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E-Sports Market Industry Trends and Global Forecasts to 2035: Distribution by Type of Streaming, Type of Gaming Genre, Type of Device, Distribution by Type of Streaming Platform, Distribution by Type of Revenue Stream and Geographical Regions

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    Report

  • 174 Pages
  • April 2025
  • Region: Global
  • Roots Analysis
  • ID: 6075249

The global esports market size is estimated to grow from USD 2.55 billion in the current year to USD 18.85 billion by 2035, at a CAGR of 19.95% during the forecast period, till 2035.

The opportunity for esports market has been distributed across the following segments:

Type of Deployment Mode

  • Live
  • Video-on-demand

Type of Technology

  • Fighting Games
  • First Person Shooter Games
  • Mass Multiplayer Online Role-playing Games
  • Multiplayer Online Battle Arena Games
  • Real-time Strategy Games
  • Others

Type of Device

  • Desktop -laptop-tablets
  • Gaming console
  • Smart phone
  • Smart TV

Type of Streaming Platform 

  • Twitch
  • YouTube
  • Others

Type of Revenue Stream

  • Game Publisher Fees
  • Media Rights
  • Sponsorship and Advertisement
  • Ticket & Merchandise
  • Others

Geographical Regions

  • North America
    • US
    • Canada
    • Mexico
    • Other North American countries
  • Europe
    • Austria
    • Belgium
    • Denmark
    • France
    • Germany
    • Ireland
    • Italy
    • Netherlands
    • Norway
    • Russia
    • Spain
    • Sweden
    • Switzerland
    • UK
    • Other European countries
  • Asia
    • China
    • India
    • Japan
    • Singapore
    • South Korea
    • Other Asian countries
  • Latin America
    • Brazil
    • Chile
    • Colombia
    • Venezuela
    • Other Latin American countries
  • Middle East and North Africa
    • Egypt
    • Iran
    • Iraq
    • Israel
    • Kuwait
    • Saudi Arabia
    • UAE
    • Other MENA countries
  • Rest of the World
  • Australia
  • New Zealand
  • Other countries

Esports Market: Growth and Trends

Esports, also known as electronic sports, is a fast-growing sector within the entertainment industry that encompasses organized competitive gaming across various genres, including MOBAs and FPS games. The expansion of this field is fueled by advancements in technology, the popularity of online streaming platforms, and the rising recognition of gaming as a valid competitive activity. Esports present many benefits, such as fostering skills like teamwork and strategic thinking, along with encouraging social interaction and community development among players. Moreover, it creates career opportunities in fields like game design and event management, making it especially attractive to younger individuals and indicative of a larger trend towards digital engagement in entertainment. Notably, in 2023, esports sponsorships generated nearly USD 895 million in revenue.

In addition, the industry is experiencing a transformative phase, propelled by the professionalization of the sector. The development of esports infrastructure is significantly altering the competitive gaming scene, as major cities around the globe are investing in specially designed esports arenas, acknowledging their potential to draw tourism and boost economic growth. This transition from temporary venues to cutting-edge facilities demonstrates the industry's professional evolution and the growing legitimacy of esports as a form of entertainment. Advances in technology, especially in virtual and augmented reality, are also impacting infrastructure, improving both player experiences and audience involvement.

Esports Market: Key Segments

Market Share by Type of Deployment Mode 

Based on the type of deployment mode, the global esports market is segmented into live and video-on-demand. According to our estimates, currently, live streaming captures the majority share of the market. This growth can be attributed to several factors, including a heightened consumer demand for real-time content, live events, and interactive experiences.

Market Share by Type of Gaming Genre

Based on the type of gaming genre, the esports market is segmented into fighting games, first person shooter games, mass multiplayer online role-playing games, multiplayer online battle arena games, real time strategy games and others. According to our estimates, currently, multiplayer online battle arena games (MOBA) captures the majority share of the market. This can be attributed to strong growth trends fueled by cross-platform play and the increasing popularity of mobile MOBA games, along with the incorporation of cutting-edge technologies such as AI and virtual reality.

Market Share by Type of Device

Based on the type of device, the esports market is segmented into desktop / laptop / tablets, gaming console, smart phone and smart TV. According to our estimates, currently, smartphones segment captures the majority share of the market. This can be attributed to the rising adoption of smartphones, especially in developing nations, which has made gaming more accessible, as these devices provide economical alternatives with substantial features.

Market Share by Type of Streaming Platform

Based on the type of streaming platform, the esports market is segmented into Twitch, YouTube and others. According to our estimates, currently, Twitch captures the majority share of the market. This can be attributed to its subscription model and extensive audience.

Market Share by Type of Revenue Stream

Based on the type of revenue stream, the esports market is segmented into game publisher fees, media rights, sponsorship and advertisement, ticket & merchandise and others. According to our estimates, currently, sponsorship and advertising captures the majority share of the market. This can be attributed to increasing viewership, heightened brand investments, and chances for direct interaction with fans.

Market Share by Geographical Regions

Based on the geographical regions, the esports market is segmented into North America, Europe, Asia, Latin America, Middle East and North Africa, and Rest of the World. According to our estimates, currently, North America captures the majority share of the market. However, market in Asia is anticipated to grow at a higher CAGR during the forecast period. The rapid growth in this region can be attributed to the presence of youths and the increasing engagement with digital platforms in countries such as China, Japan, and India.

Sample Players in Esports Market Profiled in the Report include:

  • Activision Blizzard
  • Electronic Arts
  • FACEIT
  • Gameloft SE
  • Gfinity
  • Intel
  • Microsoft
  • Modern Times
  • Nintendo
  • NVIDIA
  • Riot Games
  • Valve

Esports Market: Research Coverage

The report on the esports market features insights on various sections, including:

  • Market Sizing and Opportunity Analysis: An in-depth analysis of the esports market, focusing on key market segments, including type of deployment mode, type of technology, type of device, type of streaming platform and type of revenue stream and geographical regions.
  • Competitive Landscape: A comprehensive analysis of the companies engaged in the Esports market, based on several relevant parameters, such as year of establishment, company size, location of headquarters, ownership structure.
  • Company Profiles: Elaborate profiles of prominent players engaged in the Esports market, providing details on location of headquarters, company size, company mission, company footprint, management team, contact details, financial information, operating business segments, esports portfolio, moat analysis, recent developments, and an informed future outlook.
  • SWOT Analysis: An insightful SWOT framework, highlighting the strengths, weaknesses, opportunities and threats in the domain. Additionally, it provides Harvey ball analysis, highlighting the relative impact of each SWOT parameter.

Key Questions Answered in this Report

  • How many companies are currently engaged in esports market?
  • Which are the leading companies in this market?
  • What factors are likely to influence the evolution of this market?
  • What is the current and future market size?
  • What is the CAGR of this market?
  • How is the current and future market opportunity likely to be distributed across key market segments?

Reasons to Buy this Report

  • The report provides a comprehensive market analysis, offering detailed revenue projections of the overall market and its specific sub-segments. This information is valuable to both established market leaders and emerging entrants.
  • Stakeholders can leverage the report to gain a deeper understanding of the competitive dynamics within the market. By analyzing the competitive landscape, businesses can make informed decisions to optimize their market positioning and develop effective go-to-market strategies.
  • The report offers stakeholders a comprehensive overview of the market, including key drivers, barriers, opportunities, and challenges. This information empowers stakeholders to stay abreast of market trends and make data-driven decisions to capitalize on growth prospects.

 

Additional Benefits

  • Complimentary Excel Data Packs for all Analytical Modules in the Report
  • 10% Free Content Customization
  • Detailed Report Walkthrough Session with Research Team
  • Free Updated report if the report is 6-12 months old or older

This product will be updated with the latest data at the time of order. Consequently, dispatch time for this product will be 7-10 business days.

Table of Contents

1. PREFACE
1.1. Introduction
1.2. Market Share Insights
1.3. Key Market Insights
1.4. Report Coverage
1.5. Key Questions Answered
1.6. Chapter Outlines

2. RESEARCH METHODOLOGY
2.1. Chapter Overview
2.2. Research Assumptions
2.3. Database Building
2.3.1. Data Collection
2.3.2. Data Validation
2.3.3. Data Analysis
2.4. Project Methodology
2.4.1. Secondary Research
2.4.1.1. Annual Reports
2.4.1.2. Academic Research Papers
2.4.1.3. Company Websites
2.4.1.4. Investor Presentations
2.4.1.5. Regulatory Filings
2.4.1.6. White Papers
2.4.1.7. Industry Publications
2.4.1.8. Conferences and Seminars
2.4.1.9. Government Portals
2.4.1.10. Media and Press Releases
2.4.1.11. Newsletters
2.4.1.12. Industry Databases
2.4.1.13. Roots Proprietary Databases
2.4.1.14. Paid Databases and Sources
2.4.1.15. Social Media Portals
2.4.1.16. Other Secondary Sources
2.4.2. Primary Research
2.4.2.1. Introduction
2.4.2.2. Types
2.4.2.2.1. Qualitative
2.4.2.2.2. Quantitative
2.4.2.3. Advantages
2.4.2.4. Techniques
2.4.2.4.1. Interviews
2.4.2.4.2. Surveys
2.4.2.4.3. Focus Groups
2.4.2.4.4. Observational Research
2.4.2.4.5. Social Media Interactions
2.4.2.5. Stakeholders
2.4.2.5.1. Company Executives (CXOs)
2.4.2.5.2. Board of Directors
2.4.2.5.3. Company Presidents and Vice Presidents
2.4.2.5.4. Key Opinion Leaders
2.4.2.5.5. Research and Development Heads
2.4.2.5.6. Technical Experts
2.4.2.5.7. Subject Matter Experts
2.4.2.5.8. Scientists
2.4.2.5.9. Doctors and Other Healthcare Providers
2.4.2.6. Ethics and Integrity
2.4.2.6.1. Research Ethics
2.4.2.6.2. Data Integrity

3. ECONOMIC AND OTHER PROJECT SPECIFIC CONSIDERATIONS
3.1. Forecast Methodology
3.1.1. Top-Down Approach
3.1.2. Bottom-Up Approach
3.1.3. Hybrid Approach
3.2. Market Assessment Framework
3.2.1. Total Addressable Market (TAM)
3.2.2. Serviceable Addressable Market (SAM)
3.2.3. Serviceable Obtainable Market (SOM)
3.2.4. Currently Acquired Market (CAM)
3.3. Forecasting Tools and Techniques
3.3.1. Qualitative Forecasting
3.3.2. Correlation
3.3.3. Regression
3.3.4. Time Series Analysis
3.3.5. Extrapolation
3.3.6. Convergence
3.3.7. Forecast Error Analysis
3.3.8. Data Visualization
3.3.9. Scenario Planning
3.3.10. Sensitivity Analysis
3.4. Key Considerations
3.4.1. Demographics
3.4.2. Market Access
3.4.3. Reimbursement Scenarios
3.4.4. Industry Consolidation
3.5. Robust Quality Control
3.6. Key Market Segmentations
3.7. Limitations

4. MACRO-ECONOMIC INDICATORS
4.1. Chapter Overview
4.2. Market Dynamics
4.2.1. Time Period
4.2.1.1. Historical Trends
4.2.1.2. Current and Forecasted Estimates
4.2.2. Currency Coverage
4.2.2.1. Overview of Major Currencies Affecting the Market
4.2.2.2. Impact of Currency Fluctuations on the Industry
4.2.3. Foreign Exchange Impact
4.2.3.1. Evaluation of Foreign Exchange Rates and Their Impact on Market
4.2.3.2. Strategies for Mitigating Foreign Exchange Risk
4.2.4. Recession
4.2.4.1. Historical Analysis of Past Recessions and Lessons Learnt
4.2.4.2. Assessment of Current Economic Conditions and Potential Impact on the Market
4.2.5. Inflation
4.2.5.1. Measurement and Analysis of Inflationary Pressures in the Economy
4.2.5.2. Potential Impact of Inflation on the Market Evolution
4.2.6. Interest Rates
4.2.6.1. Overview of Interest Rates and Their Impact on the Market
4.2.6.2. Strategies for Managing Interest Rate Risk
4.2.7. Commodity Flow Analysis
4.2.7.1. Type of Commodity
4.2.7.2. Origins and Destinations
4.2.7.3. Values and Weights
4.2.7.4. Modes of Transportation
4.2.8. Global Trade Dynamics
4.2.8.1. Import Scenario
4.2.8.2. Export Scenario
4.2.9. War Impact Analysis
4.2.9.1. Russian-Ukraine War
4.2.9.2. Israel-Hamas War
4.2.10. COVID Impact / Related Factors
4.2.10.1. Global Economic Impact
4.2.10.2. Industry-specific Impact
4.2.10.3. Government Response and Stimulus Measures
4.2.10.4. Future Outlook and Adaptation Strategies
4.2.11. Other Indicators
4.2.11.1. Fiscal Policy
4.2.11.2. Consumer Spending
4.2.11.3. Gross Domestic Product (GDP)
4.2.11.4. Employment
4.2.11.5. Taxes
4.2.11.6. R&D Innovation
4.2.11.7. Stock Market Performance
4.2.11.8. Supply Chain
4.2.11.9. Cross-Border Dynamics

5. EXECUTIVE SUMMARY
6. INTRODUCTION
6.1. Chapter Overview
6.2. Overview of Esports
6.2.1. Type of Streaming
6.2.2. Type of Gaming Genre
6.2.3. Type of Device
6.2.4. Type of Streaming Platform
6.2.5. Type of Revenue Stream

6.3. Future Perspective

7. COMPETITIVE LANDSCAPE
7.1. Chapter Overview
7.2. Esports: Overall Market Landscape
7.2.1. Analysis by Year of Establishment
7.2.2. Analysis by Company Size
7.2.3. Analysis by Location of Headquarters
7.2.4. Analysis by Ownership Structure

8. COMPANY PROFILES
8.1. Chapter Overview
8.1.1. Activision Blizzard
8.1.2. Company Overview
8.1.3. Company Mission
8.1.4. Company Footprint
8.1.5. Management Team
8.1.6. Contact Details
8.1.7. Financial Performance
8.1.8. Operating Business Segments
8.1.9. Service / Product Portfolio (project specific)
8.1.10. MOAT Analysis
8.1.11. Recent Developments and Future Outlook
8.2. Electronic Arts
8.3. FACEIT
8.4. Gameloft SE
8.5. Gfinity
8.6. Intel
8.7. Microsoft
8.8. Modern Times
8.9. Nintendo
8.10. NVIDIA
8.11. Riot Games
8.12. Valve

9. VALUE CHAIN ANALYSIS10. SWOT ANALYSIS
11. GLOBAL ESPORTS MARKET
11.1. Chapter Overview
11.2. Key Assumptions and Methodology
11.3. Trends Disruption Impacting Market
11.4. Global Esports Market, Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
11.5. Multivariate Scenario Analysis
11.5.1. Conservative Scenario
11.5.2. Optimistic Scenario
11.6. Key Market Segmentations

12. MARKET OPPORTUNITIES BASED ON TYPE OF STREAMING
12.1. Chapter Overview
12.2. Key Assumptions and Methodology
12.3. Revenue Shift Analysis
12.4. Market Movement Analysis
12.5. Penetration-Growth (P-G) Matrix
12.6. Esports Market for Live: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
12.7. Esports Market for Video on demand: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
12.8. Data Triangulation and Validation

13. MARKET OPPORTUNITIES BASED ON TYPE OF GAMING GENRE
13.1. Chapter Overview
13.2. Key Assumptions and Methodology
13.3. Revenue Shift Analysis
13.4. Market Movement Analysis
13.5. Penetration-Growth (P-G) Matrix
13.6. Esports Market for Fighting Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.7. Esports Market for First Person Shooter Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.8. Esports Market for Mass Multiplayer Online Role-playing Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.9. Esports Market for Multiplayer Online Battle Arena Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.10. Esports Market for Real-time Strategy Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.11. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.12. Data Triangulation and Validation

14. MARKET OPPORTUNITIES BASED ON TYPE OF DEVICE
14.1. Chapter Overview
14.2. Key Assumptions and Methodology
14.3. Revenue Shift Analysis
14.4. Market Movement Analysis
14.5. Penetration-Growth (P-G) Matrix
14.6. Esports Market for Desktop / laptop / tablets: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
14.7. Esports Market for Gaming Console: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
14.8. Esports Market for Smart Phone: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
14.9. Esports Market for Smart TV: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
14.10. Data Triangulation and Validation

15. MARKET OPPORTUNITIES BASED ON TYPE OF STREAMING PLATFORM
15.1. Chapter Overview
15.2. Key Assumptions and Methodology
15.3. Revenue Shift Analysis
15.4. Market Movement Analysis
15.5. Penetration-Growth (P-G) Matrix
15.6. Esports Market for Twitch: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
15.7. Esports Market for YouTube: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
15.8. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
15.9. Data Triangulation and Validation

16. MARKET OPPORTUNITIES BASED ON TYPE OF REVENUE STREAM
16.1. Chapter Overview
16.2. Key Assumptions and Methodology
16.3. Revenue Shift Analysis
16.4. Market Movement Analysis
16.5. Penetration-Growth (P-G) Matrix
16.6. Esports Market for Advertisement: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.7. Esports Market for Game Publisher Fees: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.8. Esports Market for Media Rights: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.9. Esports Market for Sponsorship: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.10. Esports Market for Ticket & Merchandise: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.11. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.12. Data Triangulation and Validation

17. MARKET OPPORTUNITIES FOR ESPORTS IN NORTH AMERICA
17.1. Chapter Overview
17.2. Key Assumptions and Methodology
17.3. Revenue Shift Analysis
17.4. Market Movement Analysis
17.5. Penetration-Growth (P-G) Matrix
17.6. Esports Market in North America: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
17.6.1. Esports Market in the US: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
17.6.2. Esports Market in Canada: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
17.6.3. Esports Market in Mexico: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
17.6.4. Esports Market in Other North American Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)

18. MARKET OPPORTUNITIES FOR ESPORTS IN EUROPE
18.1. Chapter Overview
18.2. Key Assumptions and Methodology
18.3. Revenue Shift Analysis
18.4. Market Movement Analysis
18.5. Penetration-Growth (P-G) Matrix
18.6. Esports Market in Europe: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.1. Esports Market in the Austria: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.2. Esports Market in Belgium: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.3. Esports Market in Denmark: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.4. Esports Market in France: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.5. Esports Market in Germany: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.6. Esports Market in Ireland: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.7. Esports Market in Italy: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.8. Esports Market in Netherlands: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.9. Esports Market in Norway: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.10. Esports Market in Russia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.11. Esports Market in Spain: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.12. Esports Market in Sweden: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.13. Esports Market in Switzerland: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.14. Esports Market in the UK: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.15. Esports Market in Other European Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)

19. MARKET OPPORTUNITIES FOR ESPORTS IN ASIA
19.1. Chapter Overview
19.2. Key Assumptions and Methodology
19.3. Revenue Shift Analysis
19.4. Market Movement Analysis
19.5. Penetration-Growth (P-G) Matrix
19.6. Esports Market in Asia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.1. Esports Market in China: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.2. Esports Market in India: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.3. Esports Market in Japan: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.4. Esports Market in Singapore: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.5. Esports Market in South Korea: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.6. Esports Market in Other Asian Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)

20. MARKET OPPORTUNITIES FOR ESPORTS IN MIDDLE EAST AND NORTH AFRICA
20.1. Chapter Overview
20.2. Key Assumptions and Methodology
20.3. Revenue Shift Analysis
20.4. Market Movement Analysis
20.5. Penetration-Growth (P-G) Matrix
20.6. Esports Market in Middle East and North Africa (MENA): Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.1. Esports Market in Egypt: Historical Trends (Since 2019) and Forecasted Estimates (Till 205)
20.6.2. Esports Market in Iran: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.3. Esports Market in Iraq: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.4. Esports Market in Israel: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.5. Esports Market in Kuwait: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.6. Esports Market in Saudi Arabia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.7. Esports Market in United Arab Emirates (UAE): Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.8. Esports Market in Other MENA Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)

21. MARKET OPPORTUNITIES FOR ESPORTS IN LATIN AMERICA
21.1. Chapter Overview
21.2. Key Assumptions and Methodology
21.3. Revenue Shift Analysis
21.4. Market Movement Analysis
21.5. Penetration-Growth (P-G) Matrix
21.6. Esports Market in Latin America: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.1. Esports Market in Argentina: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.2. Esports Market in Brazil: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.3. Esports Market in Chile: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.4. Esports Market in Colombia Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.5. Esports Market in Venezuela: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.6. Esports Market in Other Latin American Countries: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)

22. MARKET OPPORTUNITIES FOR ESPORTS IN REST OF THE WORLD
22.1. Chapter Overview
22.2. Key Assumptions and Methodology
22.3. Revenue Shift Analysis
22.4. Market Movement Analysis
22.5. Penetration-Growth (P-G) Matrix
22.6. Esports Market in Rest of the World: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
22.6.1. Esports Market in Australia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
22.6.2. Esports Market in New Zealand: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
22.6.3. Esports Market in Other Countries

23. TABULATED DATA24. LIST OF COMPANIES AND ORGANIZATIONS25. CUSTOMIZATION OPPORTUNITIES

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Activision Blizzard
  • Electronic Arts
  • FACEIT
  • Gameloft SE
  • Gfinity
  • Intel
  • Microsoft
  • Modern Times
  • Nintendo
  • NVIDIA
  • Riot Games
  • Valve

Methodology

 

 

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