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E-Sports Market - Global Forecast to 2030

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    Report

  • 182 Pages
  • May 2025
  • Region: Global, United States
  • 360iResearch™
  • ID: 6082881
1h Free Analyst Time
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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.

Competitive gaming has transcended its origins as a niche pastime to become a global phenomenon driving innovation across technology, entertainment, and marketing sectors. As viewership soars and prize pools swell, stakeholders from hardware manufacturers to tournament organizers are navigating a rapidly evolving ecosystem. Audiences expect seamless experiences across multiple platforms, while advertisers seek targeted exposure to highly engaged demographics. At the same time, emerging technologies such as virtual reality and cloud streaming are redefining how players and viewers interact with content. This introduction sets the stage for a detailed exploration of the pivotal shifts, regulatory impacts, segmentation insights, regional variations, and competitive dynamics shaping today’s esports industry.

Transformative Shifts in the Esports Landscape

Esports has entered a transformative era fueled by technological breakthroughs and shifting consumer behaviors. Virtual reality and augmented reality headsets are enabling immersive tournament experiences that blur the line between playing and spectating. Meanwhile, cloud gaming platforms are eliminating hardware barriers, allowing enthusiasts to engage in high-fidelity competition on virtually any connected device. Concurrently, the proliferation of mobile gaming continues to broaden the player base, particularly in emerging markets where smartphones outnumber traditional consoles and PCs. On the spectator side, integrated social features and real-time analytics are enhancing viewer engagement, while personalized recommendation engines drive prolonged consumption. Moreover, strategic partnerships between esports organizers and mainstream sports franchises are legitimizing competitive gaming in the eyes of traditional audiences. Together, these shifts are redefining value chains across infrastructure providers, content creators, and advertisers, demanding agile business models that can harness the next wave of growth opportunities.

Cumulative Impact of United States Tariffs 2025

In 2025, newly enacted United States tariffs on imported gaming hardware and peripherals have reverberated throughout global supply chains. Components such as graphics cards and VR lenses have seen incremental cost increases, compelling console and PC manufacturers to reassess pricing strategies and procurement sources. Consequently, some hardware providers are shifting production to tariff-exempt regions or negotiating volume discounts to maintain competitive margins. At the same time, software developers face indirect cost pressures as licensing fees and distribution agreements adjust to reflect altered hardware pricing. Tournament organizers have responded by restructuring sponsorship packages and ticket pricing to safeguard profitability. Meanwhile, partnerships with domestic manufacturers are gaining traction as a means to mitigate exposure to import duties. While short-term disruptions have emerged, the industry’s adaptive capacity and willingness to explore alternative manufacturing hubs suggest a resilient path forward.

Key Segmentation Insights Across Offerings, Genres, Streaming, and Revenue

Analysts categorize esports offerings into hardware, services, and software. Within hardware, the console segment competes head-to-head with high-performance PC rigs and next-generation VR/AR devices, driving continuous innovation in processing power and user interface design. Services span tournament management, coaching, and event production, reflecting the rising demand for turnkey solutions that streamline complex logistics. On the software front, developers are prioritizing titles that foster spectator-friendly mechanics and monetization features. When examining game genres, fighting games deliver intense head-to-head battles, while racing titles attract both traditional motorsport fans and casual players. Shooting games maintain their blockbuster status through regular content updates, and sports simulations capitalize on licensing agreements with professional leagues. Live stream offerings draw mass audiences eager for real-time interaction, whereas on-demand libraries allow viewers to catch up at their convenience, extending content shelf life. Revenue models are evolving as well: media rights agreements secure broadcast deals, merchandising lines capitalize on team branding, sponsorships link non-endemic brands with passionate followers, and ticket sales plus franchising structures transform event attendance into premium experiences. Together, these segmentation insights illuminate the multifaceted nature of audience engagement and monetization in today’s competitive gaming arena.

Key Regional Insights Shaping Global Esports Engagement

Regional dynamics in esports reveal distinct patterns of growth and consumer preferences. In the Americas, North America retains dominance through established leagues and extensive corporate sponsorships, while Latin America emerges as a vibrant mobile-first market with grassroots tournaments fueling community development. Europe, Middle East & Africa benefit from deep talent pools and robust infrastructure, where Western Europe leads in media rights deals and EMEA hubs host international championships. In contrast, Africa’s digital ecosystems are expanding rapidly, albeit from a lower base, driven by affordable mobile devices and increasing internet penetration. Asia-Pacific stands out for its massive player populations and lucrative franchising models, particularly in East Asia, where South Korea and China set benchmarks in professional league operations. Southeast Asia and India are experiencing accelerated investment in local leagues and streaming platforms, reflecting young, digitally native demographics hungry for accessible competitive content. By understanding these nuanced regional insights, organizations can tailor strategies to capitalize on market-specific opportunities.

Key Company Dynamics Influencing Market Direction

The competitive gaming landscape is shaped by an array of influential organizations that span hardware manufacturing, content development, team ownership, and event hosting. Acer Inc. and NVIDIA Corporation drive high-end PC performance, while Sony Interactive Entertainment LLC and Nintendo Co., Ltd. leverage proprietary consoles and exclusive titles to sustain brand loyalty. On the publishing side, Electronic Arts Inc., Ubisoft Entertainment SA, Tencent Holding Limited and Activision Blizzard, Inc. by Microsoft Corp. maintain massive player bases through established franchises and live-service content. Tournament operators and platform providers include FACE IT LIMITED, The ESL Gaming GmbH, Challengermode AB and Esportal AB, each offering differentiated back-end technology for matchmaking and broadcasting. Premier teams such as Team SoloMid (TSM), Inc., Cloud9 Esports, Inc., Evil Geniuses, LLC, Gen.G Esports, Inc., Immortals Gaming Club, Inc. and Fnatic Ltd. anchor franchised leagues and drive merchandising sales. In the software ecosystem, Epic Games, Inc., Valve Corporation, Krafton, Inc., Gameloft SE and Nazara Technologies Limited innovate with cross-platform titles and mobile offerings. Emerging venue and broadcast innovators like G ESPORTS HOLDING GMBH, Khiladi Adda by Techbeliever Technologies Private Limited and Stoughton Street Tech Labs Private Limited are creating localized hubs that enhance live spectator experiences. Collectively, these industry leaders set competitive benchmarks and shape strategic alliances across the esports value chain.

Actionable Recommendations for Industry Leaders

Industry stakeholders should prioritize a multifaceted approach to capture long-term value. First, diversifying revenue streams by integrating media rights, merchandising, sponsorships, and ticketing ensures resilience against market fluctuations. Second, investing in emerging technologies such as VR/AR and cloud gaming platforms will broaden audience reach and unlock new monetization channels. Third, organizations must proactively adapt supply chains to navigate evolving tariff landscapes, securing partnerships with domestic and alternative manufacturing hubs to protect margins. Fourth, regional expansion plans should emphasize localized content, mobile accessibility, and strategic partnerships with regional leagues to penetrate growth markets in Latin America, Southeast Asia, and Africa. Fifth, data analytics and audience insights must inform content scheduling, advertising placement, and community engagement tactics to maintain viewer loyalty. Finally, fostering talent development through robust training academies, performance analytics, and mental health support systems will safeguard competitive integrity and ensure the sustainability of professional rosters. By executing these recommendations in tandem, industry leaders can position themselves at the forefront of the next wave of esports growth.

Conclusion: Charting the Future of Competitive Gaming

Esports has matured into a complex, high-stakes industry that demands strategic foresight and operational agility. As transformative technologies converge with shifting consumer behaviors, stakeholders must continually pivot to maintain competitive advantage. Understanding the nuanced impacts of regulatory changes, segmentation dynamics, regional variations, and corporate strategies is essential for informed decision-making. By synthesizing these insights, organizations can craft robust business models that balance innovation, cost efficiency, and audience engagement. Ultimately, the companies best equipped to anticipate market inflections and adapt accordingly will emerge as the dominant forces shaping the future of competitive gaming.

Market Segmentation & Coverage

This research report categorizes the E-Sports Market to forecast the revenues and analyze trends in each of the following sub-segmentations:

  • Hardware
    • Console
    • PC
    • VR/AR Devices
  • Services
  • Software
  • Fighting
  • Racing
  • Shooting
  • Sports
  • Live Stream
  • On-demand
  • Media Rights
  • Merchandising
  • Sponsorships
  • Tickets & Franchising

This research report categorizes the E-Sports Market to forecast the revenues and analyze trends in each of the following sub-regions:

  • 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

This research report categorizes the E-Sports Market to delves into recent significant developments and analyze trends in each of the following companies:

  • 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

This product will be delivered within 1-3 business days.

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
4.1. Introduction
4.2. Market Sizing & Forecasting
5. Market Dynamics
6. Market Insights
6.1. Porter’s Five Forces Analysis
6.2. PESTLE Analysis
7. Cumulative Impact of United States Tariffs 2025
8. E-Sports Market, by Offering
8.1. Introduction
8.2. Hardware
8.2.1. Console
8.2.2. PC
8.2.3. VR/AR Devices
8.3. Services
8.4. Software
9. E-Sports Market, by Game Genres
9.1. Introduction
9.2. Fighting
9.3. Racing
9.4. Shooting
9.5. Sports
10. E-Sports Market, by Streaming Type
10.1. Introduction
10.2. Live Stream
10.3. On-demand
11. E-Sports Market, by Revenue Model
11.1. Introduction
11.2. Media Rights
11.3. Merchandising
11.4. Sponsorships
11.5. Tickets & Franchising
12. Americas E-Sports Market
12.1. Introduction
12.2. Argentina
12.3. Brazil
12.4. Canada
12.5. Mexico
12.6. United States
13. Asia-Pacific E-Sports Market
13.1. Introduction
13.2. Australia
13.3. China
13.4. India
13.5. Indonesia
13.6. Japan
13.7. Malaysia
13.8. Philippines
13.9. Singapore
13.10. South Korea
13.11. Taiwan
13.12. Thailand
13.13. Vietnam
14. Europe, Middle East & Africa E-Sports Market
14.1. Introduction
14.2. Denmark
14.3. Egypt
14.4. Finland
14.5. France
14.6. Germany
14.7. Israel
14.8. Italy
14.9. Netherlands
14.10. Nigeria
14.11. Norway
14.12. Poland
14.13. Qatar
14.14. Russia
14.15. Saudi Arabia
14.16. South Africa
14.17. Spain
14.18. Sweden
14.19. Switzerland
14.20. Turkey
14.21. United Arab Emirates
14.22. United Kingdom
15. Competitive Landscape
15.1. Market Share Analysis, 2024
15.2. FPNV Positioning Matrix, 2024
15.3. Competitive Analysis
15.3.1. Acer Inc.
15.3.2. Activision Blizzard, Inc. by Microsoft Corp.
15.3.3. Challengermode AB
15.3.4. Cloud9 Esports, Inc.
15.3.5. Electronic Arts Inc.
15.3.6. Epic Games, Inc.
15.3.7. Esportal AB
15.3.8. Evil Geniuses, LLC
15.3.9. FACE IT LIMITED
15.3.10. Fnatic Ltd,
15.3.11. G ESPORTS HOLDING GMBH
15.3.12. Gameloft SE
15.3.13. Gen.G Esports, Inc.
15.3.14. Immortals Gaming Club, Inc.
15.3.15. Khiladi Adda by Techbeliever Technologies Private Limited
15.3.16. Krafton, Inc.
15.3.17. Nazara Technologies Limited
15.3.18. Nintendo Co., Ltd.
15.3.19. NVIDIA Corporation
15.3.20. Sony Interactive Entertainment LLC
15.3.21. Stoughton Street Tech Labs Private Limited
15.3.22. Team SoloMid (TSM), Inc.
15.3.23. Tencent Holding Limited
15.3.24. The ESL Gaming GmbH
15.3.25. Ubisoft Entertainment SA
15.3.26. Valve Corporation
16. ResearchAI
17. ResearchStatistics
18. ResearchContacts
19. ResearchArticles
20. Appendix
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. GLOBAL E-SPORTS MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 5. GLOBAL E-SPORTS MARKET SIZE, BY REGION, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 6. GLOBAL E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 7. GLOBAL E-SPORTS MARKET SIZE, BY OFFERING, 2024 VS 2030 (%)
FIGURE 8. GLOBAL E-SPORTS MARKET SIZE, BY OFFERING, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 9. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2024 VS 2030 (%)
FIGURE 10. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 11. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2024 VS 2030 (%)
FIGURE 12. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 13. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2024 VS 2030 (%)
FIGURE 14. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 15. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
FIGURE 16. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 17. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2024 VS 2030 (%)
FIGURE 18. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 19. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
FIGURE 20. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 21. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
FIGURE 22. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 23. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2024
FIGURE 24. 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. GLOBAL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 7. GLOBAL E-SPORTS MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 8. GLOBAL E-SPORTS MARKET SIZE, BY CONSOLE, BY REGION, 2018-2030 (USD MILLION)
TABLE 9. GLOBAL E-SPORTS MARKET SIZE, BY PC, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. GLOBAL E-SPORTS MARKET SIZE, BY VR/AR DEVICES, BY REGION, 2018-2030 (USD MILLION)
TABLE 11. GLOBAL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 12. GLOBAL E-SPORTS MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
TABLE 13. GLOBAL E-SPORTS MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 14. GLOBAL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 15. GLOBAL E-SPORTS MARKET SIZE, BY FIGHTING, BY REGION, 2018-2030 (USD MILLION)
TABLE 16. GLOBAL E-SPORTS MARKET SIZE, BY RACING, BY REGION, 2018-2030 (USD MILLION)
TABLE 17. GLOBAL E-SPORTS MARKET SIZE, BY SHOOTING, BY REGION, 2018-2030 (USD MILLION)
TABLE 18. GLOBAL E-SPORTS MARKET SIZE, BY SPORTS, BY REGION, 2018-2030 (USD MILLION)
TABLE 19. GLOBAL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 20. GLOBAL E-SPORTS MARKET SIZE, BY LIVE STREAM, BY REGION, 2018-2030 (USD MILLION)
TABLE 21. GLOBAL E-SPORTS MARKET SIZE, BY ON-DEMAND, BY REGION, 2018-2030 (USD MILLION)
TABLE 22. GLOBAL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 23. GLOBAL E-SPORTS MARKET SIZE, BY MEDIA RIGHTS, BY REGION, 2018-2030 (USD MILLION)
TABLE 24. GLOBAL E-SPORTS MARKET SIZE, BY MERCHANDISING, BY REGION, 2018-2030 (USD MILLION)
TABLE 25. GLOBAL E-SPORTS MARKET SIZE, BY SPONSORSHIPS, BY REGION, 2018-2030 (USD MILLION)
TABLE 26. GLOBAL E-SPORTS MARKET SIZE, BY TICKETS & FRANCHISING, BY REGION, 2018-2030 (USD MILLION)
TABLE 27. AMERICAS E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 28. AMERICAS E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 29. AMERICAS E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 32. AMERICAS E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 33. ARGENTINA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 34. ARGENTINA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 35. ARGENTINA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 38. BRAZIL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 39. BRAZIL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 40. BRAZIL E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 43. CANADA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 44. CANADA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 45. CANADA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 48. MEXICO E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 49. MEXICO E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 50. MEXICO E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 53. UNITED STATES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 54. UNITED STATES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 55. UNITED STATES E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 58. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 59. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 60. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 61. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 64. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 65. AUSTRALIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 66. AUSTRALIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 67. AUSTRALIA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 70. CHINA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 71. CHINA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 72. CHINA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 75. INDIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 76. INDIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 77. INDIA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 80. INDONESIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 81. INDONESIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 82. INDONESIA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 85. JAPAN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 86. JAPAN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 87. JAPAN E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 90. MALAYSIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 91. MALAYSIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 92. MALAYSIA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 95. PHILIPPINES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 96. PHILIPPINES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 97. PHILIPPINES E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 100. SINGAPORE E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 101. SINGAPORE E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 102. SINGAPORE E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 105. SOUTH KOREA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 106. SOUTH KOREA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 107. SOUTH KOREA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 110. TAIWAN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 111. TAIWAN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 112. TAIWAN E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 115. THAILAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 116. THAILAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 117. THAILAND E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 120. VIETNAM E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 121. VIETNAM E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 122. VIETNAM E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 125. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 126. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 127. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 130. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 131. DENMARK E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 132. DENMARK E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 133. DENMARK E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 136. EGYPT E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 137. EGYPT E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 138. EGYPT E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 141. FINLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 142. FINLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 143. FINLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 146. FRANCE E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 147. FRANCE E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 148. FRANCE E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 151. GERMANY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 152. GERMANY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 153. GERMANY E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 156. ISRAEL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 157. ISRAEL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 158. ISRAEL E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 161. ITALY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 162. ITALY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 163. ITALY E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 166. NETHERLANDS E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 167. NETHERLANDS E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 168. NETHERLANDS E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 171. NIGERIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 172. NIGERIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 173. NIGERIA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 176. NORWAY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 177. NORWAY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 178. NORWAY E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 181. POLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 182. POLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 183. POLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 186. QATAR E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 187. QATAR E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 188. QATAR E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 191. RUSSIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 192. RUSSIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 193. RUSSIA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 196. SAUDI ARABIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 197. SAUDI ARABIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 198. SAUDI ARABIA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 201. SOUTH AFRICA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 202. SOUTH AFRICA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 203. SOUTH AFRICA E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 206. SPAIN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 207. SPAIN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 208. SPAIN E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 211. SWEDEN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 212. SWEDEN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 213. SWEDEN E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 216. SWITZERLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 217. SWITZERLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 218. SWITZERLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 221. TURKEY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 222. TURKEY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 223. TURKEY E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 226. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 227. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 228. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 231. UNITED KINGDOM E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 232. UNITED KINGDOM E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 233. UNITED KINGDOM E-SPORTS MARKET SIZE, BY GAME GENRES, 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 MODEL, 2018-2030 (USD MILLION)
TABLE 236. E-SPORTS MARKET SHARE, BY KEY PLAYER, 2024
TABLE 237. 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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