FEATURED COMPANIES
- Activision Blizzard Inc.
- EA Sports.
- Envy Gaming
- Gfinity Plc
- Intergalactic Gaming Ltd.
- Team Liquid
Asia Pacific e-sports market will grow by 20.7% annually with a total addressable market cap of $13.83 billion over 2020-2030 driven by the rising need for remote sports and virtual games amid the COVID-19 pandemic.
Highlighted with 40 tables and 80 figures, this 142-page report “Asia Pacific E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Asia Pacific e-sports market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2030 with 2019 as the base year.
In-depth qualitative analyses include identification and investigation of the following aspects:
The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify Asia Pacific e-sports market in every aspect of the classification from perspectives of Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country.
Based on Game Type, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
Based on Revenue Source, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
Based on Device, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
Based on Streaming Platform, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
Based on Audience Type, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
Based on Viewer Gender, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
Based on Age Group, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
Geographically, the following national/local markets are fully investigated:
For each aforementioned country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of key national markets by Game Type, Revenue Source, and Device over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in Asia Pacific e-sports market are assayed quantitatively and qualitatively through a Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
Highlighted with 40 tables and 80 figures, this 142-page report “Asia Pacific E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Asia Pacific e-sports market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2030 with 2019 as the base year.
In-depth qualitative analyses include identification and investigation of the following aspects:
- Market Structure
- Growth Drivers
- Restraints and Challenges
- Emerging Product Trends & Market Opportunities
- Porter’s Five Forces
The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify Asia Pacific e-sports market in every aspect of the classification from perspectives of Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country.
Based on Game Type, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
- Multiplayer Online Battle Arena (MOBA)
- Player vs. Player (PvP)
- First Person Shooters (FPS)
- Real Time Strategy (RTS)
- Massive Multiplayer Online Games (MMOG)
- Other Game Types
Based on Revenue Source, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
- Game Publisher Fee
- Merchandize & Tickets
- Advertisement
- Sponsorships
- IT Industry
- Consumer Electronics
- Drink & Beverage
- Financial Institutes & Banks
- Retail Industry
- Others
- Media Rights
- Subscriptions
- Online Advertisements
- Other Revenue Sources
Based on Device, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
- PCs
- Consoles
- Laptops & Tablets
- Smartphones
- Other Devices
Based on Streaming Platform, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
- YouTube
- Twitch
- Hayu
- DouYu
- Other Streaming Platforms
Based on Audience Type, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
- Regular Viewers
- Occasional Viewers
Based on Viewer Gender, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
- Male Viewers
- Female Viewers
Based on Age Group, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
- < 18 Year Old Viewers
- 19-25 Year Old Viewers
- 26-35 Year Old Viewers
- >35 Year Old Viewers
Geographically, the following national/local markets are fully investigated:
- Japan
- China
- South Korea
- Australia
- India
- Rest of APAC (further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
For each aforementioned country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of key national markets by Game Type, Revenue Source, and Device over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in Asia Pacific e-sports market are assayed quantitatively and qualitatively through a Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
- Activision Blizzard Inc.
- Cloud9
- Counter Logic Gaming
- EA Sports.
- Echo Fox Fnatic
- Electronic Arts Inc.
- Envy Gaming
- Epic Games Inc.
- G2 Esports
- Gfinity Plc
- Hi-Rez Studios
- Immortals
- Intergalactic Gaming Ltd.
- Modern Times Group MTG AB
- Nintendo Co. Ltd.
- Take-Two Interactive Software Inc.
- Team Liquid
- Team SoloMid
- Tencent Holdings Ltd.
- Valve Corporation
Note: Product cover images may vary from those shown
FEATURED COMPANIES
- Activision Blizzard Inc.
- EA Sports.
- Envy Gaming
- Gfinity Plc
- Intergalactic Gaming Ltd.
- Team Liquid
1 Introduction
2 Market Overview and Dynamics
3 Segmentation of Asia Pacific Market by Game Type
4 Segmentation of Asia Pacific Market by Revenue Source
5 Segmentation of Asia Pacific Market by Device
6 Segmentation of Asia Pacific Market by Streaming Platform
7 Segmentation of Asia Pacific Market by Audience Type
8 Segmentation of Asia Pacific Market by Viewer Gender
9 Segmentation of Asia Pacific Market by Age Group
10 Asia-Pacific Market 2019-2030 by Country
11 Competitive Landscape
12 Investing in Asia Pacific Market: Risk Assessment and Management
List of Tables
List of Figures
Note: Product cover images may vary from those shown
- Activision Blizzard Inc.
- Cloud9
- Counter Logic Gaming
- EA Sports.
- Echo Fox Fnatic
- Electronic Arts Inc.
- Envy Gaming
- Epic Games Inc.
- G2 Esports
- Gfinity Plc
- Hi-Rez Studios
- Immortals
- Intergalactic Gaming Ltd.
- Modern Times Group MTG AB
- Nintendo Co. Ltd.
- Take-Two Interactive Software Inc.
- Team Liquid
- Team SoloMid
- Tencent Holdings Ltd.
- Valve Corporation
Note: Product cover images may vary from those shown
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