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E-Sports Market by Offering (Hardware, Services, Software), Game Genres (Fighting, Racing, Shooting), Streaming Type, Revenue Model - Global Forecast 2025-2030

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  • 183 Pages
  • March 2025
  • Region: Global
  • 360iResearch™
  • ID: 5924765
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The E-Sports Market grew from USD 2.19 billion in 2024 to USD 2.68 billion in 2025. It is expected to continue growing at a CAGR of 22.46%, reaching USD 7.40 billion by 2030.

The e-sports industry has transformed from a niche community pastime into a global phenomenon that commands the attention of multi-billion-dollar investments and cross-industry collaborations. As the gaming sphere evolves, the sector benefits from rapid technological advancements, innovative viewing experiences, and a continuously expanding fan base. This evolving landscape now encompasses professional leagues, high-stakes tournaments, and a complex ecosystem that integrates technology, culture, and economic incentives. The current environment is both vibrant and competitive, marked by the convergence of traditional sporting strategies and digital innovation. Industry stakeholders are adapting to trends by leveraging data analytics for performance enhancements and audience engagement, while strategic investments in technology drive competitive advantages. Emerging markets, evolving content delivery channels, and dynamic consumer behaviors collectively push the boundaries of what was once considered a fringe entertainment sector. In this new reality, e-sports serves not only as a source of entertainment but also as a catalyst for technological innovation and social connectivity. The narrative that follows examines the transformative shifts, segmentation dynamics, regional drivers, key market players, and strategic recommendations that shape the industry.

Transformative Shifts Redefining the E-Sports Ecosystem

Over the last decade, radical shifts have redefined the way e-sports operates and expands its influence across markets and demographics. The rise in advanced gaming hardware has led to immersive experiences, making each interaction on consoles, PCs, and VR/AR devices more compelling. This technological acceleration is paralleled by the emergence of innovative software solutions and services that enhance game development, distribution, and real-time interactivity. Moreover, audience engagement has transformed with the proliferation of live and on-demand streaming platforms, which now offer low-latency, high-definition viewing experiences to billions globally. Sponsorships, media rights, merchandising, and dynamic revenue streams have restructured the financial outlook, enabling both established and emerging brands to participate in lucrative partnerships. These market transformations are further driven by consumer demand for personalized content and interactive experiences, factors that compel industry leaders to continually reimagine product offerings and engagement platforms. As these changes unfold, the industry is witnessing increased cross-collaboration between traditional sports, media conglomerates, and technology innovators, leading to a more integrated and agile ecosystem that is set to set new benchmarks in entertainment.

Insightful Segmentation Perspectives in the E-Sports Domain

Deep segmentation insights reveal a multi-dimensional approach to understanding the dynamic market landscape. When examined based on offering, the market segments into hardware, services, and software. In hardware, analyses delve into consoles, personal computers, and VR/AR devices, each contributing to the intricacy of the user environment. Complementary to this, software applications and gaming services are evolving to meet the growing demands of competitive and casual gamers alike. Furthermore, segmentation insights extend to game genres, where the industry is segmented by fighting, racing, shooting, and sports games - each with its own set of audience preferences and engagement strategies. Turning to content delivery modes, the distinction between live stream and on-demand viewing underscores differing consumption patterns that impact viewer retention and monetization strategies. Lastly, revenue model segmentation puts emphasis on the diverse income streams drawn from media rights, merchandising, sponsorships, and the combined revenue generated from tickets as well as franchising arrangements. These nuanced segments provide a comprehensive framework that illuminates the drivers behind consumer behavior, investment decisions, and technological advancements in the e-sports arena.

Based on Offering, market is studied across Hardware, Services, and Software. The Hardware is further studied across Console, PC, and VR/AR Devices.

Based on Game Genres, market is studied across Fighting, Racing, Shooting, and Sports.

Based on Streaming Type, market is studied across Live Stream and On-demand.

Based on Revenue Model, market is studied across Media Rights, Merchandising, Sponsorships, and Tickets & Franchising.

Regional Dynamics Shaping the E-Sports Industry

A detailed exploration of regional insights illustrates how geographical diversity influences market growth and operational strategies. In the Americas, rapid adoption of advanced gaming technologies is complemented by a robust culture that celebrates competitive gaming and digital entertainment. The Americas region continues to be a frontrunner in terms of audience engagement and market monetization, spurred by a strong grassroots movement and institutional backing. Shifting focus to Europe, the Middle East and Africa, this region exhibits a unique blend of traditional sports enthusiasm and a rapidly growing interest in digital gaming, further supported by progressive investments in infrastructure and broadcast innovations. Meanwhile, the Asia-Pacific region remains a dominant force, characterized by its large consumer base, high digital penetration, and a culture that seamlessly integrates online and offline entertainment. Here, an amalgamation of innovation, consumer appetite, and strategic governmental support fosters an environment where e-sports can thrive on both commercial and cultural fronts. Each of these regional markets contributes distinct value propositions, offering varied opportunities for global expansion, tailored content delivery, and revenue diversification.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Key Player Analysis in the E-Sports Landscape

The industry is populated by a diverse array of companies that have each carved out a dedicated role in nurturing the ecosystem. From hardware giants like Acer Inc. and NVIDIA Corporation to software innovators and content creators, major players are constantly investing in new technologies to sustain their competitive edge. Part of the dynamic landscape includes influential game developers and publishers contributing titles that cater to a wide array of gaming preferences, from strategic live tournaments to immersive virtual reality experiences. Leading names such as Activision Blizzard, Inc. by Microsoft Corp., Electronic Arts Inc., and Epic Games, Inc. have not only set industry benchmarks but have also expanded their operational frameworks to include cloud-based and streaming services. Smaller specialist entities like Challengermode AB, Cloud9 Esports, Inc., and Esportal AB further complement the ecosystem through their agility and targeted market approaches. Organizations such as Evil Geniuses, LLC, FACE IT LIMITED, Fnatic Ltd, and G ESPORTS HOLDING GMBH have built reputations for competitive prowess on the digital battleground. Additionally, key industry influencers like Gameloft SE, Gen.G Esports, Inc., Immortals Gaming Club, Inc., Khiladi Adda by Techbeliever Technologies Private Limited, Krafton, Inc., Nazara Technologies Limited, Nintendo Co., Ltd., Sony Interactive Entertainment LLC, Stoughton Street Tech Labs Private Limited, Team SoloMid (TSM), Inc., Tencent Holding Limited, The ESL Gaming GmbH, Ubisoft Entertainment SA, and Valve Corporation underscore the sheer scale and diversity of strategic expertise driving the industry forward. Their combined efforts shape a market that is both innovative and resilient in the face of global challenges.

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. by Microsoft Corp., Challengermode AB, Cloud9 Esports, Inc., Electronic Arts Inc., Epic Games, Inc., Esportal AB, Evil Geniuses, LLC, FACE IT LIMITED, Fnatic Ltd,, G ESPORTS HOLDING GMBH, Gameloft SE, Gen.G Esports, Inc., Immortals Gaming Club, Inc., Khiladi Adda by Techbeliever Technologies Private Limited, Krafton, Inc., Nazara Technologies Limited, Nintendo Co., Ltd., NVIDIA Corporation, Sony Interactive Entertainment LLC, Stoughton Street Tech Labs Private Limited, Team SoloMid (TSM), Inc., Tencent Holding Limited, The ESL Gaming GmbH, Ubisoft Entertainment SA, and Valve Corporation.

Actionable Recommendations for E-Sports Industry Leaders

Industry leaders must remain agile and forward-thinking to navigate the rapid evolution in the e-sports domain. Prioritizing investment in cutting-edge gaming hardware and immersive technology platforms will establish a strong technical foundation for sustained success. Leaders should leverage deep segmentation insights to tailor content and service offerings in ways that appeal to varied consumer bases across multiple channels. Collaborative partnerships, both within the digital space and with traditional media, present significant opportunities to enhance content quality, extend market reach, and drive revenue growth. It is imperative to refine monetization strategies by balancing revenue streams derived from media rights, merchandising, sponsorships, and diversified engagement models linked to live and on-demand streaming. Transforming data into actionable intelligence will empower decision-makers to optimize operations, forecast trends, mitigate risks, and identify areas for product innovation. Emphasizing community engagement and closely monitoring consumer behavior can foster loyalty and long-term brand advocacy. Thoughtful integration of regional dynamics into global strategies will ensure that companies stay responsive to localized market needs while capturing cross-border opportunities. In this rapidly changing environment, proactive strategy adjustments and continual reassessment of market positioning are essential steps to secure a competitive advantage.

In conclusion, the e-sports industry presents a dynamic and evolving landscape that rewards innovation, strategic insight, and robust market engagement. Transformative shifts in technology, streaming capabilities, and consumption behavior have redefined the traditional paradigms of entertainment. This comprehensive analysis has detailed the essential segmentation frameworks, regional drivers, and an expansive network of key market players, all of which contribute to the multifaceted growth narrative of the sector. The convergence of advanced hardware, diversified software solutions, and evolving revenue models signals that the industry is not only growing in scale but also maturing in its strategic approach. As companies and stakeholders look to capitalize on emerging opportunities, maintaining a balance between innovation and consumer-centric strategies will be paramount. While the market is set to face challenges such as evolving regulatory frameworks and the need for sustained technological investment, its upward trajectory remains undeniable. The future promises enhanced connectivity, greater audience participation, and a more integrated entertainment ecosystem that continues to captivate gamers and audience members around the world.

 

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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. Rising popularity of live streaming platforms amplifying the visibility and engagement of e-sports events
5.1.1.2. Surge in internet accessibility and technological advancements driving e-sports global reach and participation
5.1.1.3. Development of regional and international tournaments elevating competitiveness
5.1.2. Restraints
5.1.2.1. Lack of standardized metrics for measuring e-sports viewership and engagement
5.1.3. Opportunities
5.1.3.1. Rising partnerships with traditional sports to cross-promote events and increase audience size
5.1.3.2. Integrating artificial intelligence to provide personalized player experiences and dynamic coaching
5.1.4. Challenges
5.1.4.1. Rising privacy concerns and cybersecurity threat related to data collection and user tracking in virtual environments
5.2. Market Segmentation Analysis
5.2.1. Offering: Rising popularity of consoles for their affordability & a dedicated gaming experience
5.2.2. Streaming Type: Preference for live streaming to experience the thrill of live competition
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 Offering
6.1. Introduction
6.2. Hardware
6.2.1. Console
6.2.2. PC
6.2.3. VR/AR Devices
6.3. Services
6.4. Software
7. E-Sports Market, by Game Genres
7.1. Introduction
7.2. Fighting
7.3. Racing
7.4. Shooting
7.5. Sports
8. E-Sports Market, by Streaming Type
8.1. Introduction
8.2. Live Stream
8.3. On-demand
9. E-Sports Market, by Revenue Model
9.1. Introduction
9.2. Media Rights
9.3. Merchandising
9.4. Sponsorships
9.5. Tickets & Franchising
10. Americas E-Sports Market
10.1. Introduction
10.2. Argentina
10.3. Brazil
10.4. Canada
10.5. Mexico
10.6. United States
11. Asia-Pacific E-Sports Market
11.1. Introduction
11.2. Australia
11.3. China
11.4. India
11.5. Indonesia
11.6. Japan
11.7. Malaysia
11.8. Philippines
11.9. Singapore
11.10. South Korea
11.11. Taiwan
11.12. Thailand
11.13. Vietnam
12. Europe, Middle East & Africa E-Sports Market
12.1. Introduction
12.2. Denmark
12.3. Egypt
12.4. Finland
12.5. France
12.6. Germany
12.7. Israel
12.8. Italy
12.9. Netherlands
12.10. Nigeria
12.11. Norway
12.12. Poland
12.13. Qatar
12.14. Russia
12.15. Saudi Arabia
12.16. South Africa
12.17. Spain
12.18. Sweden
12.19. Switzerland
12.20. Turkey
12.21. United Arab Emirates
12.22. United Kingdom
13. Competitive Landscape
13.1. Market Share Analysis, 2024
13.2. FPNV Positioning Matrix, 2024
13.3. Competitive Scenario Analysis
13.3.1. NODWIN Gaming acquire AFK Gaming to expands esports presence
13.3.2. KONAMI and FIFA enter an agreement for innovative esports collaboration featuring eFootball
13.3.3. Vi launches Game to Fame e-Sports tournament to enhance gaming ecosystem
13.3.4. Oxygen Esports Expands Partnership With Gamertech Ahead of The Commercial Launch Of Gamertech's Magma Glove
13.3.5. Saudi Crown Prince Launches Esports World Cup
13.3.6. Madhya Pradesh to Launch India’s First Esports Academy
13.4. Strategy Analysis & Recommendation
List of Figures
FIGURE 1. E-SPORTS MARKET MULTI-CURRENCY
FIGURE 2. E-SPORTS MARKET MULTI-LANGUAGE
FIGURE 3. E-SPORTS MARKET RESEARCH PROCESS
FIGURE 4. E-SPORTS MARKET SIZE, 2024 VS 2030
FIGURE 5. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 6. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 7. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 8. GLOBAL E-SPORTS MARKET SIZE, BY OFFERING, 2024 VS 2030 (%)
FIGURE 9. GLOBAL E-SPORTS MARKET SIZE, BY OFFERING, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 10. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2024 VS 2030 (%)
FIGURE 11. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 12. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2024 VS 2030 (%)
FIGURE 13. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 14. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2024 VS 2030 (%)
FIGURE 15. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 16. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
FIGURE 17. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 18. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2024 VS 2030 (%)
FIGURE 19. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 20. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
FIGURE 21. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 22. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
FIGURE 23. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 24. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2024
FIGURE 25. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2024
List of Tables
TABLE 1. E-SPORTS MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2024
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 OFFERING, 2018-2030 (USD MILLION)
TABLE 8. GLOBAL E-SPORTS MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 9. GLOBAL E-SPORTS MARKET SIZE, BY CONSOLE, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. GLOBAL E-SPORTS MARKET SIZE, BY PC, BY REGION, 2018-2030 (USD MILLION)
TABLE 11. GLOBAL E-SPORTS MARKET SIZE, BY VR/AR DEVICES, BY REGION, 2018-2030 (USD MILLION)
TABLE 12. GLOBAL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 13. GLOBAL E-SPORTS MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
TABLE 14. GLOBAL E-SPORTS MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 15. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 16. GLOBAL E-SPORTS MARKET SIZE, BY FIGHTING, BY REGION, 2018-2030 (USD MILLION)
TABLE 17. GLOBAL E-SPORTS MARKET SIZE, BY RACING, BY REGION, 2018-2030 (USD MILLION)
TABLE 18. GLOBAL E-SPORTS MARKET SIZE, BY SHOOTING, BY REGION, 2018-2030 (USD MILLION)
TABLE 19. GLOBAL E-SPORTS MARKET SIZE, BY SPORTS, BY REGION, 2018-2030 (USD MILLION)
TABLE 20. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 21. GLOBAL E-SPORTS MARKET SIZE, BY LIVE STREAM, BY REGION, 2018-2030 (USD MILLION)
TABLE 22. GLOBAL E-SPORTS MARKET SIZE, BY ON-DEMAND, BY REGION, 2018-2030 (USD MILLION)
TABLE 23. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 24. GLOBAL E-SPORTS MARKET SIZE, BY MEDIA RIGHTS, BY REGION, 2018-2030 (USD MILLION)
TABLE 25. GLOBAL E-SPORTS MARKET SIZE, BY MERCHANDISING, BY REGION, 2018-2030 (USD MILLION)
TABLE 26. GLOBAL E-SPORTS MARKET SIZE, BY SPONSORSHIPS, BY REGION, 2018-2030 (USD MILLION)
TABLE 27. GLOBAL E-SPORTS MARKET SIZE, BY TICKETS & FRANCHISING, BY REGION, 2018-2030 (USD MILLION)
TABLE 28. AMERICAS E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 29. AMERICAS E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 30. AMERICAS E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 31. AMERICAS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 32. AMERICAS E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 33. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 34. ARGENTINA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 35. ARGENTINA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 36. ARGENTINA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 37. ARGENTINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 38. ARGENTINA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 39. BRAZIL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 40. BRAZIL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 41. BRAZIL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 42. BRAZIL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 43. BRAZIL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 44. CANADA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 45. CANADA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 46. CANADA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 47. CANADA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 48. CANADA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 49. MEXICO E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 50. MEXICO E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 51. MEXICO E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 52. MEXICO E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 53. MEXICO E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 54. UNITED STATES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 55. UNITED STATES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 56. UNITED STATES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 57. UNITED STATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 58. UNITED STATES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 59. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 60. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 61. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 62. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 63. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 64. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 65. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 66. AUSTRALIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 67. AUSTRALIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 68. AUSTRALIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 69. AUSTRALIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 70. AUSTRALIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 71. CHINA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 72. CHINA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 73. CHINA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 74. CHINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 75. CHINA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 76. INDIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 77. INDIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 78. INDIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 79. INDIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 80. INDIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 81. INDONESIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 82. INDONESIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 83. INDONESIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 84. INDONESIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 85. INDONESIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 86. JAPAN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 87. JAPAN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 88. JAPAN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 89. JAPAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 90. JAPAN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 91. MALAYSIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 92. MALAYSIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 93. MALAYSIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 94. MALAYSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 95. MALAYSIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 96. PHILIPPINES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 97. PHILIPPINES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 98. PHILIPPINES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 99. PHILIPPINES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 100. PHILIPPINES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 101. SINGAPORE E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 102. SINGAPORE E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 103. SINGAPORE E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 104. SINGAPORE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 105. SINGAPORE E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 106. SOUTH KOREA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 107. SOUTH KOREA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 108. SOUTH KOREA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 109. SOUTH KOREA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 110. SOUTH KOREA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 111. TAIWAN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 112. TAIWAN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 113. TAIWAN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 114. TAIWAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 115. TAIWAN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 116. THAILAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 117. THAILAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 118. THAILAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 119. THAILAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 120. THAILAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 121. VIETNAM E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 122. VIETNAM E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 123. VIETNAM E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 124. VIETNAM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 125. VIETNAM E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 126. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 127. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 128. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 129. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 130. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 131. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 132. DENMARK E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 133. DENMARK E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 134. DENMARK E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 135. DENMARK E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 136. DENMARK E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 137. EGYPT E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 138. EGYPT E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 139. EGYPT E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 140. EGYPT E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 141. EGYPT E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 142. FINLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 143. FINLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 144. FINLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 145. FINLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 146. FINLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 147. FRANCE E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 148. FRANCE E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 149. FRANCE E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 150. FRANCE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 151. FRANCE E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 152. GERMANY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 153. GERMANY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 154. GERMANY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 155. GERMANY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 156. GERMANY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 157. ISRAEL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 158. ISRAEL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 159. ISRAEL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 160. ISRAEL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 161. ISRAEL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 162. ITALY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 163. ITALY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 164. ITALY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 165. ITALY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 166. ITALY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 167. NETHERLANDS E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 168. NETHERLANDS E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 169. NETHERLANDS E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 170. NETHERLANDS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 171. NETHERLANDS E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 172. NIGERIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 173. NIGERIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 174. NIGERIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 175. NIGERIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 176. NIGERIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 177. NORWAY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 178. NORWAY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 179. NORWAY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 180. NORWAY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 181. NORWAY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 182. POLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 183. POLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 184. POLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 185. POLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 186. POLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 187. QATAR E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 188. QATAR E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 189. QATAR E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 190. QATAR E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 191. QATAR E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 192. RUSSIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 193. RUSSIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 194. RUSSIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 195. RUSSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 196. RUSSIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 197. SAUDI ARABIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 198. SAUDI ARABIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 199. SAUDI ARABIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 200. SAUDI ARABIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 201. SAUDI ARABIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 202. SOUTH AFRICA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 203. SOUTH AFRICA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 204. SOUTH AFRICA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 205. SOUTH AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 206. SOUTH AFRICA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 207. SPAIN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 208. SPAIN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 209. SPAIN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 210. SPAIN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 211. SPAIN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 212. SWEDEN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 213. SWEDEN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 214. SWEDEN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 215. SWEDEN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 216. SWEDEN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 217. SWITZERLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 218. SWITZERLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 219. SWITZERLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 220. SWITZERLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 221. SWITZERLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 222. TURKEY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 223. TURKEY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 224. TURKEY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 225. TURKEY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 226. TURKEY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 227. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 228. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 229. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 230. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 231. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 232. UNITED KINGDOM E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 233. UNITED KINGDOM E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 234. UNITED KINGDOM E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 235. UNITED KINGDOM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 236. UNITED KINGDOM E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 237. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2024
TABLE 238. E-SPORTS MARKET, FPNV POSITIONING MATRIX, 2024

Companies Mentioned

  • Acer Inc.
  • Activision Blizzard, Inc. by Microsoft Corp.
  • Challengermode AB
  • Cloud9 Esports, Inc.
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • Esportal AB
  • Evil Geniuses, LLC
  • FACE IT LIMITED
  • Fnatic Ltd,
  • G ESPORTS HOLDING GMBH
  • Gameloft SE
  • Gen.G Esports, Inc.
  • Immortals Gaming Club, Inc.
  • Khiladi Adda by Techbeliever Technologies Private Limited
  • Krafton, Inc.
  • Nazara Technologies Limited
  • Nintendo Co., Ltd.
  • NVIDIA Corporation
  • Sony Interactive Entertainment LLC
  • Stoughton Street Tech Labs Private Limited
  • Team SoloMid (TSM), Inc.
  • Tencent Holding Limited
  • The ESL Gaming GmbH
  • Ubisoft Entertainment SA
  • Valve Corporation

Methodology

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Table Information