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E-Sports Market by Offering, Game Genres, Streaming Type, Revenue Model - Global Forecast to 2030

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    Report

  • 191 Pages
  • May 2025
  • Region: Global
  • 360iResearch™
  • ID: 6082881
UP TO OFF until Dec 31st 2025
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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.

Pioneering the Future of Competitive Gaming

The modern competitive gaming phenomenon has transcended its origins as grassroots tournaments into a global entertainment juggernaut. What began as passionate communities gathering in internet cafés has evolved into structured leagues, multimillion-dollar prize pools, and stadium-scale events that rival traditional sports in viewership and sponsorship. Behind each headline-grabbing victory lies a complex interplay of technology, audience behavior, and commercial strategy that demands careful analysis.

This executive summary synthesizes the most critical trends and forces propelling the e-sports industry forward. By examining groundbreaking innovations, regulatory dynamics, and evolving consumer preferences, this report illuminates the opportunities and challenges facing stakeholders across the value chain. From tournament organizers and team owners to hardware manufacturers and media platforms, every participant will find targeted insights to inform strategic planning and investment decisions.

Unprecedented Shifts Redefining the E-Sports Arena

The e-sports landscape has undergone seismic transformation in recent years. Advances in cloud computing and low-latency streaming technologies have enabled real-time global audience engagement, breaking down geographical barriers and fueling league expansion across new territories. Simultaneously, the integration of virtual and augmented reality headsets has redefined immersive fan experiences, offering interactive viewing formats that blur the line between spectator and participant.

Moreover, shifting viewer demographics have prompted content providers to experiment with short-form highlights, social media integration, and influencer-led commentary to capture younger, digitally native audiences. This diversification of content formats has expanded revenue streams beyond ticket sales and media rights, encouraging platform operators to forge partnerships with consumer brands and broadcasters. In parallel, increased collaboration between game publishers and tournament organizers has streamlined calendar coordination, standardized rule sets, and elevated production values, marking a new era of professionalism in competitive gaming.

Evaluating the 2025 Tariff Effects on E-Sports Supply Chains

The imposition of new United States tariffs in 2025 has introduced fresh complexities into global e-sports supply chains. Hardware manufacturers, already operating on razor-thin margins, face higher import costs on consoles, high-performance PCs, and VR/AR devices, compelling many to reevaluate production hubs and distribution channels. These added expenses have rippled through the ecosystem, raising equipment leasing fees for tournament venues and squeezing the budgets of emerging teams.

In response, stakeholders are accelerating efforts to localize assembly operations in duty-free zones and negotiate volume-based incentives with component suppliers. Meanwhile, tournament operators are forging collaborative funding models with sponsors to underwrite hardware costs for grassroots qualifiers, ensuring that talent pipelines remain robust. As a result, the industry is witnessing a recalibration of cost structures and contractual frameworks designed to balance tariff pressures with sustainable growth ambitions.

Illuminating Market Segmentation for Strategic Advantage

An in-depth look at how the market divides across product and service lines reveals that hardware-comprising consoles, PCs, and immersive VR/AR devices-continues to anchor competitive play. High-end graphics cards and custom-built rigs enable professional teams to push game engines to their limits, while console franchising models maintain a consistent viewer base through exclusive title licensing. Simultaneously, software ecosystems, encompassing game titles and developer tools, empower publishers to monetize in-game item sales and seasonal content updates, driving sustained player engagement.

Turning to genre preferences, fighting and racing titles retain dedicated fan communities drawn by head-to‐head matchups and real-time performance metrics, while shooting games leverage spectator-friendly mechanics and strategic depth to command the largest tournament prize pools. Sports simulations extend the analog rivalry of traditional athletics into digital arenas, attracting sponsorships from legacy sporting brands.

On the content distribution front, the live stream modality remains the cornerstone of audience interaction, offering real-time chat features and dynamic overlay statistics to enhance viewer immersion. However, on-demand libraries of highlight reels and in-depth analysis segments have emerged as critical companion assets, maximizing content longevity and monetization potential.

Revenue models span media rights agreements with streaming platforms, merchandise collaborations with apparel brands, and tiered sponsorship packages that align team visibility with sponsor objectives. In addition, ticketing and franchising arrangements provide stable income for league organizers, granting teams exclusive participation rights and a share of event revenue.

Regional Dynamics Shaping Global E-Sports Growth

North American markets maintain a dominant position thanks to established franchise systems, robust corporate sponsorship programs, and an integrated network of collegiate and amateur circuits that feed talent into professional ranks. Meanwhile, the Europe, Middle East & Africa region demonstrates a unique blend of grassroots innovation and regulatory complexity, as cross‐border data protection laws and localized content requirements shape how tournaments are organized and broadcast.

In contrast, the Asia-Pacific region has emerged as the epicenter of competitive gaming enthusiasm, driven by mobile gaming adoption, government-backed infrastructure investments, and deep cultural affinity for digital entertainment. Here, hybrid events that combine in-person showcases with mobile-first viewing experiences have unlocked new monetization pathways, while regional federations partner with global publishers to standardize league formats and tournament calendars.

Collectively, these regional dynamics underscore the importance of tailored strategies that account for local regulatory frameworks, infrastructure readiness, and consumer behavior nuances, enabling stakeholders to capture value in each distinct market ecosystem.

Profiling the Vanguard of E-Sports Excellence

In the rapidly evolving e-sports arena, leading publishers such as Riot Games and Valve Corporation drive competitive ecosystems through flagship titles that boast loyal global followings. Their collaborative efforts with premier tournament organizers like ESL have refined event production standards, solidifying live and online formats that cater to diverse fan segments and advertiser demands.

Simultaneously, content platforms have matured into full-service hubs: Twitch and YouTube Gaming offer creators robust monetization tools, while social media integration amplifies highlight clips and fosters community engagement. These platforms work in tandem with hardware innovators such as NVIDIA and AMD, whose pursuit of greater processing power and real-time rendering capabilities elevates the spectator experience.

Complementing publishers and platform operators, dedicated team organizations-backed by sports franchises and entertainment investors-champion talent development through structured academy systems. Their emphasis on player welfare, coaching staff expansion, and performance analytics underscores a shift toward long-term operational professionalism, positioning the industry for sustained mainstream acceptance.

Strategic Imperatives for Sustaining a Competitive Edge

Industry leaders must prioritize investment in cutting-edge streaming and interactive technologies to maintain viewer engagement amid intensifying competition. Integrating augmented reality overlays and real-time data visualizations into tournament broadcasts can deepen fan immersion, while exploring blockchain-based ticketing systems enhances security and resale transparency.

Concurrently, fostering deeper collaboration between publishers, sponsors, and tournament organizers will unlock new value chains. Co-developing branded in-game experiences and cross-platform promotional campaigns can generate incremental revenue while reinforcing brand loyalty. Strengthening integrity measures-through advanced anti-cheat algorithms and third-party match-fixing audits-will preserve competitive legitimacy and protect audience trust.

Finally, leveraging comprehensive data analytics to refine sponsorship packages and optimize fan segmentation strategies will enable more precise targeting of high-value demographics. By adopting a holistic approach that blends technological innovation, operational rigor, and stakeholder alignment, industry leaders can secure a lasting competitive edge.

Rigorous Framework Underpinning Our Research Approach

Our research framework integrates primary qualitative interviews with league executives, team managers, event producers, and platform operators, complemented by secondary analysis of industry reports, regulatory filings, and financial disclosures. This mixed-methods approach ensures that insights reflect both market sentiment and quantitative performance metrics.

To validate findings, cross-referencing occurred between supply-side stakeholders-such as hardware manufacturers and software developers-and demand-side participants, including professional players and audience focus groups. Rigorous data triangulation and pattern analysis techniques were applied to identify recurring themes and emerging anomalies. The research was conducted under stringent confidentiality protocols, with all proprietary data sources anonymized to uphold privacy and competitive integrity.

Synthesis of Insights Driving the E-Sports Evolution

This executive summary presents a cohesive narrative of the forces driving e-sports evolution-from technological innovations and geopolitical factors to consumer behavior and revenue diversification. By weaving together segmentation and regional analyses with corporate profiles and actionable recommendations, the report equips decision-makers with the intelligence needed to navigate an increasingly complex market.

Ultimately, the convergence of immersive technologies, data-driven monetization models, and global regulatory shifts underscores an inflection point for competitive gaming. Stakeholders who embrace collaborative strategies, prioritize operational excellence, and remain agile in response to tariff and policy shifts will be best positioned to capitalize on the next wave of growth.

Market Segmentation & Coverage

This research report categorizes to forecast the revenues and analyze trends in each of the following sub-segmentations:
  • Offering
    • Hardware
      • Console
      • PC
      • VR/AR Devices
    • Services
    • Software
  • Game Genres
    • Fighting
    • Racing
    • Shooting
    • Sports
  • Streaming Type
    • Live Stream
    • On-demand
  • Revenue Model
    • Media Rights
    • Merchandising
    • Sponsorships
    • Tickets & Franchising
This research report categorizes to forecast the revenues and analyze trends in each of the following sub-regions:
  • Americas
    • United States
      • California
      • Texas
      • New York
      • Florida
      • Illinois
      • Pennsylvania
      • Ohio
    • Canada
    • Mexico
    • Brazil
    • Argentina
  • Europe, Middle East & Africa
    • United Kingdom
    • Germany
    • France
    • Russia
    • Italy
    • Spain
    • United Arab Emirates
    • Saudi Arabia
    • South Africa
    • Denmark
    • Netherlands
    • Qatar
    • Finland
    • Sweden
    • Nigeria
    • Egypt
    • Turkey
    • Israel
    • Norway
    • Poland
    • Switzerland
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • Indonesia
    • Thailand
    • Philippines
    • Malaysia
    • Singapore
    • Vietnam
    • Taiwan
This research report categorizes 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

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. United States
12.3. Canada
12.4. Mexico
12.5. Brazil
12.6. Argentina
13. Europe, Middle East & Africa E-Sports Market
13.1. Introduction
13.2. United Kingdom
13.3. Germany
13.4. France
13.5. Russia
13.6. Italy
13.7. Spain
13.8. United Arab Emirates
13.9. Saudi Arabia
13.10. South Africa
13.11. Denmark
13.12. Netherlands
13.13. Qatar
13.14. Finland
13.15. Sweden
13.16. Nigeria
13.17. Egypt
13.18. Turkey
13.19. Israel
13.20. Norway
13.21. Poland
13.22. Switzerland
14. Asia-Pacific E-Sports Market
14.1. Introduction
14.2. China
14.3. India
14.4. Japan
14.5. Australia
14.6. South Korea
14.7. Indonesia
14.8. Thailand
14.9. Philippines
14.10. Malaysia
14.11. Singapore
14.12. Vietnam
14.13. Taiwan
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. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
FIGURE 20. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
FIGURE 21. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
FIGURE 22. ASIA-PACIFIC 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. UNITED STATES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 34. UNITED STATES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 35. UNITED STATES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 36. UNITED STATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 37. UNITED STATES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 38. UNITED STATES E-SPORTS MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 39. CANADA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 40. CANADA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 41. CANADA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 42. CANADA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 43. CANADA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 44. MEXICO E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 45. MEXICO E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 46. MEXICO E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 47. MEXICO E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 48. MEXICO E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 49. BRAZIL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 50. BRAZIL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 51. BRAZIL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 52. BRAZIL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 53. BRAZIL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 54. ARGENTINA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 55. ARGENTINA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 56. ARGENTINA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 57. ARGENTINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 58. ARGENTINA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 59. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 60. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 61. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 62. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 63. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 64. EUROPE, MIDDLE EAST & AFRICA E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 65. UNITED KINGDOM E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 66. UNITED KINGDOM E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 67. UNITED KINGDOM E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 68. UNITED KINGDOM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 69. UNITED KINGDOM E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 70. GERMANY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 71. GERMANY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 72. GERMANY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 73. GERMANY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 74. GERMANY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 75. FRANCE E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 76. FRANCE E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 77. FRANCE E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 78. FRANCE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 79. FRANCE E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 80. RUSSIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 81. RUSSIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 82. RUSSIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 83. RUSSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 84. RUSSIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 85. ITALY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 86. ITALY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 87. ITALY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 88. ITALY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 89. ITALY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 90. SPAIN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 91. SPAIN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 92. SPAIN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 93. SPAIN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 94. SPAIN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 95. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 96. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 97. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 98. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 99. UNITED ARAB EMIRATES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 100. SAUDI ARABIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 101. SAUDI ARABIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 102. SAUDI ARABIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 103. SAUDI ARABIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 104. SAUDI ARABIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 105. SOUTH AFRICA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 106. SOUTH AFRICA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 107. SOUTH AFRICA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 108. SOUTH AFRICA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 109. SOUTH AFRICA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 110. DENMARK E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 111. DENMARK E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 112. DENMARK E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 113. DENMARK E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 114. DENMARK E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 115. NETHERLANDS E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 116. NETHERLANDS E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 117. NETHERLANDS E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 118. NETHERLANDS E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 119. NETHERLANDS E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 120. QATAR E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 121. QATAR E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 122. QATAR E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 123. QATAR E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 124. QATAR E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 125. FINLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 126. FINLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 127. FINLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 128. FINLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 129. FINLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 130. SWEDEN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 131. SWEDEN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 132. SWEDEN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 133. SWEDEN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 134. SWEDEN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 135. NIGERIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 136. NIGERIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 137. NIGERIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 138. NIGERIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 139. NIGERIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 140. EGYPT E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 141. EGYPT E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 142. EGYPT E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 143. EGYPT E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 144. EGYPT E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 145. TURKEY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 146. TURKEY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 147. TURKEY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 148. TURKEY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 149. TURKEY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 150. ISRAEL E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 151. ISRAEL E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 152. ISRAEL E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 153. ISRAEL E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 154. ISRAEL E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 155. NORWAY E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 156. NORWAY E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 157. NORWAY E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 158. NORWAY E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 159. NORWAY E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 160. POLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 161. POLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 162. POLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 163. POLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 164. POLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 165. SWITZERLAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 166. SWITZERLAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 167. SWITZERLAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 168. SWITZERLAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 169. SWITZERLAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 170. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 171. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 172. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 173. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 174. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 175. ASIA-PACIFIC E-SPORTS MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 176. CHINA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 177. CHINA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 178. CHINA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 179. CHINA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 180. CHINA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 181. INDIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 182. INDIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 183. INDIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 184. INDIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 185. INDIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 186. JAPAN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 187. JAPAN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 188. JAPAN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 189. JAPAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 190. JAPAN E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 191. AUSTRALIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 192. AUSTRALIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 193. AUSTRALIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 194. AUSTRALIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 195. AUSTRALIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 196. SOUTH KOREA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 197. SOUTH KOREA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 198. SOUTH KOREA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 199. SOUTH KOREA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 200. SOUTH KOREA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 201. INDONESIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 202. INDONESIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 203. INDONESIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 204. INDONESIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 205. INDONESIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 206. THAILAND E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 207. THAILAND E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 208. THAILAND E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 209. THAILAND E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 210. THAILAND E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 211. PHILIPPINES E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 212. PHILIPPINES E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 213. PHILIPPINES E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 214. PHILIPPINES E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 215. PHILIPPINES E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 216. MALAYSIA E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 217. MALAYSIA E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 218. MALAYSIA E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 219. MALAYSIA E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 220. MALAYSIA E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 221. SINGAPORE E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 222. SINGAPORE E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 223. SINGAPORE E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 224. SINGAPORE E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 225. SINGAPORE E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 226. VIETNAM E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 227. VIETNAM E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 228. VIETNAM E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 229. VIETNAM E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 230. VIETNAM E-SPORTS MARKET SIZE, BY REVENUE MODEL, 2018-2030 (USD MILLION)
TABLE 231. TAIWAN E-SPORTS MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
TABLE 232. TAIWAN E-SPORTS MARKET SIZE, BY HARDWARE, 2018-2030 (USD MILLION)
TABLE 233. TAIWAN E-SPORTS MARKET SIZE, BY GAME GENRES, 2018-2030 (USD MILLION)
TABLE 234. TAIWAN E-SPORTS MARKET SIZE, BY STREAMING TYPE, 2018-2030 (USD MILLION)
TABLE 235. TAIWAN 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

The companies profiled in this E-Sports market report 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
  • Valve Corporation

Methodology

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Table Information