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E-Sports Market by Components, Streaming Type, Revenue Stream, Device Type, Platform - Global Forecast 2025-2030

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    Report

  • 198 Pages
  • October 2024
  • Region: Global
  • 360iResearch™
  • ID: 5924765
UP TO OFF until Dec 31st 2024
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The E-Sports Market grew from USD 2.45 billion in 2023 to USD 2.85 billion in 2024. It is expected to continue growing at a CAGR of 16.80%, reaching USD 7.27 billion by 2030.

The e-sports market is expanding rapidly, defined by competitive video gaming where professional players and teams compete in organized, often broadcasted, tournaments. This dynamic field entails both digital and physical infrastructures, engaging game developers, event organizers, players, teams, sponsors, and a vast audience, mainly comprising millennials and Gen Z. E-sports necessitates significant investment in technology for gameplay optimization, streaming services, and data analytics to enhance viewer experience and competitive fairness. Applications span entertainment, advertising, and education with end-use across broadcasters, advertisers, sponsors, and tech companies. Growth is driven by increased internet penetration, smartphone adoption, and demand for digital entertainment, alongside the mainstream acceptance of gaming. Potential opportunities arise in expanding live-streaming technologies, enhancing virtual reality integration, and developing sophisticated audience engagement tools.

Moreover, advancements in AI present avenues for creating more immersive and personalized viewer experiences. Challenges to growth include regulatory issues, ensuring fair play and addressing age restrictions and concerns over gaming addiction. The market also faces pressure from the fast-paced evolution of game trends which could potentially shorten the lifecycle of e-sports titles. Innovation is critical in areas like cross-platform functionality and improving infrastructure for low latency gaming experiences. Research into more effective monetization strategies, such as virtual goods and digital fan engagement, is vital. The e-sports market is fluid, requiring adaptability to changing consumer preferences and technological advancements. Companies should focus on building ecosystems around games, prioritizing long-term audience retention through diversified content offerings and collaboration with non-endemic brands to promote inclusivity and broader demographic reach. Navigating this competitive landscape involves balancing technical upgrades with sustainable practices, maintaining user engagement, and capitalizing on emerging gaming platforms to foster business growth and robustness in the e-sports sector.

Understanding Market Dynamics in the E-Sports Market

The E-Sports Market is rapidly evolving, shaped by dynamic supply and demand trends. These insights provide companies with actionable intelligence to drive investments, develop strategies, and seize emerging opportunities. A comprehensive understanding of market dynamics also helps organizations mitigate political, geographical, technical, social, and economic risks while offering a clearer view of consumer behavior and its effects on manufacturing costs and purchasing decisions.
  • Market Drivers
    • Growing social acceptance of E-sports globally
    • Increase in the number of E-sports tournaments and their prize pools
  • Market Restraints
    • High cost associated with building and maintaining esports infrastructure
  • Market Opportunities
    • Increasing partnerships with traditional media and broadcasting companies
    • Technological advancements in gaming technology, VR/AR integration, and streaming platforms
  • Market Challenges
    • Varying regulations across different regions and countries for E-sports

Exploring Porter’s Five Forces for the E-Sports Market

Porter’s Five Forces framework further strengthens the insights of the E-Sports Market, delivering a clear and effective methodology for understanding the competitive landscape. This tool enables companies to evaluate their current competitive standing and explore strategic repositioning by assessing businesses’ power dynamics and market positioning. It is also instrumental in determining the profitability of new ventures, helping companies leverage their strengths, address weaknesses, and avoid potential pitfalls.

Applying PESTLE Analysis to the E-Sports Market

External macro-environmental factors deeply influence the performance of the E-Sports Market, and the PESTLE analysis provides a comprehensive framework for understanding these influences. By examining Political, Economic, Social, Technological, Legal, and Environmental elements, this analysis offers organizations critical insights into potential opportunities and risks. It also helps businesses anticipate changes in regulations, consumer behavior, and economic trends, enabling them to make informed, forward-looking decisions.

Analyzing Market Share in the E-Sports Market

The E-Sports Market share analysis evaluates vendor performance. This analysis provides a clear view of each vendor’s standing in the competitive landscape by comparing key metrics such as revenue, customer base, and other critical factors. Additionally, it highlights market concentration, fragmentation, and trends in consolidation, empowering vendors to make strategic decisions that enhance their market position.

Evaluating Vendor Success with the FPNV Positioning Matrix in the E-Sports Market

The E-Sports Market FPNV Positioning Matrix is crucial in evaluating vendors based on business strategy and product satisfaction levels. By segmenting vendors into four quadrants - Forefront (F), Pathfinder (P), Niche (N), and Vital (V) - this matrix helps users make well-informed decisions that best align with their unique needs and objectives in the market.

Strategic Recommendations for Success in the E-Sports Market

The E-Sports Market strategic analysis is essential for organizations aiming to strengthen their position in the global market. A comprehensive review of resources, capabilities, and performance helps businesses identify opportunities for improvement and growth. This approach empowers companies to navigate challenges in the increasingly competitive landscape, ensuring they capitalize on new opportunities and align with long-term success.

Key Company Profiles

The report delves into recent significant developments in the E-Sports Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Activision Blizzard, Inc., Challengermode AB, Cloud9 Esports, Inc., Electronic Arts Inc., Esportal AB, FACE IT LIMITED, FanBuff Technology India Private Limited, Fnatic Ltd,, G ESPORTS HOLDING GMBH, Gameloft SE, Khiladi Adda by Techbeliever Technologies Private Limited, Nazara Technologies Limited, Nintendo Co., Ltd., NVIDIA Corporation, Stoughton Street Tech Labs Private Limited, TechnoXo Private Limited, Tencent Holding Limited, The ESL Gaming GmbH, and Valve Corporation.

Market Segmentation & Coverage

This research report categorizes the E-Sports Market to forecast the revenues and analyze trends in each of the following sub-markets:
  • Components
    • Platform
    • Service
  • Streaming Type
    • Live
    • On-demand
  • Revenue Stream
    • Digital Advertisement
    • Game Publisher Fee
    • Media Rights
    • Sponsorship
    • Tickets & Merchandise
  • Device Type
    • Desktop
    • Gaming console
    • Laptop
    • Smart TV
    • Smartphone
    • Tablets
  • Platform
    • Offline
    • Online
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report provides a detailed overview of the market, exploring several key areas:

  1. Market Penetration: A thorough examination of the current market landscape, featuring comprehensive data from leading industry players and analyzing their reach and influence across the market.
  2. Market Development: The report identifies significant growth opportunities in emerging markets and assesses expansion potential within established segments, providing a roadmap for future development.
  3. Market Diversification: In-depth coverage of recent product launches, untapped geographic regions, significant industry developments, and strategic investments reshaping the market landscape.
  4. Competitive Assessment & Intelligence: A detailed analysis of the competitive landscape, covering market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, technological advancements, and innovations in manufacturing by key market players.
  5. Product Development & Innovation: Insight into groundbreaking technologies, R&D efforts, and product innovations that will drive the market in future.

Additionally, the report addresses key questions to assist stakeholders in making informed decisions:

  1. What is the current size of the market, and how is it expected to grow?
  2. Which products, segments, and regions present the most attractive investment opportunities?
  3. What are the prevailing technology trends and regulatory factors influencing the market?
  4. How do top vendors rank regarding market share and competitive positioning?
  5. What revenue sources and strategic opportunities guide vendors' market entry or exit decisions?

 

Additional Product Information:

  • Purchase of this report includes 1 year online access with quarterly updates
  • This report can be updated on request. Please contact our Customer Experience team using the Ask a Question widget on our website

Please note: For this report, the purchase of an Enterprise license allows up to ten worldwide users of an organization access to the report

Purchase of this report includes 1 year online access with quarterly updates

Purchase of this report includes 1 year online access with quarterly updates

Additional Product Information:

  • Purchase of this report includes 1 year online access with quarterly updates
  • This report can be updated on request. Please contact our Customer Experience team using the Ask a Question widget on our website

Please note: For this report, the purchase of an Enterprise license allows up to ten worldwide users of an organization access to the report

Additional Product Information:

  • Purchase of this report includes 1 year online access with quarterly updates
  • This report can be updated on request. Please contact our Customer Experience team using the Ask a Question widget on our website

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Growing social acceptance of E-sports globally
5.1.1.2. Increase in the number of E-sports tournaments and their prize pools
5.1.2. Restraints
5.1.2.1. High cost associated with building and maintaining esports infrastructure
5.1.3. Opportunities
5.1.3.1. Increasing partnerships with traditional media and broadcasting companies
5.1.3.2. Technological advancements in gaming technology, VR/AR integration, and streaming platforms
5.1.4. Challenges
5.1.4.1. Varying regulations across different regions and countries for E-sports
5.2. Market Segmentation Analysis
5.2.1. Components: Increasing popularity of platform being foundation for competitive gaming
5.2.2. Streaming Type: Viewer preferences for live streaming owing to interactive and engaging experiences
5.2.3. Revenue Stream: dependency on digital advertising being significant source of income owing to extensive reach of online platforms
5.2.4. Platform: Proliferation through online distribution platforms owing to global accessibility and real-time interaction
5.3. Porter’s Five Forces Analysis
5.3.1. Threat of New Entrants
5.3.2. Threat of Substitutes
5.3.3. Bargaining Power of Customers
5.3.4. Bargaining Power of Suppliers
5.3.5. Industry Rivalry
5.4. PESTLE Analysis
5.4.1. Political
5.4.2. Economic
5.4.3. Social
5.4.4. Technological
5.4.5. Legal
5.4.6. Environmental
6. E-Sports Market, by Components
6.1. Introduction
6.2. Platform
6.3. Service
7. E-Sports Market, by Streaming Type
7.1. Introduction
7.2. Live
7.3. On-demand
8. E-Sports Market, by Revenue Stream
8.1. Introduction
8.2. Digital Advertisement
8.3. Game Publisher Fee
8.4. Media Rights
8.5. Sponsorship
8.6. Tickets & Merchandise
9. E-Sports Market, by Device Type
9.1. Introduction
9.2. Desktop
9.3. Gaming console
9.4. Laptop
9.5. Smart TV
9.6. Smartphone
9.7. Tablets
10. E-Sports Market, by Platform
10.1. Introduction
10.2. Offline
10.3. Online
11. Americas E-Sports Market
11.1. Introduction
11.2. Argentina
11.3. Brazil
11.4. Canada
11.5. Mexico
11.6. United States
12. Asia-Pacific E-Sports Market
12.1. Introduction
12.2. Australia
12.3. China
12.4. India
12.5. Indonesia
12.6. Japan
12.7. Malaysia
12.8. Philippines
12.9. Singapore
12.10. South Korea
12.11. Taiwan
12.12. Thailand
12.13. Vietnam
13. Europe, Middle East & Africa E-Sports Market
13.1. Introduction
13.2. Denmark
13.3. Egypt
13.4. Finland
13.5. France
13.6. Germany
13.7. Israel
13.8. Italy
13.9. Netherlands
13.10. Nigeria
13.11. Norway
13.12. Poland
13.13. Qatar
13.14. Russia
13.15. Saudi Arabia
13.16. South Africa
13.17. Spain
13.18. Sweden
13.19. Switzerland
13.20. Turkey
13.21. United Arab Emirates
13.22. United Kingdom
14. Competitive Landscape
14.1. Market Share Analysis, 2023
14.2. FPNV Positioning Matrix, 2023
14.3. Competitive Scenario Analysis
14.3.1. Oxygen Esports Expands Partnership With Gamertech Ahead of The Commercial Launch Of Gamertech's Magma Glove
14.3.2. Saudi Crown Prince Launches Esports World Cup
14.3.3. Madhya Pradesh to Launch India’s First Esports Academy
14.4. Strategy Analysis & Recommendation
List of Figures
FIGURE 1. E-SPORTS MARKET RESEARCH PROCESS
FIGURE 2. E-SPORTS MARKET SIZE, 2023 VS 2030
FIGURE 3. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 5. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. GLOBAL E-SPORTS MARKET SIZE, BY COMPONENTS, 2023 VS 2030 (%)
FIGURE 7. GLOBAL E-SPORTS MARKET SIZE, BY COMPONENTS, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 8. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2023 VS 2030 (%)
FIGURE 9. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 10. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2023 VS 2030 (%)
FIGURE 11. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 12. GLOBAL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2023 VS 2030 (%)
FIGURE 13. GLOBAL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 14. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, 2023 VS 2030 (%)
FIGURE 15. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 16. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 17. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 18. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 19. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 20. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 21. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 22. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 23. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 24. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2023
FIGURE 25. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2023
List of Tables
TABLE 1. E-SPORTS MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
TABLE 3. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 4. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
TABLE 5. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 6. E-SPORTS MARKET DYNAMICS
TABLE 7. GLOBAL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 8. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, BY REGION, 2018-2030 (USD MILLION)
TABLE 9. GLOBAL E-SPORTS MARKET SIZE, BY SERVICE, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 11. GLOBAL E-SPORTS MARKET SIZE, BY LIVE, BY REGION, 2018-2030 (USD MILLION)
TABLE 12. GLOBAL E-SPORTS MARKET SIZE, BY ON-DEMAND, BY REGION, 2018-2030 (USD MILLION)
TABLE 13. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 14. GLOBAL E-SPORTS MARKET SIZE, BY DIGITAL ADVERTISEMENT, BY REGION, 2018-2030 (USD MILLION)
TABLE 15. GLOBAL E-SPORTS MARKET SIZE, BY GAME PUBLISHER FEE, BY REGION, 2018-2030 (USD MILLION)
TABLE 16. GLOBAL E-SPORTS MARKET SIZE, BY MEDIA RIGHTS, BY REGION, 2018-2030 (USD MILLION)
TABLE 17. GLOBAL E-SPORTS MARKET SIZE, BY SPONSORSHIP, BY REGION, 2018-2030 (USD MILLION)
TABLE 18. GLOBAL E-SPORTS MARKET SIZE, BY TICKETS & MERCHANDISE, BY REGION, 2018-2030 (USD MILLION)
TABLE 19. GLOBAL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 20. GLOBAL E-SPORTS MARKET SIZE, BY DESKTOP, BY REGION, 2018-2030 (USD MILLION)
TABLE 21. GLOBAL E-SPORTS MARKET SIZE, BY GAMING CONSOLE, BY REGION, 2018-2030 (USD MILLION)
TABLE 22. GLOBAL E-SPORTS MARKET SIZE, BY LAPTOP, BY REGION, 2018-2030 (USD MILLION)
TABLE 23. GLOBAL E-SPORTS MARKET SIZE, BY SMART TV, BY REGION, 2018-2030 (USD MILLION)
TABLE 24. GLOBAL E-SPORTS MARKET SIZE, BY SMARTPHONE, BY REGION, 2018-2030 (USD MILLION)
TABLE 25. GLOBAL E-SPORTS MARKET SIZE, BY TABLETS, BY REGION, 2018-2030 (USD MILLION)
TABLE 26. GLOBAL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 27. GLOBAL E-SPORTS MARKET SIZE, BY OFFLINE, BY REGION, 2018-2030 (USD MILLION)
TABLE 28. GLOBAL E-SPORTS MARKET SIZE, BY ONLINE, BY REGION, 2018-2030 (USD MILLION)
TABLE 29. AMERICAS E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 30. AMERICAS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 31. AMERICAS E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 32. AMERICAS E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 33. AMERICAS E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 34. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 35. ARGENTINA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 36. ARGENTINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 37. ARGENTINA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 38. ARGENTINA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 39. ARGENTINA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 40. BRAZIL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 41. BRAZIL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 42. BRAZIL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 43. BRAZIL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 44. BRAZIL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 45. CANADA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 46. CANADA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 47. CANADA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 48. CANADA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 49. CANADA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 50. MEXICO E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 51. MEXICO E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 52. MEXICO E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 53. MEXICO E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 54. MEXICO E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 55. UNITED STATES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 56. UNITED STATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 57. UNITED STATES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 58. UNITED STATES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 59. UNITED STATES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 60. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 61. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 62. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 63. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 64. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 65. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 66. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 67. AUSTRALIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 68. AUSTRALIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 69. AUSTRALIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 70. AUSTRALIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 71. AUSTRALIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 72. CHINA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 73. CHINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 74. CHINA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 75. CHINA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 76. CHINA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 77. INDIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 78. INDIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 79. INDIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 80. INDIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 81. INDIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 82. INDONESIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 83. INDONESIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 84. INDONESIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 85. INDONESIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 86. INDONESIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 87. JAPAN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 88. JAPAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 89. JAPAN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 90. JAPAN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 91. JAPAN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 92. MALAYSIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 93. MALAYSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 94. MALAYSIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 95. MALAYSIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 96. MALAYSIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 97. PHILIPPINES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 98. PHILIPPINES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 99. PHILIPPINES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 100. PHILIPPINES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 101. PHILIPPINES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 102. SINGAPORE E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 103. SINGAPORE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 104. SINGAPORE E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 105. SINGAPORE E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 106. SINGAPORE E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 107. SOUTH KOREA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 108. SOUTH KOREA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 109. SOUTH KOREA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 110. SOUTH KOREA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 111. SOUTH KOREA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 112. TAIWAN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 113. TAIWAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 114. TAIWAN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 115. TAIWAN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 116. TAIWAN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 117. THAILAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 118. THAILAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 119. THAILAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 120. THAILAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 121. THAILAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 122. VIETNAM E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 123. VIETNAM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 124. VIETNAM E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 125. VIETNAM E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 126. VIETNAM E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 127. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 128. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 129. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 130. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 131. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 132. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 133. DENMARK E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 134. DENMARK E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 135. DENMARK E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 136. DENMARK E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 137. DENMARK E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 138. EGYPT E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 139. EGYPT E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 140. EGYPT E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 141. EGYPT E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 142. EGYPT E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 143. FINLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 144. FINLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 145. FINLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 146. FINLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 147. FINLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 148. FRANCE E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 149. FRANCE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 150. FRANCE E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 151. FRANCE E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 152. FRANCE E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 153. GERMANY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 154. GERMANY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 155. GERMANY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 156. GERMANY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 157. GERMANY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 158. ISRAEL E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 159. ISRAEL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 160. ISRAEL E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 161. ISRAEL E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 162. ISRAEL E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 163. ITALY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 164. ITALY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 165. ITALY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 166. ITALY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 167. ITALY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 168. NETHERLANDS E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 169. NETHERLANDS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 170. NETHERLANDS E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 171. NETHERLANDS E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 172. NETHERLANDS E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 173. NIGERIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 174. NIGERIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 175. NIGERIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 176. NIGERIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 177. NIGERIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 178. NORWAY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 179. NORWAY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 180. NORWAY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 181. NORWAY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 182. NORWAY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 183. POLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 184. POLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 185. POLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 186. POLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 187. POLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 188. QATAR E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 189. QATAR E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 190. QATAR E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 191. QATAR E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 192. QATAR E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 193. RUSSIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 194. RUSSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 195. RUSSIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 196. RUSSIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 197. RUSSIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 198. SAUDI ARABIA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 199. SAUDI ARABIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 200. SAUDI ARABIA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 201. SAUDI ARABIA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 202. SAUDI ARABIA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 203. SOUTH AFRICA E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 204. SOUTH AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 205. SOUTH AFRICA E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 206. SOUTH AFRICA E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 207. SOUTH AFRICA E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 208. SPAIN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 209. SPAIN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 210. SPAIN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 211. SPAIN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 212. SPAIN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 213. SWEDEN E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 214. SWEDEN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 215. SWEDEN E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 216. SWEDEN E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 217. SWEDEN E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 218. SWITZERLAND E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 219. SWITZERLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 220. SWITZERLAND E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 221. SWITZERLAND E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 222. SWITZERLAND E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 223. TURKEY E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 224. TURKEY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 225. TURKEY E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 226. TURKEY E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 227. TURKEY E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 228. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 229. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 230. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 231. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 232. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 233. UNITED KINGDOM E-SPORTS MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 234. UNITED KINGDOM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 235. UNITED KINGDOM E-SPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2030 (USD MILLION)
TABLE 236. UNITED KINGDOM E-SPORTS MARKET SIZE, BY DEVICE TYPE, 2018-2030 (USD MILLION)
TABLE 237. UNITED KINGDOM E-SPORTS MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 238. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2023
TABLE 239. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2023

Companies Mentioned

The leading players in the E-Sports market, which are profiled in this report, include:
  • Acer Inc.
  • Activision Blizzard, Inc.
  • Challengermode AB
  • Cloud9 Esports, Inc.
  • Electronic Arts Inc.
  • Esportal AB
  • FACE IT LIMITED
  • FanBuff Technology India Private Limited
  • Fnatic Ltd,
  • G ESPORTS HOLDING GMBH
  • Gameloft SE
  • Khiladi Adda by Techbeliever Technologies Private Limited
  • Nazara Technologies Limited
  • Nintendo Co., Ltd.
  • NVIDIA Corporation
  • Stoughton Street Tech Labs Private Limited
  • TechnoXo Private Limited
  • Tencent Holding Limited
  • The ESL Gaming GmbH
  • Valve Corporation

Methodology

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Table Information