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    E Sports Market Share

    ID: MRFR/ICT/9757-CR
    200 Pages
    Aarti Dhapte
    July 2025

    E sports Market Research Report By Game Type (First-Person Shooter, Multiplayer Online Battle Arena, Real-Time Strategy, Sports, Battle Royale), By Revenue Source (Sponsorship, Media Rights, Merchandising, Ticket Sales, In-Game Purchases), By Platform (PC, Console, Mobile), By Participant Type (Professional Players, Amateur Players, Spectators) and By Regional (North America, Europe, South Amer...

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    E Sports Market Infographic
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    Market Share

    E Sports Market Share Analysis

    The Esports market is experiencing dynamic trends driven by the surging popularity of competitive gaming, technological advancements, and the increasing mainstream recognition of esports as a form of entertainment. One notable trend shaping this market is the continuous growth of esports viewership. Esports tournaments and leagues attract millions of viewers globally, both online and through traditional broadcasting platforms. Live streaming on Twitch and YouTube gaming has become a major change in the world of esports as now the fans get an opportunity to enjoy their favourite games and games experts in real time. This development, however, has caused esports to resemble the conventional sports, contests which many participate including fans who are sometimes referred to as enthusiasts, as well as sponsorship and advertising companies who seek to invest in esports. The development of esports infrastructures will continue be central in Esports market, same focus on the creation of professional-grade gaming venues, training facilities and broadcasting studios. Esports companies along with many other stakeholders are now spending mechanized money on creating the best show venue to host tournaments, for providing upgraded facilities for professional players to rehearse and for improving the production quality of esports entertainment. Such condition of the infrastructure is not only increasing the expertise and authenticity of esports as a sport but likewise, it is attracting larger audiences and has been making traditional sports organizations invest massively in the same. Games diversification in esports has a potential effect on the Market needs since it is one of the trends affecting the Esports market. While popular titles like League of Legends, Dota 2, and Counter-Strike: The popularity of multiplayer FPS games like Global Offensive also increase, which is the situation in the case of games belonging to new genres that are also gaining attention. Like Fortnite and Apex Legends that employ the battle royal genre or mobile esports games, the environment is being expanded and both a broader audience and the advertisers and sponsors that attracted them are being attracted to it. The varied options present them with resilience and adaptability at the same. Another major breakthrough has been this trend of the arrival of large number of regional and absolutely franchise-based esports leagues which is similar to the traditional sports leagues. For example, organizations known as franchises, such as Overwatch League and Championship Series of League of Legends (LCS), have delocalized from the beginning, providing a local identity as well as strengthening the connection with their fans, by following their teams in their region. A key trend in esports industry is a monetizing of the esports revenues which are directed through various revenue channels. Sports teams have been able to create earnings through sponsorships, advertisements, merchandise selling and other media rights agreements. Also, the rise of esports betting and there is also the feature for virtual in-game deals which are the new revenue sources. The virtual and augmented reality (VR/AR) technology is nowadays common to have in esports. They introduce VR competitions and AR-enhanced broadcasts that are designed to engage both athletes and spectators in the process. From inexpensive cups to scientific instruments capable of detecting and analyzing pollutants, plastics have become a ubiquitous component of our daily lives. The fact that giant – scale multi sport events that carry the status of Asian games and Olympics are welcoming e-sports is a sign that refers to the fact that e – sport profession has finally found a place in a world of serious sport. While discussions about esports' place in traditional sporting events continue, its inclusion in major tournaments underscores the industry's growth and acceptance on a global scale.

    Market Summary

    As per Market Research Future Analysis, the E-sports Market was valued at 1580.79 USD Billion in 2024 and is projected to grow to 12775.06 USD Billion by 2035, reflecting a CAGR of 20.92% from 2025 to 2035. The market is driven by the rise of online gaming, streaming platforms, and increased consumer engagement, with significant investments from major brands enhancing visibility and sponsorship opportunities.

    Key Market Trends & Highlights

    The E-sports Market is witnessing transformative trends that are shaping its future.

    • E-sports Market Size in 2024: USD 1580.79 Billion; Expected to reach USD 12775.06 Billion by 2035. First-Person Shooter games projected to grow from USD 0.5 Billion in 2024 to USD 2.022 Billion by 2035. Sponsorships in esports expected to exceed USD 1 Billion by 2023, reflecting rising commercial viability. 70% of teenagers in the U.S. actively participate in video game competitions, indicating strong youth engagement.

    Market Size & Forecast

    2024 Market Size USD 1580.79 Billion
    2035 Market Size USD 12775.06 Billion
    CAGR (2025-2035) 20.92%
    Largest Regional Market Share in 2024 North America.

    Major Players

    <p>Key players include Sony Interactive Entertainment, Discord, NVIDIA, Activision Blizzard, and Riot Games.</p>

    Market Trends

    There are several reasons why the Esports Market has been growing quickly. More and more people of all ages are playing video games, which has led to a rise in the number of people watching and participating in esports events. Big companies are spending much money on esports sponsorships, which makes the business seem more legitimate and visible. Streaming services have opened up a new way for fans to connect and their favourite players by letting them watch live competitions. This has made the esports community even stronger.

    The Esports Market has a lot of potential, such as growing into new areas where esports has not really taken off yet.

    Areas where more people are getting access to the internet and mobile games are good places to expand. Also, combining augmented reality (AR) and virtual reality (VR) may improve the experience for fans, making it more immersive. As more and more young people play video games, schools are increasingly seeing the promise of esports as a way to learn new skills and get jobs in the computer and gaming sectors. Recent statistics demonstrate that the demographics of esports are changing, with more women and people from different backgrounds joining the game.

    This trend not only brings in more people, but it also promotes diversity in the sector.

    Also, as more and more colleges start esports programs throughout the world, it opens the door for a new generation of talent. Blockchain technology and NFTs are also starting to affect how games make money and how players may make money from their content. This shows that the market is moving toward more creative ways of doing things.

     

     

    <p>The Global Esports Market is experiencing a robust expansion, driven by increasing viewership and engagement across diverse demographics, which suggests a transformative shift in entertainment consumption patterns.</p>

    U.S. Department of Commerce

    E Sports Market Market Drivers

    Diverse Revenue Streams

    The Global Esports Market Industry benefits from a diverse range of revenue streams, including sponsorships, advertising, merchandise sales, and ticket sales for live events. This multifaceted approach to revenue generation enables the industry to remain resilient and adaptable to market fluctuations. Sponsorship deals with major brands, such as Intel and Coca-Cola, provide substantial financial support, while advertising revenue from streaming platforms contributes to overall growth. As the industry evolves, new revenue opportunities, such as in-game purchases and digital collectibles, are likely to emerge. This diversification of income sources positions the Global Esports Market Industry for sustained growth and profitability.

    Market Growth Projections

    The Global Esports Market Industry is projected to experience remarkable growth, with estimates indicating a market value of 10.5 USD Billion by 2035. This growth trajectory reflects the increasing acceptance of esports as a legitimate form of entertainment and competition. Factors contributing to this expansion include rising viewership, increased participation rates, and the ongoing development of esports infrastructure. The projected CAGR of 13.94% for the period of 2025-2035 underscores the industry's potential for long-term success. As more stakeholders enter the market, the Global Esports Market Industry is likely to evolve, adapting to changing consumer preferences and technological advancements.

    Youth Engagement and Demographics

    The Global Esports Market Industry is significantly influenced by the engagement of younger demographics, particularly Generation Z and Millennials, who are increasingly drawn to competitive gaming. This demographic shift is evident in the growing number of esports tournaments and events tailored to younger audiences. As these individuals prioritize digital entertainment, the industry is likely to see a sustained increase in participation and viewership. The appeal of esports as a social activity, combined with the rise of online communities, fosters a sense of belonging among players and fans. This trend suggests that the Global Esports Market Industry will continue to thrive as it aligns with the preferences of younger generations.

    Technological Advancements in Gaming

    Technological advancements play a crucial role in the evolution of the Global Esports Market Industry. Innovations in hardware and software enhance the gaming experience, allowing for more immersive and competitive gameplay. The rise of virtual reality and augmented reality technologies offers new opportunities for game developers and players alike. Furthermore, improvements in internet connectivity and streaming capabilities enable seamless broadcasting of esports events to global audiences. As these technologies continue to develop, they are likely to attract more participants and viewers, contributing to the projected CAGR of 13.94% for the period of 2025-2035. This growth reflects the industry's adaptability and potential for future expansion.

    Rising Popularity of Competitive Gaming

    The Global Esports Market Industry experiences a surge in popularity as competitive gaming becomes a mainstream entertainment option. With an estimated market value of 2.5 USD Billion in 2024, the industry attracts millions of viewers and participants worldwide. Major tournaments, such as the League of Legends World Championship, draw in large audiences, showcasing the appeal of esports. This growing interest is further fueled by the increasing accessibility of gaming platforms and the rise of streaming services, which allow fans to engage with their favorite games and players. As a result, the Global Esports Market Industry is poised for substantial growth in the coming years.

    Investment from Traditional Sports Organizations

    The Global Esports Market Industry benefits from significant investments by traditional sports organizations, which recognize the potential of esports as a lucrative venture. Notable franchises, such as the NBA and NFL, have established their own esports leagues, thereby legitimizing the industry and attracting a broader audience. This influx of capital not only enhances the competitive landscape but also facilitates the development of infrastructure and talent. As traditional sports entities continue to invest in esports, the market is expected to expand, potentially reaching a valuation of 10.5 USD Billion by 2035. This trend indicates a convergence of sports and gaming, further solidifying esports' position in the entertainment sector.

    Market Segment Insights

    Esports Market Segment Insights

    <p>Esports Market Segment Insights</p>

    Esports Market Game Type Insights

    <p>Esports Market Game Type Insights</p>

    <p>In the Esports Market, the Game Type segment plays a pivotal role in shaping the industry landscape, showcasing a rich tapestry of genres that engage diverse audiences. The overall market is set to experience substantial growth, with valuations expected to reach 2.5 USD Billion in 2024, intensifying the competition among distinct game types.</p>

    <p>Among these categories, the First-Person Shooter genre stands out, projected to achieve a valuation of 0.8 USD Billion in 2024, and significantly growing to 3.5 USD Billion by 2035, establishing itself as a major player in the market.This genre's dominance can be attributed to its immersive gameplay and competitive dynamics, which captivate both players and viewers alike, solidifying its place in the esports ecosystem. Meanwhile, the Multiplayer Online Battle Arena category, valued at 0.7 USD Billion in 2024 and expected to soar to 3.2 USD Billion by 2035, also showcases substantial appeal.</p>

    Esports Market Revenue Source Insights

    <p>Esports Market Revenue Source Insights</p>

    <p>The Esports Market revenue is primarily driven by multiple sources, reflecting its diversified financial ecosystem. In 2024, the market is expected to reach a value of 2.5 USD Billion, growing significantly towards 10.5 USD Billion by 2035, highlighting a consistent upward trend in market growth. Sponsorship represents a crucial aspect of the revenue generation model, as brands tap into the massive audience and engagement levels of Esports, making it one of the largest contributors to the revenue landscape.</p>

    <p>Media rights are also critical, with streaming platforms seeking exclusive broadcasting rights to attract viewers, further enhancing the value of the content offered.Merchandising has emerged as a significant revenue stream as fans show loyalty through in-game items and team-branded products, bolstering brand identity. Ticket sales account for a portion of the revenue generated during live tournaments, which enhance the spectator experience and foster community engagement. In-game purchases continue to dominate, as players invest in character enhancements and game content, making it a substantial revenue source in the gaming segment.</p>

    Esports Market Platform Insights

    <p>Esports Market Platform Insights</p>

    <p>The Platform segment of the Esports Market has been pivotal in shaping the dynamics of the industry, with expectations for the market to reach a valuation of 2.5 USD Billion in 2024. This segment encompasses three primary categories: PC, Console, and Mobile. Each of these platforms plays a crucial role in driving engagement and participation in esports, contributing to an overall anticipated growth in the industry.</p>

    <p>The growth in <a href="https://www.marketresearchfuture.com/reports/mobile-gaming-market-6313">mobile gaming</a>, particularly, has attracted a wider audience, making it a significant driver for market expansion due to its accessibility and convenience. Meanwhile, PC gaming maintains its stature as a foundational platform for competitive play and community building, while consoles appeal predominantly to casual and serious gamers alike. The Esports Market segmentation reflects the diverse preferences of players around the globe. The market growth is fueled by factors such as increasing internet penetration, advancements in gaming technology, and the rise of streaming platforms, which have broadened the audience base.</p>

    Esports Market Participant Type Insights

    <p>Esports Market Participant Type Insights</p>

    <p>The Esports Market exhibits a robust growth trajectory, driven largely by its diverse Participant Type segment, which includes Professional Players, Amateur Players, and Spectators. By 2024, the complete market is expected to reach a value of 2.5 USD Billion, reflecting a growing interest and investment in competitive gaming. Professional Players dominate the competitive landscape, attracting sponsorships and leverage, thereby helping to enhance the market's visibility.</p>

    <p>Amateur Players contribute significantly as well, fostering grassroots engagement and expanding the player base.Spectators are crucial to the ecosystem, as their increasing numbers contribute to viewership data and market revenue through ticket sales and online streaming subscriptions. With a projected valuation increase to 10.5 USD Billion by 2035, the Esports Market is set to benefit from emerging trends such as greater accessibility and inclusivity in gaming. These trends act as growth drivers, helping to build a more substantial fan experience.</p>

    Get more detailed insights about E-sports Market Research Report - Global Forecast till 2035

    Regional Insights

    The Esports Market is poised for significant expansion, with a valuation reaching 2.5 USD Billion in 2024 and escalating to 10.5 USD Billion by 2035. Within the regional segmentation, North America stands out with a value of 0.714 USD Billion in 2024 and is anticipated to grow to 3.111 USD Billion in 2035, showcasing its dominance and majority holding in the industry thanks to a robust gaming culture and high spending power.

    Europe follows closely, with an estimated market value of 0.643 USD Billion in 2024, projected to rise to 2.749 USD Billion by 2035, reflecting its growing interest in competitive gaming.The Asia Pacific region, also valued at 0.643 USD Billion in 2024 and projected to reach 2.749 USD Billion by 2035, is significant due to its large population and increasing internet penetration which fuels esports participation.

    South America, while smaller, shows potential with a value of 0.214 USD Billion in 2024, expected to grow to 1.013 USD Billion in 2035, driven by a vibrant youth demographic and rising engagement in digital gaming.

    The Middle East and Africa segment, starting at 0.286 USD Billion in 2024 and growing to 0.868 USD Billion by 2035, highlights a burgeoning interest in esports that is gradually establishing itself across various countries in the region.This diversification across regions illustrates the Esports Market's robust growth trajectory, driven by advancements in technology, increasing investment, and the burgeoning appeal of competitive gaming on a global scale.

    Esports Market Regional Insights

    Source: Primary Research, Secondary Research, Market Research Future Database and Analyst Review

    Key Players and Competitive Insights

    The Esports Market is rapidly evolving into a powerhouse of online entertainment and competitive gaming, characterized by its dynamic nature and diverse monetization strategies. It is segmented by various genres, tournaments, and platforms, creating a rich ecosystem of players, viewers, and sponsors. Competitive insights reflect a landscape that is increasingly influenced by technological advancements, a growing audience base, and heightened investment from traditional sports entities seeking to capitalize on the popularity of esports. As more gamers transition from casual play to professional competition, understanding the competitive dynamics becomes essential for stakeholders looking to navigate this lucrative market.

    It offers numerous opportunities and challenges, requiring companies to leverage their unique strengths and strategies to capture market share and sustain long-term growth.Bandai Namco Entertainment has established a robust presence in the Esports Market, particularly through its rich portfolio of popular game titles that resonate with competitive play. The company's strengths lie in its well-developed franchises, which not only have dedicated fan bases but also offer immersive gaming experiences that translate well into esports competitions. Bandai Namco actively participates in organizing and sponsoring esports tournaments, harnessing the excitement surrounding these events to enhance brand loyalty and player engagement.

    With strategic initiatives aimed at partnering with various esports organizations, Bandai Namco is well-positioned to leverage its capabilities in game development while fostering community interactions and enhancing the overall esports ecosystem. By continuing to innovate and expand its competitive offerings, Bandai Namco Entertainment has the potential to solidify its influence in the global esports landscape.Valve Corporation has made significant strides in the Esports Market, primarily through its flagship product, a popular game that has developed a dedicated competitive scene.

    The company's strengths include its ability to create and maintain an engaging gameplay environment, extensive user-generated content, and an active community that promotes competition. Valve has also successfully organized major esports tournaments, significantly contributing to the professional scene by providing financial support and infrastructure for players and teams. Another strength is Valve's focus on integrating community tournaments and various competitive formats to increase inclusivity and participation. The company has taken strategic steps through mergers and acquisitions to bolster its market presence and enhance its gaming platform, driving growth in the Esports Market.

    By continuously refining its offerings and expanding its ecosystem, Valve Corporation remains a central player in shaping the future of esports on a global scale.

    Key Companies in the E Sports Market market include

    Industry Developments

    The Esports Market has been witnessing significant developments recently, with substantial growth attributed to increasing viewership and investment from major companies. Bandai Namco Entertainment and Riot Games continue to expand their game portfolios, while Valve Corporation is enhancing its competitive environment through multiple tournaments. The investment activities by Tencent are noteworthy, with the company acquiring stakes in various gaming entities, thereby influencing market dynamics. In September 2023, Activision Blizzard and Microsoft announced an agreement to enhance their gaming ecosystem, showcasing strategic partnerships as key trends in the industry. 

    Electronic Arts, capitalizing on the popularity of its sports franchises, remains focused on elevating esports experiences for fans. The Overwatch League has restructured its league format, aiming to boost viewer engagement. Furthermore, NVIDIA and PGL are working together to leverage advanced technology, aiding in the overall growth of esports events. The substantial influx of venture capital and sponsorships across the market indicates a promising future, with strong upward valuations for companies involved in esports, echoing the increasing significance of this sector on a global scale. These developments have reinforced the position of esports as a prominent entertainment avenue worldwide.

     

    Future Outlook

    E Sports Market Future Outlook

    <p>The Global Esports Market is projected to grow at a 20.92% CAGR from 2025 to 2035, driven by technological advancements, increasing viewership, and sponsorship investments.</p>

    New opportunities lie in:

    • <p>Develop immersive VR experiences for esports events to enhance viewer engagement. Leverage <a href="https://www.marketresearchfuture.com/reports/data-analytics-market-1689">data analytics</a> for targeted advertising and personalized content delivery. Expand esports education programs to cultivate new talent and industry professionals.</p>

    <p>By 2035, the Global Esports Market is expected to solidify its position as a multi-billion dollar industry.</p>

    Market Segmentation

    Esports Market Platform Outlook

    • PC
    • Console
    • Mobile

    Esports Market Regional Outlook

    • North America
    • Europe
    • South America
    • Asia Pacific
    • Middle East and Africa

    Esports Market Game Type Outlook

    • First-Person Shooter
    • Multiplayer Online Battle Arena
    • Real-Time Strategy
    • Sports
    • Battle Royale

    Esports Market Revenue Source Outlook

    • Sponsorship
    • Media Rights
    • Merchandising
    • Ticket Sales
    • In-Game Purchases

    Esports Market Participant Type Outlook

    • Professional Players
    • Amateur Players
    • Spectators

    Report Scope

    Report Attribute/MetricDetails
    Market Size 20242.5(USD Billion)
    Market Size 203512775.06 (USD Billion)
    Compound Annual Growth Rate (CAGR)20.92% (2025 - 2035)
    Report CoverageRevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    Base Year2024
    Market Forecast Period2025 - 2035
    Historical Data2019 - 2024
    Market Forecast UnitsUSD Billion
    Key Companies ProfiledBandai Namco Entertainment, Valve Corporation, PGL, Overwatch League, NVIDIA, Microsoft, Faceit, Tencent, Riot Games, Epic Games, Sony Interactive Entertainment, Take Two Interactive, Activision Blizzard, Electronic Arts
    Segments CoveredGame Type, Revenue Source, Platform, Participant Type, Regional
    Key Market OpportunitiesMobile esports growth potential, Rising demand for in-game purchases, Expansion of esports betting platforms, Increasing sponsorship and advertising deals, Development of educational esports programs
    Key Market Dynamicsgrowing audience engagement, increasing sponsorship deals, rising viewership on streaming platforms, expansion of esports tournaments, development of mobile gaming esports
    Countries CoveredNorth America, Europe, APAC, South America, MEA
    Market Size 20251911.50 (USD Billion)

    Market Highlights

    Author

    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in market research and business consulting, working under the spectrum of information communication technology, telecommunications and semiconductor domains. aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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    Latest Comments

    John Doe
    john@example.com

    This is a great article! Really helped me understand the topic better.

    Posted on July 23, 2025, 10:15 AM
    Jane Smith
    jane@domain.com

    Thanks for sharing this. I’ve bookmarked it for later reference.

    Posted on July 22, 2025, 7:45 PM

    FAQs

    What is the current market size of the Esports Market?

    As of 2024, the Esports Market is valued at 2.5 USD Billion.

    What is the expected market size of the Esports Market in 2035?

    By 2035, the Esports Market is projected to reach a valuation of 10.5 USD Billion.

    What is the expected CAGR for the Esports Market from 2025 to 2035?

    The expected CAGR for the Esports Market from 2025 to 2035 is 13.93%.

    Which region holds the largest share of the Esports Market in 2024?

    North America holds the largest share of the Esports Market in 2024, valued at 0.714 USD Billion.

    What will be the market value of the North America region in 2035?

    By 2035, the North America region is expected to reach a market value of 3.111 USD Billion.

    What are the top game types contributing to the Esports Market?

    The top game types include First-Person Shooter, Multiplayer Online Battle Arena, Real-Time Strategy, Sports, and Battle Royale.

    What is the market value of First-Person Shooter games in 2024?

    In 2024, the market value for First-Person Shooter games is estimated at 0.8 USD Billion.

    Who are some of the major players in the Esports Market?

    Major players in the Esports Market include Bandai Namco Entertainment, Valve Corporation, NVIDIA, and Riot Games.

    What is the expected market value for the Asia Pacific region in 2035?

    The Asia Pacific region is projected to have a market value of 2.749 USD Billion by 2035.

    What is the expected market value for the Sports game type in 2035?

    The Sports game type is expected to reach a market value of 2.6 USD Billion by 2035.

    1. Table of Contents
    2. Executive Summary 
      1. Market Overview 
      2. Key Findings 
      3. Market Segmentation 
      4. Competitive Landscape 
      5. Challenges and Opportunities 
      6. Future Outlook 
    3. Market Introduction 
      1. Definition 
      2. Scope of the Study 
        1. Research Objective 
        2. Assumption 
        3. Limitations 
    4. Research Methodology 
      1. Overview 
      2. Data Mining 
      3. Secondary Research 
      4. Primary Research 
        1. Primary Interviews and Information Gathering Process 
        2. Breakdown of Primary Respondents 
      5. Forecasting Model 
      6. Market Size Estimation 
        1. Bottom-up Approach 
        2. Top-Down Approach 
      7. Data Triangulation 
      8. Validation 
    5. MARKET DYNAMICS 
      1. Overview 
      2. Drivers 
      3. Restraints 
      4. Opportunities 
    6. MARKET FACTOR ANALYSIS 
      1. Value chain Analysis 
      2. Porter's Five Forces Analysis 
        1. Bargaining Power of Suppliers 
        2. Bargaining Power of Buyers 
        3. Threat of New Entrants 
        4. Threat of Substitutes 
        5. Intensity of Rivalry 
      3. COVID-19 Impact Analysis 
        1. Market Impact Analysis 
        2. Regional Impact 
        3. Opportunity and Threat Analysis 
    7. Esports Market, BY Game Type (USD Billion) 
      1. First-Person Shooter 
      2. Multiplayer Online Battle Arena 
      3. Real-Time Strategy 
      4. Sports 
      5. Battle Royale 
    8. Esports Market, BY Revenue Source (USD Billion) 
      1. Sponsorship 
      2. Media Rights 
      3. Merchandising 
      4. Ticket Sales 
      5. In-Game Purchases 
    9. Esports Market, BY Platform (USD Billion) 
      1. PC 
      2. Console 
      3. Mobile 
    10. Esports Market, BY Participant Type (USD Billion) 
      1. Professional Players 
      2. Amateur Players 
      3. Spectators 
    11. Esports Market, BY Regional (USD Billion) 
      1. North America 
        1. US 
        2. Canada 
      2. Europe 
        1. Germany 
        2. UK 
        3. France 
        4. Russia 
        5. Italy 
        6. Spain 
        7. Rest of Europe 
      3. APAC 
        1. China 
        2. India 
        3. Japan 
        4. South Korea 
        5. Malaysia 
        6. Thailand 
        7. Indonesia 
        8. Rest of APAC 
      4. South America 
        1. Brazil 
        2. Mexico 
        3. Argentina 
        4. Rest of South America 
      5. MEA 
        1. GCC Countries 
        2. South Africa 
        3. Rest of MEA 
    12. Competitive Landscape 
      1. Overview 
      2. Competitive Analysis 
      3. Market share Analysis 
      4. Major Growth Strategy in the Esports Market 
      5. Competitive Benchmarking 
      6. Leading Players in Terms of Number of Developments in the Esports Market 
      7. Key developments and growth strategies 
        1. New Product Launch/Service Deployment 
        2. Merger & Acquisitions 
        3. Joint Ventures 
      8. Major Players Financial Matrix 
        1. Sales and Operating Income 
        2. Major Players R&D Expenditure. 2023 
    13. Company Profiles 
      1. Sony Interactive Entertainment 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      2. Discord 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      3. NVIDIA 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      4. Overwolf 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      5. Activision Blizzard 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      6. Ubisoft 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      7. FACEIT 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      8. EA 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      9. Microsoft 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      10. Tencent 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      11. ESL Gaming 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      12. Epic Games 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      13. Riot Games 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      14. TakeTwo Interactive 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
      15. Valve Corporation 
        1. Financial Overview 
        2. Products Offered 
        3. Key Developments 
        4. SWOT Analysis 
        5. Key Strategies 
    14. Appendix 
      1. References 
      2. Related Reports 
    15. List of Tables and Figures
      1. LIST Of tables
      2. Table 1. LIST OF ASSUMPTIONS 
      3. Table 2. North America Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      4. Table 3. North America Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      5. Table 4. North America Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      6. Table 5. North America Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      7. Table 6. North America Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      8. Table 7. US Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      9. Table 8. US Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      10. Table 9. US Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      11. Table 10. US Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      12. Table 11. US Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      13. Table 12. Canada Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      14. Table 13. Canada Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      15. Table 14. Canada Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      16. Table 15. Canada Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      17. Table 16. Canada Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      18. Table 17. Europe Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      19. Table 18. Europe Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      20. Table 19. Europe Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      21. Table 20. Europe Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      22. Table 21. Europe Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      23. Table 22. Germany Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      24. Table 23. Germany Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      25. Table 24. Germany Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      26. Table 25. Germany Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      27. Table 26. Germany Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      28. Table 27. UK Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      29. Table 28. UK Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      30. Table 29. UK Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      31. Table 30. UK Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      32. Table 31. UK Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      33. Table 32. France Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      34. Table 33. France Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      35. Table 34. France Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      36. Table 35. France Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      37. Table 36. France Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      38. Table 37. Russia Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      39. Table 38. Russia Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      40. Table 39. Russia Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      41. Table 40. Russia Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      42. Table 41. Russia Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      43. Table 42. Italy Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      44. Table 43. Italy Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      45. Table 44. Italy Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      46. Table 45. Italy Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      47. Table 46. Italy Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      48. Table 47. Spain Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      49. Table 48. Spain Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      50. Table 49. Spain Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      51. Table 50. Spain Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      52. Table 51. Spain Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      53. Table 52. Rest of Europe Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      54. Table 53. Rest of Europe Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      55. Table 54. Rest of Europe Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      56. Table 55. Rest of Europe Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      57. Table 56. Rest of Europe Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      58. Table 57. APAC Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      59. Table 58. APAC Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      60. Table 59. APAC Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      61. Table 60. APAC Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      62. Table 61. APAC Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      63. Table 62. China Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      64. Table 63. China Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      65. Table 64. China Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      66. Table 65. China Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      67. Table 66. China Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      68. Table 67. India Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      69. Table 68. India Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      70. Table 69. India Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      71. Table 70. India Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      72. Table 71. India Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      73. Table 72. Japan Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      74. Table 73. Japan Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      75. Table 74. Japan Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      76. Table 75. Japan Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      77. Table 76. Japan Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      78. Table 77. South Korea Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      79. Table 78. South Korea Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      80. Table 79. South Korea Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      81. Table 80. South Korea Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      82. Table 81. South Korea Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      83. Table 82. Malaysia Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      84. Table 83. Malaysia Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      85. Table 84. Malaysia Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      86. Table 85. Malaysia Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      87. Table 86. Malaysia Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      88. Table 87. Thailand Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      89. Table 88. Thailand Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      90. Table 89. Thailand Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      91. Table 90. Thailand Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      92. Table 91. Thailand Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      93. Table 92. Indonesia Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      94. Table 93. Indonesia Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      95. Table 94. Indonesia Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      96. Table 95. Indonesia Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      97. Table 96. Indonesia Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      98. Table 97. Rest of APAC Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      99. Table 98. Rest of APAC Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      100. Table 99. Rest of APAC Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      101. Table 100. Rest of APAC Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      102. Table 101. Rest of APAC Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      103. Table 102. South America Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      104. Table 103. South America Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      105. Table 104. South America Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      106. Table 105. South America Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      107. Table 106. South America Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      108. Table 107. Brazil Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      109. Table 108. Brazil Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      110. Table 109. Brazil Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      111. Table 110. Brazil Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      112. Table 111. Brazil Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      113. Table 112. Mexico Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      114. Table 113. Mexico Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      115. Table 114. Mexico Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      116. Table 115. Mexico Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      117. Table 116. Mexico Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      118. Table 117. Argentina Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      119. Table 118. Argentina Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      120. Table 119. Argentina Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      121. Table 120. Argentina Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      122. Table 121. Argentina Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      123. Table 122. Rest of South America Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      124. Table 123. Rest of South America Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      125. Table 124. Rest of South America Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      126. Table 125. Rest of South America Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      127. Table 126. Rest of South America Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      128. Table 127. MEA Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      129. Table 128. MEA Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      130. Table 129. MEA Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      131. Table 130. MEA Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      132. Table 131. MEA Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      133. Table 132. GCC Countries Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      134. Table 133. GCC Countries Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      135. Table 134. GCC Countries Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      136. Table 135. GCC Countries Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      137. Table 136. GCC Countries Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      138. Table 137. South Africa Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      139. Table 138. South Africa Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      140. Table 139. South Africa Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      141. Table 140. South Africa Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      142. Table 141. South Africa Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      143. Table 142. Rest of MEA Esports Market SIZE ESTIMATES & FORECAST, BY GAME TYPE, 2019-2035 (USD Billions) 
      144. Table 143. Rest of MEA Esports Market SIZE ESTIMATES & FORECAST, BY REVENUE SOURCE, 2019-2035 (USD Billions) 
      145. Table 144. Rest of MEA Esports Market SIZE ESTIMATES & FORECAST, BY PLATFORM, 2019-2035 (USD Billions) 
      146. Table 145. Rest of MEA Esports Market SIZE ESTIMATES & FORECAST, BY PARTICIPANT TYPE, 2019-2035 (USD Billions) 
      147. Table 146. Rest of MEA Esports Market SIZE ESTIMATES & FORECAST, BY REGIONAL, 2019-2035 (USD Billions) 
      148. Table 147. PRODUCT LAUNCH/PRODUCT DEVELOPMENT/APPROVAL 
      149. Table 148. ACQUISITION/PARTNERSHIP  LIST Of figures
      150. Figure 1. MARKET SYNOPSIS 
      151. Figure 2. NORTH AMERICA ESPORTS MARKET ANALYSIS 
      152. Figure 3. US ESPORTS MARKET ANALYSIS BY GAME TYPE 
      153. Figure 4. US ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      154. Figure 5. US ESPORTS MARKET ANALYSIS BY PLATFORM 
      155. Figure 6. US ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      156. Figure 7. US ESPORTS MARKET ANALYSIS BY REGIONAL 
      157. Figure 8. CANADA ESPORTS MARKET ANALYSIS BY GAME TYPE 
      158. Figure 9. CANADA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      159. Figure 10. CANADA ESPORTS MARKET ANALYSIS BY PLATFORM 
      160. Figure 11. CANADA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      161. Figure 12. CANADA ESPORTS MARKET ANALYSIS BY REGIONAL 
      162. Figure 13. EUROPE ESPORTS MARKET ANALYSIS 
      163. Figure 14. GERMANY ESPORTS MARKET ANALYSIS BY GAME TYPE 
      164. Figure 15. GERMANY ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      165. Figure 16. GERMANY ESPORTS MARKET ANALYSIS BY PLATFORM 
      166. Figure 17. GERMANY ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      167. Figure 18. GERMANY ESPORTS MARKET ANALYSIS BY REGIONAL 
      168. Figure 19. UK ESPORTS MARKET ANALYSIS BY GAME TYPE 
      169. Figure 20. UK ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      170. Figure 21. UK ESPORTS MARKET ANALYSIS BY PLATFORM 
      171. Figure 22. UK ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      172. Figure 23. UK ESPORTS MARKET ANALYSIS BY REGIONAL 
      173. Figure 24. FRANCE ESPORTS MARKET ANALYSIS BY GAME TYPE 
      174. Figure 25. FRANCE ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      175. Figure 26. FRANCE ESPORTS MARKET ANALYSIS BY PLATFORM 
      176. Figure 27. FRANCE ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      177. Figure 28. FRANCE ESPORTS MARKET ANALYSIS BY REGIONAL 
      178. Figure 29. RUSSIA ESPORTS MARKET ANALYSIS BY GAME TYPE 
      179. Figure 30. RUSSIA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      180. Figure 31. RUSSIA ESPORTS MARKET ANALYSIS BY PLATFORM 
      181. Figure 32. RUSSIA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      182. Figure 33. RUSSIA ESPORTS MARKET ANALYSIS BY REGIONAL 
      183. Figure 34. ITALY ESPORTS MARKET ANALYSIS BY GAME TYPE 
      184. Figure 35. ITALY ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      185. Figure 36. ITALY ESPORTS MARKET ANALYSIS BY PLATFORM 
      186. Figure 37. ITALY ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      187. Figure 38. ITALY ESPORTS MARKET ANALYSIS BY REGIONAL 
      188. Figure 39. SPAIN ESPORTS MARKET ANALYSIS BY GAME TYPE 
      189. Figure 40. SPAIN ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      190. Figure 41. SPAIN ESPORTS MARKET ANALYSIS BY PLATFORM 
      191. Figure 42. SPAIN ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      192. Figure 43. SPAIN ESPORTS MARKET ANALYSIS BY REGIONAL 
      193. Figure 44. REST OF EUROPE ESPORTS MARKET ANALYSIS BY GAME TYPE 
      194. Figure 45. REST OF EUROPE ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      195. Figure 46. REST OF EUROPE ESPORTS MARKET ANALYSIS BY PLATFORM 
      196. Figure 47. REST OF EUROPE ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      197. Figure 48. REST OF EUROPE ESPORTS MARKET ANALYSIS BY REGIONAL 
      198. Figure 49. APAC ESPORTS MARKET ANALYSIS 
      199. Figure 50. CHINA ESPORTS MARKET ANALYSIS BY GAME TYPE 
      200. Figure 51. CHINA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      201. Figure 52. CHINA ESPORTS MARKET ANALYSIS BY PLATFORM 
      202. Figure 53. CHINA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      203. Figure 54. CHINA ESPORTS MARKET ANALYSIS BY REGIONAL 
      204. Figure 55. INDIA ESPORTS MARKET ANALYSIS BY GAME TYPE 
      205. Figure 56. INDIA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      206. Figure 57. INDIA ESPORTS MARKET ANALYSIS BY PLATFORM 
      207. Figure 58. INDIA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      208. Figure 59. INDIA ESPORTS MARKET ANALYSIS BY REGIONAL 
      209. Figure 60. JAPAN ESPORTS MARKET ANALYSIS BY GAME TYPE 
      210. Figure 61. JAPAN ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      211. Figure 62. JAPAN ESPORTS MARKET ANALYSIS BY PLATFORM 
      212. Figure 63. JAPAN ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      213. Figure 64. JAPAN ESPORTS MARKET ANALYSIS BY REGIONAL 
      214. Figure 65. SOUTH KOREA ESPORTS MARKET ANALYSIS BY GAME TYPE 
      215. Figure 66. SOUTH KOREA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      216. Figure 67. SOUTH KOREA ESPORTS MARKET ANALYSIS BY PLATFORM 
      217. Figure 68. SOUTH KOREA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      218. Figure 69. SOUTH KOREA ESPORTS MARKET ANALYSIS BY REGIONAL 
      219. Figure 70. MALAYSIA ESPORTS MARKET ANALYSIS BY GAME TYPE 
      220. Figure 71. MALAYSIA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      221. Figure 72. MALAYSIA ESPORTS MARKET ANALYSIS BY PLATFORM 
      222. Figure 73. MALAYSIA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      223. Figure 74. MALAYSIA ESPORTS MARKET ANALYSIS BY REGIONAL 
      224. Figure 75. THAILAND ESPORTS MARKET ANALYSIS BY GAME TYPE 
      225. Figure 76. THAILAND ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      226. Figure 77. THAILAND ESPORTS MARKET ANALYSIS BY PLATFORM 
      227. Figure 78. THAILAND ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      228. Figure 79. THAILAND ESPORTS MARKET ANALYSIS BY REGIONAL 
      229. Figure 80. INDONESIA ESPORTS MARKET ANALYSIS BY GAME TYPE 
      230. Figure 81. INDONESIA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      231. Figure 82. INDONESIA ESPORTS MARKET ANALYSIS BY PLATFORM 
      232. Figure 83. INDONESIA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      233. Figure 84. INDONESIA ESPORTS MARKET ANALYSIS BY REGIONAL 
      234. Figure 85. REST OF APAC ESPORTS MARKET ANALYSIS BY GAME TYPE 
      235. Figure 86. REST OF APAC ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      236. Figure 87. REST OF APAC ESPORTS MARKET ANALYSIS BY PLATFORM 
      237. Figure 88. REST OF APAC ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      238. Figure 89. REST OF APAC ESPORTS MARKET ANALYSIS BY REGIONAL 
      239. Figure 90. SOUTH AMERICA ESPORTS MARKET ANALYSIS 
      240. Figure 91. BRAZIL ESPORTS MARKET ANALYSIS BY GAME TYPE 
      241. Figure 92. BRAZIL ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      242. Figure 93. BRAZIL ESPORTS MARKET ANALYSIS BY PLATFORM 
      243. Figure 94. BRAZIL ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      244. Figure 95. BRAZIL ESPORTS MARKET ANALYSIS BY REGIONAL 
      245. Figure 96. MEXICO ESPORTS MARKET ANALYSIS BY GAME TYPE 
      246. Figure 97. MEXICO ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      247. Figure 98. MEXICO ESPORTS MARKET ANALYSIS BY PLATFORM 
      248. Figure 99. MEXICO ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      249. Figure 100. MEXICO ESPORTS MARKET ANALYSIS BY REGIONAL 
      250. Figure 101. ARGENTINA ESPORTS MARKET ANALYSIS BY GAME TYPE 
      251. Figure 102. ARGENTINA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      252. Figure 103. ARGENTINA ESPORTS MARKET ANALYSIS BY PLATFORM 
      253. Figure 104. ARGENTINA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      254. Figure 105. ARGENTINA ESPORTS MARKET ANALYSIS BY REGIONAL 
      255. Figure 106. REST OF SOUTH AMERICA ESPORTS MARKET ANALYSIS BY GAME TYPE 
      256. Figure 107. REST OF SOUTH AMERICA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      257. Figure 108. REST OF SOUTH AMERICA ESPORTS MARKET ANALYSIS BY PLATFORM 
      258. Figure 109. REST OF SOUTH AMERICA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      259. Figure 110. REST OF SOUTH AMERICA ESPORTS MARKET ANALYSIS BY REGIONAL 
      260. Figure 111. MEA ESPORTS MARKET ANALYSIS 
      261. Figure 112. GCC COUNTRIES ESPORTS MARKET ANALYSIS BY GAME TYPE 
      262. Figure 113. GCC COUNTRIES ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      263. Figure 114. GCC COUNTRIES ESPORTS MARKET ANALYSIS BY PLATFORM 
      264. Figure 115. GCC COUNTRIES ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      265. Figure 116. GCC COUNTRIES ESPORTS MARKET ANALYSIS BY REGIONAL 
      266. Figure 117. SOUTH AFRICA ESPORTS MARKET ANALYSIS BY GAME TYPE 
      267. Figure 118. SOUTH AFRICA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      268. Figure 119. SOUTH AFRICA ESPORTS MARKET ANALYSIS BY PLATFORM 
      269. Figure 120. SOUTH AFRICA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      270. Figure 121. SOUTH AFRICA ESPORTS MARKET ANALYSIS BY REGIONAL 
      271. Figure 122. REST OF MEA ESPORTS MARKET ANALYSIS BY GAME TYPE 
      272. Figure 123. REST OF MEA ESPORTS MARKET ANALYSIS BY REVENUE SOURCE 
      273. Figure 124. REST OF MEA ESPORTS MARKET ANALYSIS BY PLATFORM 
      274. Figure 125. REST OF MEA ESPORTS MARKET ANALYSIS BY PARTICIPANT TYPE 
      275. Figure 126. REST OF MEA ESPORTS MARKET ANALYSIS BY REGIONAL 
      276. Figure 127. KEY BUYING CRITERIA OF ESPORTS MARKET 
      277. Figure 128. RESEARCH PROCESS OF MRFR 
      278. Figure 129. DRO ANALYSIS OF ESPORTS MARKET 
      279. Figure 130. DRIVERS IMPACT ANALYSIS: ESPORTS MARKET 
      280. Figure 131. RESTRAINTS IMPACT ANALYSIS: ESPORTS MARKET 
      281. Figure 132. SUPPLY / VALUE CHAIN: ESPORTS MARKET 
      282. Figure 133. ESPORTS MARKET, BY GAME TYPE, 2025 (% SHARE) 
      283. Figure 134. ESPORTS MARKET, BY GAME TYPE, 2019 TO 2035 (USD Billions) 
      284. Figure 135. ESPORTS MARKET, BY REVENUE SOURCE, 2025 (% SHARE) 
      285. Figure 136. ESPORTS MARKET, BY REVENUE SOURCE, 2019 TO 2035 (USD Billions) 
      286. Figure 137. ESPORTS MARKET, BY PLATFORM, 2025 (% SHARE) 
      287. Figure 138. ESPORTS MARKET, BY PLATFORM, 2019 TO 2035 (USD Billions) 
      288. Figure 139. ESPORTS MARKET, BY PARTICIPANT TYPE, 2025 (% SHARE) 
      289. Figure 140. ESPORTS MARKET, BY PARTICIPANT TYPE, 2019 TO 2035 (USD Billions) 
      290. Figure 141. ESPORTS MARKET, BY REGIONAL, 2025 (% SHARE) 
      291. Figure 142. ESPORTS MARKET, BY REGIONAL, 2019 TO 2035 (USD Billions) 
      292. Figure 143. BENCHMARKING OF MAJOR COMPETITORS

    Esports Market Segmentation

    Esports Market By Game Type (USD Billion, 2019-2035)

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

     

    Esports Market By Revenue Source (USD Billion, 2019-2035)

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

     

    Esports Market By Platform (USD Billion, 2019-2035)

    PC

    Console

    Mobile

     

    Esports Market By Participant Type (USD Billion, 2019-2035)

    Professional Players

    Amateur Players

    Spectators

     

    Esports Market By Regional (USD Billion, 2019-2035)

    North America

    Europe

    South America

    Asia Pacific

    Middle East and Africa

     

    Esports Market Regional Outlook (USD Billion, 2019-2035)

     

     

    North America Outlook (USD Billion, 2019-2035)

    North America Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    North America Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    North America Esports Market by Platform Type

    PC

    Console

    Mobile

    North America Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    North America Esports Market by Regional Type

    US

    Canada

    US Outlook (USD Billion, 2019-2035)

    US Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    US Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    US Esports Market by Platform Type

    PC

    Console

    Mobile

    US Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    CANADA Outlook (USD Billion, 2019-2035)

    CANADA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    CANADA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    CANADA Esports Market by Platform Type

    PC

    Console

    Mobile

    CANADA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    Europe Outlook (USD Billion, 2019-2035)

    Europe Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    Europe Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    Europe Esports Market by Platform Type

    PC

    Console

    Mobile

    Europe Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    Europe Esports Market by Regional Type

    Germany

    UK

    France

    Russia

    Italy

    Spain

    Rest of Europe

    GERMANY Outlook (USD Billion, 2019-2035)

    GERMANY Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    GERMANY Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    GERMANY Esports Market by Platform Type

    PC

    Console

    Mobile

    GERMANY Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    UK Outlook (USD Billion, 2019-2035)

    UK Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    UK Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    UK Esports Market by Platform Type

    PC

    Console

    Mobile

    UK Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    FRANCE Outlook (USD Billion, 2019-2035)

    FRANCE Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    FRANCE Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    FRANCE Esports Market by Platform Type

    PC

    Console

    Mobile

    FRANCE Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    RUSSIA Outlook (USD Billion, 2019-2035)

    RUSSIA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    RUSSIA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    RUSSIA Esports Market by Platform Type

    PC

    Console

    Mobile

    RUSSIA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    ITALY Outlook (USD Billion, 2019-2035)

    ITALY Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    ITALY Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    ITALY Esports Market by Platform Type

    PC

    Console

    Mobile

    ITALY Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    SPAIN Outlook (USD Billion, 2019-2035)

    SPAIN Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    SPAIN Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    SPAIN Esports Market by Platform Type

    PC

    Console

    Mobile

    SPAIN Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    REST OF EUROPE Outlook (USD Billion, 2019-2035)

    REST OF EUROPE Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    REST OF EUROPE Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    REST OF EUROPE Esports Market by Platform Type

    PC

    Console

    Mobile

    REST OF EUROPE Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    APAC Outlook (USD Billion, 2019-2035)

    APAC Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    APAC Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    APAC Esports Market by Platform Type

    PC

    Console

    Mobile

    APAC Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    APAC Esports Market by Regional Type

    China

    India

    Japan

    South Korea

    Malaysia

    Thailand

    Indonesia

    Rest of APAC

    CHINA Outlook (USD Billion, 2019-2035)

    CHINA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    CHINA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    CHINA Esports Market by Platform Type

    PC

    Console

    Mobile

    CHINA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    INDIA Outlook (USD Billion, 2019-2035)

    INDIA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    INDIA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    INDIA Esports Market by Platform Type

    PC

    Console

    Mobile

    INDIA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    JAPAN Outlook (USD Billion, 2019-2035)

    JAPAN Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    JAPAN Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    JAPAN Esports Market by Platform Type

    PC

    Console

    Mobile

    JAPAN Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    SOUTH KOREA Outlook (USD Billion, 2019-2035)

    SOUTH KOREA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    SOUTH KOREA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    SOUTH KOREA Esports Market by Platform Type

    PC

    Console

    Mobile

    SOUTH KOREA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    MALAYSIA Outlook (USD Billion, 2019-2035)

    MALAYSIA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    MALAYSIA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    MALAYSIA Esports Market by Platform Type

    PC

    Console

    Mobile

    MALAYSIA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    THAILAND Outlook (USD Billion, 2019-2035)

    THAILAND Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    THAILAND Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    THAILAND Esports Market by Platform Type

    PC

    Console

    Mobile

    THAILAND Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    INDONESIA Outlook (USD Billion, 2019-2035)

    INDONESIA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    INDONESIA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    INDONESIA Esports Market by Platform Type

    PC

    Console

    Mobile

    INDONESIA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    REST OF APAC Outlook (USD Billion, 2019-2035)

    REST OF APAC Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    REST OF APAC Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    REST OF APAC Esports Market by Platform Type

    PC

    Console

    Mobile

    REST OF APAC Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    South America Outlook (USD Billion, 2019-2035)

    South America Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    South America Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    South America Esports Market by Platform Type

    PC

    Console

    Mobile

    South America Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    South America Esports Market by Regional Type

    Brazil

    Mexico

    Argentina

    Rest of South America

    BRAZIL Outlook (USD Billion, 2019-2035)

    BRAZIL Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    BRAZIL Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    BRAZIL Esports Market by Platform Type

    PC

    Console

    Mobile

    BRAZIL Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    MEXICO Outlook (USD Billion, 2019-2035)

    MEXICO Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    MEXICO Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    MEXICO Esports Market by Platform Type

    PC

    Console

    Mobile

    MEXICO Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    ARGENTINA Outlook (USD Billion, 2019-2035)

    ARGENTINA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    ARGENTINA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    ARGENTINA Esports Market by Platform Type

    PC

    Console

    Mobile

    ARGENTINA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    REST OF SOUTH AMERICA Outlook (USD Billion, 2019-2035)

    REST OF SOUTH AMERICA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    REST OF SOUTH AMERICA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    REST OF SOUTH AMERICA Esports Market by Platform Type

    PC

    Console

    Mobile

    REST OF SOUTH AMERICA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    MEA Outlook (USD Billion, 2019-2035)

    MEA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    MEA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    MEA Esports Market by Platform Type

    PC

    Console

    Mobile

    MEA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    MEA Esports Market by Regional Type

    GCC Countries

    South Africa

    Rest of MEA

    GCC COUNTRIES Outlook (USD Billion, 2019-2035)

    GCC COUNTRIES Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    GCC COUNTRIES Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    GCC COUNTRIES Esports Market by Platform Type

    PC

    Console

    Mobile

    GCC COUNTRIES Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    SOUTH AFRICA Outlook (USD Billion, 2019-2035)

    SOUTH AFRICA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    SOUTH AFRICA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    SOUTH AFRICA Esports Market by Platform Type

    PC

    Console

    Mobile

    SOUTH AFRICA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

    REST OF MEA Outlook (USD Billion, 2019-2035)

    REST OF MEA Esports Market by Game Type

    First-Person Shooter

    Multiplayer Online Battle Arena

    Real-Time Strategy

    Sports

    Battle Royale

    REST OF MEA Esports Market by Revenue Source Type

    Sponsorship

    Media Rights

    Merchandising

    Ticket Sales

    In-Game Purchases

    REST OF MEA Esports Market by Platform Type

    PC

    Console

    Mobile

    REST OF MEA Esports Market by Participant Type

    Professional Players

    Amateur Players

    Spectators

     

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    Customer Strories

    “I am very pleased with how market segments have been defined in a relevant way for my purposes (such as "Portable Freezers & refrigerators" and "last-mile"). In general the report is well structured. Thanks very much for your efforts.”

    Victoria Milne

    Founder
    Case Study
    Chemicals and Materials