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Asia Pacific Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027

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    Report

  • 125 Pages
  • November 2021
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5514500

The Asia Pacific Esports Market is expected to witness market growth of 23.4% CAGR during the forecast period (2021-2027).

Video games have brought a shift in the way individuals interact and engage with the virtual environment. Several companies are developing advanced technologies for the gaming industry to push its boundaries and to better serve various existing and potential players of esports across the world. These constant advancements in gaming technologies is expected to support the growth of the esports market.

The features of esport like online live streaming of gaming that provide a similar feeling of being there in real-time gaming is expected to support the growth of the esports market during the forecast period.

The attractive prizes offered by esports event organizers is creating lucrative opportunities for the gamers as well as organizers. In addition, the rise in demand for smartphones and high penetration of internet in the developing nations like India and China is expected to support the growth of the regional esports market during the forecast period.

The China market dominated the Asia Pacific Esports Market by Country 2020, and is expected to continue to be a dominant market till 2027; thereby, achieving a market value of $293.6 million by 2027.The Japan market is poised to grow a CAGR of 22.7% during (2021 - 2027). Additionally, The India market is expected to exhibit a CAGR of 24.1% during (2021 - 2027).

Based on Revenue Source, the market is segmented into Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.



The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Intel Corporation, NVIDIA Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Valve Corporation, Modern Times Group MTG AB, Electronic Arts, Inc., Tencent Holdings Ltd., Gameloft SE (Vivendi), and AT&T, Inc.



Scope of the Study

Market Segments Covered in the Report:


By Revenue Source


  • Sponsorship
  • Media Rights
  • Advertising
  • Publisher Fees
  • Merchandise & Tickets

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Key Market Players

List of Companies Profiled in the Report:


  • Intel Corporation
  • NVIDIA Corporation
  • Nintendo Co., Ltd.
  • Activision Blizzard, Inc.
  • Valve Corporation
  • Modern Times Group MTG AB
  • Electronic Arts, Inc.
  • Tencent Holdings Ltd.
  • Gameloft SE (Vivendi)
  • AT&T, Inc.

Unique Offerings from the Publisher

  • Exhaustive coverage
  • The highest number of market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Esports Market, by Revenue Source
1.4.2 Asia Pacific Esports Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.2.4 Geographical Expansions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2017-2021)
3.3.2 Key Strategic Move: (Product Launches and Product Expansions : 2017, Jun - 2021, Jun) Leading Players
Chapter 4. Asia Pacific Esports Market by Revenue Source
4.1 Asia Pacific Sponsorship Market by Country
4.2 Asia Pacific Media Rights Market by Country
4.3 Asia Pacific Advertising Market by Country
4.4 Asia Pacific Publisher Fees Market by Country
4.5 Asia Pacific Merchandise & Tickets Revenue Source Market by Country
Chapter 5. Asia Pacific Esports Market by Country
5.1 China Esports Market
5.1.1 China Esports Market by Revenue Source
5.2 Japan Esports Market
5.2.1 Japan Esports Market by Revenue Source
5.3 India Esports Market
5.3.1 India Esports Market by Revenue Source
5.4 South Korea Esports Market
5.4.1 South Korea Esports Market by Revenue Source
5.5 Singapore Esports Market
5.5.1 Singapore Esports Market by Revenue Source
5.6 Malaysia Esports Market
5.6.1 Malaysia Esports Market by Revenue Source
5.7 Rest of Asia Pacific Esports Market
5.7.1 Rest of Asia Pacific Esports Market by Revenue Source
Chapter 6. Company Profiles
6.1 Intel Corporation
6.1.5 Recent strategies and developments:
6.2 NVIDIA Corporation
6.2.5 Recent strategies and developments:
6.2.5.1 Partnerships, Collaborations, and Agreements:
6.2.5.2 Product Launches and Product Expansions:
6.2.5.3 Acquisition and Mergers:
6.2.5.4 Geographical Expansions:
6.3 Nintendo Co., Ltd.
6.3.1 Company Overview
6.3.2 Financial Analysis
6.3.3 Segmental and Regional Analysis
6.3.4 Research & Development Expenses
6.3.5 Recent strategies and developments:
6.3.5.1 Partnerships, Collaborations, and Agreements:
6.3.5.2 Acquisitions and Mergers:
6.4 Activision Blizzard, Inc.
6.4.1 Company Overview
6.4.2 Financial Analysis
6.4.3 Segmental and Regional Analysis
6.4.4 Recent strategies and developments:
6.4.4.1 Partnerships, Collaborations, and Agreements:
6.4.4.2 Product Launches and Product Expansions:
6.4.4.3 Acquisition and Mergers:
6.5 Valve Corporation
6.5.1 Company Overview
6.5.2 Recent strategies and developments:
6.5.2.1 Partnerships, Collaborations, and Agreements:
6.5.2.2 Product Launches and Product Expansions:
6.6 Modern Times Group MTG AB
6.6.1 Company Overview
6.6.2 Financial Analysis
6.6.3 Segmental and Regional Analysis
6.6.4 Recent strategies and developments:
6.6.4.1 Acquisition and Mergers:
6.7 Electronic Arts, Inc.
6.7.1 Company Overview
6.7.2 Financial Analysis
6.7.3 Segmental and Regional Analysis
6.7.4 Research & Development Expenses
6.7.5 Recent strategies and developments:
6.7.5.1 Partnerships, Collaborations, and Agreements:
6.7.5.2 Product Launches and Product Expansions:
6.7.5.3 Acquisition and Mergers:
6.8 Tencent Holdings Ltd.
6.8.1 Company Overview
6.8.2 Financial Analysis
6.8.3 Segmental and Regional Analysis
6.8.4 Research & Development Expenses
6.8.5 Recent strategies and developments:
6.8.5.1 Partnerships, Collaborations, and Agreements:
6.9 Gameloft SE (Vivendi)
6.9.1 Company Overview
6.9.2 Financial Analysis
6.9.3 Segmental and Regional Analysis
6.9.4 Research & Development Expenses
6.9.5 Recent strategies and developments:
6.9.5.1 Partnerships, Collaborations, and Agreements:
6.9.5.2 Product Launches and Product Expansions:
6.1 AT&T, Inc.
6.10.1 Company Overview
6.10.2 Financial Analysis
6.10.3 Segmental and Regional Analysis
6.10.4 Research & Development Expense
6.10.5 Recent strategies and developments:
6.10.5.1 Partnerships, Collaborations, and Agreements:

Companies Mentioned

  • Intel Corporation
  • NVIDIA Corporation
  • Nintendo Co., Ltd.
  • Activision Blizzard, Inc.
  • Valve Corporation
  • Modern Times Group MTG AB
  • Electronic Arts, Inc.
  • Tencent Holdings Ltd.
  • Gameloft SE (Vivendi)
  • AT&T, Inc.

Methodology

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