.1.3 REST OF THE WORLD E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 70

12.1.4 MIDDLE EAST & AFRICA 71

12.1.5 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 71

12.1.6 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 71

12.1.7 CENTRAL & SOUTH AMERICA 72

12.1.8 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 72

12.1.9 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 72

13 COMPETITIVE LANDSCAPE 73

13.1 OVERVIEW 73

13.2 COMPETITIVE BENCHMARKING 74

13.3 VENDOR SHARE ANALYSIS 75

13.4 RECENT DEVELOPMENTS 75

1.1.1 PRODUCT DEVELOPMENT 75

14 COMPANY PROFILE 77

14.1 GAMELOFT 77

14.1.1 COMPANY OVERVIEW 77

14.1.2 FINANCIAL OVERVIEW 77

14.1.3 PRODUCTS OFFERED 77

14.1.4 KEY DEVELOPMENTS 77

14.1.5 SWOT ANALYSIS 78

14.1.6 KEY STRATEGIES 78

14.2 ACTIVISION BLIZZARD, INC. 79

14.2.1 COMPANY OVERVIEW 79

14.2.2 FINANCIAL OVERVIEW 80

14.2.3 PRODUCTS OFFERED 81

14.2.4 KEY DEVELOPMENTS 81

14.2.5 SWOT ANALYSIS 82

14.2.6 KEY STRATEGIES 82

14.3 NINTENDO 83

14.3.1 COMPANY OVERVIEW 83

14.3.2 FINANCIAL OVERVIEW 84

14.3.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 84

14.3.4 KEY DEVELOPMENTS 84

14.3.5 SWOT ANALYSIS 85

14.3.6 KEY STRATEGIES 85

14.4 ELECTRONIC ARTS INC. 86

14.4.1 COMPANY OVERVIEW 86

14.4.2 FINANCIAL OVERVIEW 86

14.4.3 PRODUCTS OFFERED 87

14.4.4 KEY DEVELOPMENTS 87

14.4.5 SWOT ANALYSIS 87

14.4.6 KEY STRATEGIES 87

14.5 TENCENT HOLDINGS LTD 88

14.5.1 COMPANY OVERVIEW 88

14.5.2 FINANCIAL OVERVIEW 89

14.5.3 PRODUCTS OFFERED 89

14.5.4 KEY DEVELOPMENTS 90

14.5.5 SWOT ANALYSIS 90

14.5.6 KEY STRATEGIES 90

14.6 EPIC GAMES 91

14.6.1 COMPANY OVERVIEW 91

14.6.2 FINANCIAL OVERVIEW 91

14.6.3 PRODUCTS OFFERED 91

14.6.4 KEY DEVELOPMENTS 91

14.6.5 SWOT ANALYSIS 92

14.6.6 KEY STRATEGIES 92

14.7 CAPCOM CO. LTD 93

14.7.1 COMPANY OVERVIEW 93

14.7.2 FINANCIAL OVERVIEW 94

14.7.3 PRODUCTS OFFERED 94

14.7.4 KEY DEVELOPMENTS 94

14.7.5 SWOT ANALYSIS 95

14.7.6 KEY STRATEGIES 95

14.8 KABAM 96

14.8.1 COMPANY OVERVIEW 96

14.8.2 FINANCIAL OVERVIEW 96

14.8.3 PRODUCTS OFFERED 96

14.8.4 KEY DEVELOPMENTS 96

14.8.5 SWOT ANALYSIS 97

14.8.6 KEY STRATEGIES 97

14.9 MODERN TIMES GROUP 98

14.9.1 COMPANY OVERVIEW 98

14.9.2 FINANCIAL OVERVIEW 99

14.9.3 PRODUCTS OFFERED 99

14.9.4 KEY DEVELOPMENTS 100

14.9.5 SWOT ANALYSIS 100

14.9.6 KEY STRATEGIES 100

14.10 VALVE CORPORATION 101

14.10.1 COMPANY OVERVIEW 101

14.10.2 FINANCIAL OVERVIEW 101

14.10.3 PRODUCTS OFFERED 101

14.10.4 KEY DEVELOPMENTS 101

14.10.5 SWOT ANALYSIS 102

14.10.6 KEY STRATEGIES 102

14.11 CJ CORPORATION 103

14.11.1 COMPANY OVERVIEW 103

14.11.2 FINANCIAL OVERVIEW 103

14.11.3 PRODUCTS OFFERED 103

14.11.4 KEY DEVELOPMENTS 103

14.11.5 SWOT ANALYSIS 104

14.11.6 KEY STRATEGIES 104

14.12 GFNITY 105

14.12.1 COMPANY OVERVIEW 105

14.12.2 FINANCIAL OVERVIEW 105

14.12.3 PRODUCTS OFFERED 105

14.12.4 KEY DEVELOPMENTS 105

14.12.5 SWOT ANALYSIS 106

14.12.6 KEY STRATEGIES 106

14.13 TAKE-TWO INTERACTIVE 107

14.13.1 COMPANY OVERVIEW 107

14.13.2 FINANCIAL OVERVIEW 108

14.13.3 PRODUCTS OFFERED 108

14.13.4 KEY DEVELOPMENTS 109

14.13.5 SWOT ANALYSIS 109

14.13.6 KEY STRATEGIES 109

14.14 HUYA INC. 110

14.14.1 COMPANY OVERVIEW 110

14.14.2 FINANCIAL OVERVIEW 111

14.14.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED 111

14.14.4 KEY DEVELOPMENTS 112

14.14.5 SWOT ANALYSIS 112

14.14.6 KEY STRATEGIES 112

14.15 NAZARA TECHNOLOGIES 113

14.15.1 COMPANY OVERVIEW 113

14.15.2 FINANCIAL OVERVIEW 114

14.15.3 PRODUCTS OFFERED 114

14.15.4 KEY DEVELOPMENTS 115

14.15.5 SWOT ANALYSIS 115

14.15.6 KEY STRATEGIES 115

LIST OF TABLES

TABLE 1 MARKET SYNOPSIS 16

TABLE 2 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 40

TABLE 3 GLOBAL E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 43

TABLE 4 GLOBAL E-SPORTS MARKET, BY REGION, 2019–2032 (USD MILLION) 46

TABLE 5 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION) 48

TABLE 6 NORTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 49

TABLE 7 NORTH AMERICA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 49

TABLE 8 US E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 50

TABLE 9 US E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 50

TABLE 10 CANADA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 51

TABLE 11 CANADA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 51

TABLE 12 MEXICO E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 52

TABLE 13 MEXICO E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 52

TABLE 14 EUROPE E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION) 54

TABLE 15 EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 55

TABLE 16 EUROPE E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 55

TABLE 17 UK E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 56

TABLE 18 UK E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 56

TABLE 19 GERMANY E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 57

TABLE 20 GERMANY E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 57

TABLE 21 FRANCE E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 58

TABLE 22 FRANCE E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 58

TABLE 23 ITALY E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 59

TABLE 24 ITALY E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 59

TABLE 25 REST OF EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 60

TABLE 26 REST OF EUROPE E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 60

TABLE 27 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION) 62

TABLE 28 ASIA-PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 63

TABLE 29 ASIA-PACIFIC E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 63

TABLE 30 CHINA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 64

TABLE 31 CHINA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 64

TABLE 32 JAPAN E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 65

TABLE 33 JAPAN E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 65

TABLE 34 INDIA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 66

TABLE 35 INDIA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 66

TABLE 36 REST OF ASIA PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 67

TABLE 37 REST OF ASIA PACIFIC E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 67

TABLE 38 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION) 69

TABLE 39 REST OF THE WORLD E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 70

TABLE 40 REST OF THE WORLD E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 70

TABLE 41 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 71

TABLE 42 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 71

TABLE 43 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2019–2032 (USD MILLION) 72

TABLE 44 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY GENRES, 2019–2032 (USD MILLION) 72

TABLE 45 PRODUCT DEVELOPMENT 75

TABLE 46 PARTNERSHIP/ ACQUISITION 75

TABLE 47 GAMELOFT: PRODUCTS OFFERED 77

TABLE 48 ACTIVISION BLIZZARD, INC.: PRODUCTS OFFERED 81

TABLE 49 ACTIVISION BLIZZARD, INC.: KEY DEVELOPMENTS 81

TABLE 50 NINTENDO: PRODUCTS/SOLUTIONS/SERVICES OFFERED 84

TABLE 51 ELECTRONIC ARTS INC.: PRODUCTS OFFERED 87

TABLE 52 ELECTRONIC ARTS INC.: KEY DEVELOPMENTS 87

TABLE 53 TENCENT HOLDINGS LTD.: PRODUCTS OFFERED 89

TABLE 54 TENCENT HOLDINGS LTD: KEY DEVELOPMENTS 90

TABLE 55 EPIC GAMES: PRODUCTS OFFERED 91

TABLE 56 EPIC GAMES.: KEY DEVELOPMENTS 91

TABLE 57 CAPCOM CO. LTD: PRODUCTS OFFERED 94

TABLE 58 KABAM: PRODUCTS OFFERED 96

TABLE 59 MODERN TIMES GROUP: PRODUCTS OFFERED 99

TABLE 60 MODERN TIMES GROUP.: KEY DEVELOPMENTS 100

TABLE 61 VALVE CORPORATION: PRODUCTS OFFERED 101

TABLE 62 CJ CORPORATION: PRODUCTS OFFERED 103

TABLE 63 GFNITY: PRODUCTS OFFERED 105

TABLE 64 TAKE-TWO INTERACTIVE: PRODUCTS OFFERED 108

TABLE 65 TAKE-TWO INTERACTIVE.: KEY DEVELOPMENTS 109

TABLE 66 HUYA INC: PRODUCTS/SOLUTIONS/SERVICES OFFERED 111

TABLE 67 HUYA INC: KEY DEVELOPMENTS 112

TABLE 68 NAZARA TECHNOLOGIES: PRODUCTS OFFERED 114

TABLE 69 NAZARA TECHNOLOGIES.: KEY DEVELOPMENTS 115

LIST OF FIGURES

FIGURE 1 GLOBAL E-SPORTSMARKET: STRUCTURE 17

FIGURE 2 BOTTOM-UP AND TOP-DOWN APPROACHES 22

FIGURE 3 MARKET DYNAMIC ANALYSIS OF THE GLOBAL E-SPORTS MARKET 24

FIGURE 4 DRIVER IMPACT ANALYSIS 27

FIGURE 5 RESTRAINT IMPACT ANALYSIS 29

FIGURE 6 VALUE CHAIN ANALYSIS 33

FIGURE 7 PORTER’S FIVE FORCES MODEL: E-SPORTS MARKET 35

FIGURE 8 MOST PLAYED GAMES: E-SPORTS MARKET 37

FIGURE 9 TOTAL PRIZE MONEY DISTRIBUTION: E-SPORTS MARKET 38

FIGURE 10 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2022 (% SHARE) 39

FIGURE 11 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2022 VS 2032 (USD MILLION) 39

FIGURE 12 GLOBAL E-SPORTS MARKET, BY GENRES, 2022 (% SHARE) 42

FIGURE 13 GLOBAL E-SPORTS MARKET, BY GENRES, 2022 VS 2032 (USD MILLION) 42

FIGURE 14 GLOBAL E-SPORTS MARKET, BY REGION, 2022 (% SHARE) 45

FIGURE 15 GLOBAL E-SPORTS MARKET, BY REGION, 2022 VS 2032 (USD MILLION) 46

FIGURE 16 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE) 48

FIGURE 17 NORTH AMERICA E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION) 48

FIGURE 18 EUROPE E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE) 53

FIGURE 19 EUROPE E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION) 54

FIGURE 20 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE) 61

FIGURE 21 ASIA-PACIFIC E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION) 62

FIGURE 22 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2022 (% SHARE) 69

FIGURE 23 REST OF THE WORLD E-SPORTS MARKET, BY COUNTRY, 2022 VS 2032 (USD MILLION) 69

FIGURE 24 GLOBAL ESPORTS MARKET: COMPETITIVE BENCHMARKING 74

FIGURE 25 VENDOR SHARE ANALYSIS (2022, %) 75

FIGURE 26 GAMELOFT.: SWOT ANALYSIS 78

FIGURE 27 ACTIVISION BLIZZARD, INC.: FINANCIAL OVERVIEW SNAPSHOT 80

FIGURE 28 ACTIVISION BLIZZARD, INC.: SWOT ANALYSIS 82

FIGURE 29 NINTENDO: FINANCIAL OVERVIEW SNAPSHOT 84

FIGURE 30 NINTENDO: SWOT ANALYSIS 85

FIGURE 31 ELECTRONIC ARTS INC.: FINANCIAL OVERVIEW SNAPSHOT 86

FIGURE 32 ELECTRONIC ARTS INC.: SWOT ANALYSIS 87

FIGURE 33 TENCENT HOLDINGS LTD.: FINANCIAL OVERVIEW SNAPSHOT 89

FIGURE 34 TENCENT HOLDINGS LTD.: SWOT ANALYSIS 90

FIGURE 35 EPIC GAMES: SWOT ANALYSIS 92

FIGURE 36 CAPCOM CO LTD.: FINANCIAL OVERVIEW SNAPSHOT 94

FIGURE 37 CAPCOM CO. LTD: SWOT ANALYSIS 95

FIGURE 38 KABAM.: SWOT ANALYSIS 97

FIGURE 39 MODERN TIMES GROUP.: FINANCIAL OVERVIEW SNAPSHOT 99

FIGURE 40 MODERN TIMES GROUP: SWOT ANALYSIS 100

FIGURE 41 VALVE CORPORATION: SWOT ANALYSIS 102

FIGURE 42 CJ CORPORATION: SWOT ANALYSIS 104

FIGURE 43 GFNITY: SWOT ANALYSIS 106

FIGURE 44 TAKE-TWO INTERACTIVE: SWOT ANALYSIS 109

FIGURE 45 HUYA INC: FINANCIAL OVERVIEW SNAPSHOT 111

FIGURE 46 HUYA INC: SWOT ANALYSIS 112

FIGURE 47 NAZARA TECHNOLOGIES: SWOT ANALYSIS 115

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