세계의 ESports 시장(-2035년) : 스트리밍 유형, 게임 장르, 디바이스 유형, 스트리밍 플랫폼, 수입원, 지역별 산업 동향과 예측
ESports Market, Till 2035: Distribution by Type of Streaming, Type of Gaming Genre, Type of Device, Distribution by Type of Streaming Platform, Distribution by Type of Revenue Stream and Geographical Regions : Industry Trends and Global Forecasts
상품코드:1721392
리서치사:Roots Analysis
발행일:On Demand Report
페이지 정보:영문 174 Pages
라이선스 & 가격 (부가세 별도)
한글목차
세계 ESports 시장 규모는 현재 25억 5,000만 달러에서 예측 기간 동안 CAGR 19.95%로 성장하여 2035년에는 188억 5,000만 달러로 성장할 것으로 예측됩니다.
ESports 시장 기회: 부문별
전개 모드별
라이브
주문형 비디오
기술별
격투 게임
1인칭 슈팅 게임
다인 동시 참여형 온라인 롤 플레잉 게임
다인 동시 참여형 온라인 배틀 아레나 게임
실시간 전략 게임
기타
기기별
데스크톱, 노트북 및 태블릿
게임기
스마트폰
스마트 TV
스트리밍 플랫폼별
Twitch
YouTube
기타
수입원별
게임 퍼블리셔 수수료
방영권
스폰서 및 광고
티켓 판매 및 굿즈 판매
기타
지역별
북미
미국
캐나다
멕시코
기타 북미 국가
유럽
오스트리아
벨기에
덴마크
프랑스
독일
아일랜드
이탈리아
네덜란드
노르웨이
러시아
스페인
스웨덴
스위스
영국
기타 유럽 국가
아시아
중국
인도
일본
싱가포르
한국
기타 아시아 국가
라틴아메리카
브라질
칠레
콜롬비아
베네수엘라
기타 라틴아메리카 국가
중동 및 북아프리카
이집트
이란
이라크
이스라엘
쿠웨이트
사우디아라비아
아랍에미리트(UAE)
기타 중동 및 북아프리카 국가
세계 기타 지역
호주
뉴질랜드
기타 국가
ESports 시장 : 성장과 동향
ESports는 엔터테인먼트 산업에서 가장 빠르게 성장하고 있는 분야로, MOBA(멀티기업 온라인 배틀 아레나), FPS(1인칭 슈팅 게임) 등 다양한 장르의 조직적인 경쟁형 게임을 포함합니다. 이 분야의 확대는 기술의 발전, 온라인 유통 플랫폼의 인기, 게임이 합법적인 경쟁 활동으로 인정받게 된 것에 힘입은 바 있으며, ESports는 팀워크와 전략적 사고와 같은 기술 개발, 기업 간의 사회적 교류 및 커뮤니티 형성 촉진 등 많은 이점을 가지고 있습니다. 커뮤니티 형성 촉진 등을 들 수 있습니다. 또한, 게임 디자인이나 이벤트 운영과 같은 관련 분야에서의 경력 기회를 창출하고 있으며, 젊은 층을 중심으로 높은 관심을 받고 있는 것은 엔터테인먼트의 디지털화 추세를 보여줍니다. 특히 주목할 만한 점은 2023년 ESports 스폰서십을 통해 약 8억 9,500만 달러의 수익이 창출되었습니다는 점입니다.
또한, 현재 ESports 산업은 프로화의 진전에 따라 큰 변화의 시기를 맞이하고 있으며, ESports 전용 인프라가 구축되고 전 세계 주요 도시들이 전용 경기장에 대한 투자를 진행하면서 관광 유치와 경제 성장을 위한 움직임이 가속화되고 있습니다. 임시 공연장에서 최첨단 상설 시설로의 전환은 ESports 산업의 전문화와 엔터테인먼트의 정당성이 높아지는 것을 상징합니다. 또한, 가상현실(VR)과 증강현실(AR)과 같은 기술의 발전은 기업의 경험과 관객의 몰입감을 더욱 향상시키는 등 인프라 측면에서도 큰 영향을 미치고 있습니다.
세계의 ESports(E-Sports) 시장을 조사했으며, 시장 개요와 배경, 시장 영향요인 분석, 시장 규모 추이 및 예측, 각종 부문별/지역별 상세 분석, 경쟁 구도, 주요 기업 개요 등의 정보를 정리하여 전해드립니다.
목차
제1장 서문
제2장 조사 방법
제3장 경제 및 기타 프로젝트 특유의 고려사항
제4장 거시경제 지표
제5장 주요 요약
제6장 서론
제7장 경쟁 구도
제8장 기업 개요
Activision Blizzard
Electronic Arts
FACEIT
Gameloft SE
Gfinity
Intel
Microsoft
Modern Times
Nintendo
NVIDIA
Riot Games
Valve
제9장 밸류체인 분석
제10장 SWOT 분석
제11장 세계의 ESports 시장
제12장 스트리밍 유형별 시장 기회
제13장 게임 장르별 시장 기회
제14장 디바이스 유형별 시장 기회
제15장 스트리밍 플랫폼별 시장 기회
제16장 수입원별 시장 기회
제17장 북미의 ESports 시장 기회
제18장 유럽의 ESports 시장 기회
제19장 아시아의 ESports 시장 기회
제20장 중동 및 북아프리카의 ESports 시장 기회
제21장 라틴아메리카의 ESports 시장 기회
제22장 세계 기타 지역의 ESports 시장 기회
제23장 표 형식 데이터
제24장 기업 및 단체 리스트
제25장 커스터마이즈 기회
제26장 ROOTS 구독 서비스
제27장 저자 상세
LSH
영문 목차
영문목차
Esports Market Overview
As per Roots Analysis, the global esports market size is estimated to grow from USD 2.55 billion in the current year to USD 18.85 billion by 2035, at a CAGR of 19.95% during the forecast period, till 2035.
The opportunity for esports market has been distributed across the following segments:
Type of Deployment Mode
Live
Video-on-demand
Type of Technology
Fighting Games
First Person Shooter Games
Mass Multiplayer Online Role-playing Games
Multiplayer Online Battle Arena Games
Real-time Strategy Games
Others
Type of Device
Desktop -laptop-tablets
Gaming console
Smart phone
Smart TV
Type of Streaming Platform
Twitch
YouTube
Others
Type of Revenue Stream
Game Publisher Fees
Media Rights
Sponsorship and Advertisement
Ticket & Merchandise
Others
Geographical Regions
North America
US
Canada
Mexico
Other North American countries
Europe
Austria
Belgium
Denmark
France
Germany
Ireland
Italy
Netherlands
Norway
Russia
Spain
Sweden
Switzerland
UK
Other European countries
Asia
China
India
Japan
Singapore
South Korea
Other Asian countries
Latin America
Brazil
Chile
Colombia
Venezuela
Other Latin American countries
Middle East and North Africa
Egypt
Iran
Iraq
Israel
Kuwait
Saudi Arabia
UAE
Other MENA countries
Rest of the World
Australia
New Zealand
Other countries
ESPORTS MARKET: GROWTH AND TRENDS
Esports, also known as electronic sports, is a fast-growing sector within the entertainment industry that encompasses organized competitive gaming across various genres, including MOBAs and FPS games. The expansion of this field is fueled by advancements in technology, the popularity of online streaming platforms, and the rising recognition of gaming as a valid competitive activity. Esports present many benefits, such as fostering skills like teamwork and strategic thinking, along with encouraging social interaction and community development among players. Moreover, it creates career opportunities in fields like game design and event management, making it especially attractive to younger individuals and indicative of a larger trend towards digital engagement in entertainment. Notably, in 2023, esports sponsorships generated nearly USD 895 million in revenue.
In addition, the industry is experiencing a transformative phase, propelled by the professionalization of the sector. The development of esports infrastructure is significantly altering the competitive gaming scene, as major cities around the globe are investing in specially designed esports arenas, acknowledging their potential to draw tourism and boost economic growth. This transition from temporary venues to cutting-edge facilities demonstrates the industry's professional evolution and the growing legitimacy of esports as a form of entertainment. Advances in technology, especially in virtual and augmented reality, are also impacting infrastructure, improving both player experiences and audience involvement.
ESPORTS MARKET: KEY SEGMENTS
Market Share by Type of Deployment Mode
Based on the type of deployment mode, the global esports market is segmented into live and video-on-demand. According to our estimates, currently, live streaming captures the majority share of the market. This growth can be attributed to several factors, including a heightened consumer demand for real-time content, live events, and interactive experiences.
Market Share by Type of Gaming Genre
Based on the type of gaming genre, the esports market is segmented into fighting games, first person shooter games, mass multiplayer online role-playing games, multiplayer online battle arena games, real time strategy games and others. According to our estimates, currently, multiplayer online battle arena games (MOBA) captures the majority share of the market. This can be attributed to strong growth trends fueled by cross-platform play and the increasing popularity of mobile MOBA games, along with the incorporation of cutting-edge technologies such as AI and virtual reality.
Market Share by Type of Device
Based on the type of device, the esports market is segmented into desktop / laptop / tablets, gaming console, smart phone and smart TV. According to our estimates, currently, smartphones segment captures the majority share of the market. This can be attributed to the rising adoption of smartphones, especially in developing nations, which has made gaming more accessible, as these devices provide economical alternatives with substantial features.
Market Share by Type of Streaming Platform
Based on the type of streaming platform, the esports market is segmented into Twitch, YouTube and others. According to our estimates, currently, Twitch captures the majority share of the market. This can be attributed to its subscription model and extensive audience.
Market Share by Type of Revenue Stream
Based on the type of revenue stream, the esports market is segmented into game publisher fees, media rights, sponsorship and advertisement, ticket & merchandise and others. According to our estimates, currently, sponsorship and advertising captures the majority share of the market. This can be attributed to increasing viewership, heightened brand investments, and chances for direct interaction with fans.
Market Share by Geographical Regions
Based on the geographical regions, the esports market is segmented into North America, Europe, Asia, Latin America, Middle East and North Africa, and Rest of the World. According to our estimates, currently, North America captures the majority share of the market. However, market in Asia is anticipated to grow at a higher CAGR during the forecast period. The rapid growth in this region can be attributed to the presence of youths and the increasing engagement with digital platforms in countries such as China, Japan, and India.
Example Players in Esports Market
Activision Blizzard
Electronic Arts
FACEIT
Gameloft SE
Gfinity
Intel
Microsoft
Modern Times
Nintendo
NVIDIA
Riot Games
Valve
ESPORTS MARKET: RESEARCH COVERAGE
The report on the esports market features insights on various sections, including:
Market Sizing and Opportunity Analysis: An in-depth analysis of the esports market, focusing on key market segments, including [A] type of deployment mode, [B] type of technology, [C] type of device, [D] type of streaming platform and [E] type of revenue stream and [F] geographical regions.
Competitive Landscape: A comprehensive analysis of the companies engaged in the Esports market, based on several relevant parameters, such as [A] year of establishment, [B] company size, [C] location of headquarters, [D] ownership structure.
Company Profiles: Elaborate profiles of prominent players engaged in the Esports market, providing details on [A] location of headquarters, [B]company size, [C] company mission, [D] company footprint, [E] management team, [F] contact details, [G] financial information, [H] operating business segments, [I] esports portfolio, [J] moat analysis, [K] recent developments, and an informed future outlook.
SWOT Analysis: An insightful SWOT framework, highlighting the strengths, weaknesses, opportunities and threats in the domain. Additionally, it provides Harvey ball analysis, highlighting the relative impact of each SWOT parameter.
KEY QUESTIONS ANSWERED IN THIS REPORT
How many companies are currently engaged in esports market?
Which are the leading companies in this market?
What factors are likely to influence the evolution of this market?
What is the current and future market size?
What is the CAGR of this market?
How is the current and future market opportunity likely to be distributed across key market segments?
REASONS TO BUY THIS REPORT
The report provides a comprehensive market analysis, offering detailed revenue projections of the overall market and its specific sub-segments. This information is valuable to both established market leaders and emerging entrants.
Stakeholders can leverage the report to gain a deeper understanding of the competitive dynamics within the market. By analyzing the competitive landscape, businesses can make informed decisions to optimize their market positioning and develop effective go-to-market strategies.
The report offers stakeholders a comprehensive overview of the market, including key drivers, barriers, opportunities, and challenges. This information empowers stakeholders to stay abreast of market trends and make data-driven decisions to capitalize on growth prospects.
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TABLE OF CONTENTS
1. PREFACE
1.1. Introduction
1.2. Market Share Insights
1.3. Key Market Insights
1.4. Report Coverage
1.5. Key Questions Answered
1.6. Chapter Outlines
2. RESEARCH METHODOLOGY
2.1. Chapter Overview
2.2. Research Assumptions
2.3. Database Building
2.3.1. Data Collection
2.3.2. Data Validation
2.3.3. Data Analysis
2.4. Project Methodology
2.4.1. Secondary Research
2.4.1.1. Annual Reports
2.4.1.2. Academic Research Papers
2.4.1.3. Company Websites
2.4.1.4. Investor Presentations
2.4.1.5. Regulatory Filings
2.4.1.6. White Papers
2.4.1.7. Industry Publications
2.4.1.8. Conferences and Seminars
2.4.1.9. Government Portals
2.4.1.10. Media and Press Releases
2.4.1.11. Newsletters
2.4.1.12. Industry Databases
2.4.1.13. Roots Proprietary Databases
2.4.1.14. Paid Databases and Sources
2.4.1.15. Social Media Portals
2.4.1.16. Other Secondary Sources
2.4.2. Primary Research
2.4.2.1. Introduction
2.4.2.2. Types
2.4.2.2.1. Qualitative
2.4.2.2.2. Quantitative
2.4.2.3. Advantages
2.4.2.4. Techniques
2.4.2.4.1. Interviews
2.4.2.4.2. Surveys
2.4.2.4.3. Focus Groups
2.4.2.4.4. Observational Research
2.4.2.4.5. Social Media Interactions
2.4.2.5. Stakeholders
2.4.2.5.1. Company Executives (CXOs)
2.4.2.5.2. Board of Directors
2.4.2.5.3. Company Presidents and Vice Presidents
2.4.2.5.4. Key Opinion Leaders
2.4.2.5.5. Research and Development Heads
2.4.2.5.6. Technical Experts
2.4.2.5.7. Subject Matter Experts
2.4.2.5.8. Scientists
2.4.2.5.9. Doctors and Other Healthcare Providers
2.4.2.6. Ethics and Integrity
2.4.2.6.1. Research Ethics
2.4.2.6.2. Data Integrity
2.4.3. Analytical Tools and Databases
3. ECONOMIC AND OTHER PROJECT SPECIFIC CONSIDERATIONS
3.1. Forecast Methodology
3.1.1. Top-Down Approach
3.1.2. Bottom-Up Approach
3.1.3. Hybrid Approach
3.2. Market Assessment Framework
3.2.1. Total Addressable Market (TAM)
3.2.2. Serviceable Addressable Market (SAM)
3.2.3. Serviceable Obtainable Market (SOM)
3.2.4. Currently Acquired Market (CAM)
3.3. Forecasting Tools and Techniques
3.3.1. Qualitative Forecasting
3.3.2. Correlation
3.3.3. Regression
3.3.4. Time Series Analysis
3.3.5. Extrapolation
3.3.6. Convergence
3.3.7. Forecast Error Analysis
3.3.8. Data Visualization
3.3.9. Scenario Planning
3.3.10. Sensitivity Analysis
3.4. Key Considerations
3.4.1. Demographics
3.4.2. Market Access
3.4.3. Reimbursement Scenarios
3.4.4. Industry Consolidation
3.5. Robust Quality Control
3.6. Key Market Segmentations
3.7. Limitations
4. MACRO-ECONOMIC INDICATORS
4.1. Chapter Overview
4.2. Market Dynamics
4.2.1. Time Period
4.2.1.1. Historical Trends
4.2.1.2. Current and Forecasted Estimates
4.2.2. Currency Coverage
4.2.2.1. Overview of Major Currencies Affecting the Market
4.2.2.2. Impact of Currency Fluctuations on the Industry
4.2.3. Foreign Exchange Impact
4.2.3.1. Evaluation of Foreign Exchange Rates and Their Impact on Market
4.2.3.2. Strategies for Mitigating Foreign Exchange Risk
4.2.4. Recession
4.2.4.1. Historical Analysis of Past Recessions and Lessons Learnt
4.2.4.2. Assessment of Current Economic Conditions and Potential Impact on the Market
4.2.5. Inflation
4.2.5.1. Measurement and Analysis of Inflationary Pressures in the Economy
4.2.5.2. Potential Impact of Inflation on the Market Evolution
4.2.6. Interest Rates
4.2.6.1. Overview of Interest Rates and Their Impact on the Market
4.2.6.2. Strategies for Managing Interest Rate Risk
4.2.7. Commodity Flow Analysis
4.2.7.1. Type of Commodity
4.2.7.2. Origins and Destinations
4.2.7.3. Values and Weights
4.2.7.4. Modes of Transportation
4.2.8. Global Trade Dynamics
4.2.8.1. Import Scenario
4.2.8.2. Export Scenario
4.2.9. War Impact Analysis
4.2.9.1. Russian-Ukraine War
4.2.9.2. Israel-Hamas War
4.2.10. COVID Impact / Related Factors
4.2.10.1. Global Economic Impact
4.2.10.2. Industry-specific Impact
4.2.10.3. Government Response and Stimulus Measures
4.2.10.4. Future Outlook and Adaptation Strategies
4.2.11. Other Indicators
4.2.11.1. Fiscal Policy
4.2.11.2. Consumer Spending
4.2.11.3. Gross Domestic Product (GDP)
4.2.11.4. Employment
4.2.11.5. Taxes
4.2.11.6. R&D Innovation
4.2.11.7. Stock Market Performance
4.2.11.8. Supply Chain
4.2.11.9. Cross-Border Dynamics
5. EXECUTIVE SUMMARY
6. INTRODUCTION
6.1. Chapter Overview
6.2. Overview of Esports
6.2.1. Type of Streaming
6.2.2. Type of Gaming Genre
6.2.3. Type of Device
6.2.4. Type of Streaming Platform
6.2.5. Type of Revenue Stream
6.3. Future Perspective
7. COMPETITIVE LANDSCAPE
7.1. Chapter Overview
7.2. Esports: Overall Market Landscape
7.2.1. Analysis by Year of Establishment
7.2.2. Analysis by Company Size
7.2.3. Analysis by Location of Headquarters
7.2.4. Analysis by Ownership Structure
8. COMPANY PROFILES
8.1. Chapter Overview
8.1.1. Activision Blizzard *
8.1.2. Company Overview
8.1.3. Company Mission
8.1.4. Company Footprint
8.1.5. Management Team
8.1.6. Contact Details
8.1.7. Financial Performance
8.1.8. Operating Business Segments
8.1.9. Service / Product Portfolio (project specific)
8.1.10. MOAT Analysis
8.1.11. Recent Developments and Future Outlook
8.2. Electronic Arts
8.3. FACEIT
8.4. Gameloft SE
8.5. Gfinity
8.6. Intel
8.7. Microsoft
8.8. Modern Times
8.9. Nintendo
8.10. NVIDIA
8.11. Riot Games
8.12. Valve
9. VALUE CHAIN ANALYSIS
10. SWOT ANALYSIS
11. GLOBAL ESPORTS MARKET
11.1. Chapter Overview
11.2. Key Assumptions and Methodology
11.3. Trends Disruption Impacting Market
11.4. Global Esports Market, Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
11.5. Multivariate Scenario Analysis
11.5.1. Conservative Scenario
11.5.2. Optimistic Scenario
11.6. Key Market Segmentations
12. MARKET OPPORTUNITIES BASED ON TYPE OF STREAMING
12.1. Chapter Overview
12.2. Key Assumptions and Methodology
12.3. Revenue Shift Analysis
12.4. Market Movement Analysis
12.5. Penetration-Growth (P-G) Matrix
12.6. Esports Market for Live: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
12.7. Esports Market for Video on demand: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
12.8. Data Triangulation and Validation
13. MARKET OPPORTUNITIES BASED ON TYPE OF GAMING GENRE
13.1. Chapter Overview
13.2. Key Assumptions and Methodology
13.3. Revenue Shift Analysis
13.4. Market Movement Analysis
13.5. Penetration-Growth (P-G) Matrix
13.6. Esports Market for Fighting Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.7. Esports Market for First Person Shooter Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.8. Esports Market for Mass Multiplayer Online Role-playing Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.9. Esports Market for Multiplayer Online Battle Arena Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.10. Esports Market for Real-time Strategy Games: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.11. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
13.12. Data Triangulation and Validation
14. MARKET OPPORTUNITIES BASED ON TYPE OF DEVICE
14.1. Chapter Overview
14.2. Key Assumptions and Methodology
14.3. Revenue Shift Analysis
14.4. Market Movement Analysis
14.5. Penetration-Growth (P-G) Matrix
14.6. Esports Market for Desktop / laptop / tablets: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
14.7. Esports Market for Gaming Console: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
14.8. Esports Market for Smart Phone: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
14.9. Esports Market for Smart TV: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
14.10. Data Triangulation and Validation
15. MARKET OPPORTUNITIES BASED ON TYPE OF STREAMING PLATFORM
15.1. Chapter Overview
15.2. Key Assumptions and Methodology
15.3. Revenue Shift Analysis
15.4. Market Movement Analysis
15.5. Penetration-Growth (P-G) Matrix
15.6. Esports Market for Twitch: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
15.7. Esports Market for YouTube: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
15.8. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
15.9. Data Triangulation and Validation
16. MARKET OPPORTUNITIES BASED ON TYPE OF REVENUE STREAM
16.1. Chapter Overview
16.2. Key Assumptions and Methodology
16.3. Revenue Shift Analysis
16.4. Market Movement Analysis
16.5. Penetration-Growth (P-G) Matrix
16.6. Esports Market for Advertisement: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.7. Esports Market for Game Publisher Fees: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.8. Esports Market for Media Rights: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.9. Esports Market for Sponsorship: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.10. Esports Market for Ticket & Merchandise: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.11. Esports Market for Others: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
16.12. Data Triangulation and Validation
17 MARKET OPPORTUNITIES FOR ESPORTS IN NORTH AMERICA
17.1. Chapter Overview
17.2. Key Assumptions and Methodology
17.3. Revenue Shift Analysis
17.4. Market Movement Analysis
17.5. Penetration-Growth (P-G) Matrix
17.6. Esports Market in North America: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
17.6.1. Esports Market in the US: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
17.6.2. Esports Market in Canada: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
17.6.3. Esports Market in Mexico: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
17.6.4. Esports Market in Other North American Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
17.7. Data Triangulation and Validation
18. MARKET OPPORTUNITIES FOR ESPORTS IN EUROPE
18.1. Chapter Overview
18.2. Key Assumptions and Methodology
18.3. Revenue Shift Analysis
18.4. Market Movement Analysis
18.5. Penetration-Growth (P-G) Matrix
18.6. Esports Market in Europe: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.1. Esports Market in the Austria: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.2. Esports Market in Belgium: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.3. Esports Market in Denmark: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.4. Esports Market in France: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.5. Esports Market in Germany: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.6. Esports Market in Ireland: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.7. Esports Market in Italy: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.8. Esports Market in Netherlands: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.9. Esports Market in Norway: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.10. Esports Market in Russia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.11. Esports Market in Spain: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.12. Esports Market in Sweden: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.13. Esports Market in Switzerland: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.14. Esports Market in the UK: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.6.15. Esports Market in Other European Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
18.7. Data Triangulation and Validation
19. MARKET OPPORTUNITIES FOR ESPORTS IN ASIA
19.1. Chapter Overview
19.2. Key Assumptions and Methodology
19.3. Revenue Shift Analysis
19.4. Market Movement Analysis
19.5. Penetration-Growth (P-G) Matrix
19.6. Esports Market in Asia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.1. Esports Market in China: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.2. Esports Market in India: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.3. Esports Market in Japan: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.4. Esports Market in Singapore: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.5. Esports Market in South Korea: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.6.6. Esports Market in Other Asian Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
19.7. Data Triangulation and Validation
20. MARKET OPPORTUNITIES FOR ESPORTS IN MIDDLE EAST AND NORTH AFRICA
20.1. Chapter Overview
20.2. Key Assumptions and Methodology
20.3. Revenue Shift Analysis
20.4. Market Movement Analysis
20.5. Penetration-Growth (P-G) Matrix
20.6. Esports Market in Middle East and North Africa (MENA): Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.1. Esports Market in Egypt: Historical Trends (Since 2019) and Forecasted Estimates (Till 205)
20.6.2. Esports Market in Iran: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.3. Esports Market in Iraq: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.4. Esports Market in Israel: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.5. Esports Market in Kuwait: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.6. Esports Market in Saudi Arabia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.7. Esports Market in United Arab Emirates (UAE): Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.6.8. Esports Market in Other MENA Countries: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
20.7. Data Triangulation and Validation
21. MARKET OPPORTUNITIES FOR ESPORTS IN LATIN AMERICA
21.1. Chapter Overview
21.2. Key Assumptions and Methodology
21.3. Revenue Shift Analysis
21.4. Market Movement Analysis
21.5. Penetration-Growth (P-G) Matrix
21.6. Esports Market in Latin America: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.1. Esports Market in Argentina: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.2. Esports Market in Brazil: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.3. Esports Market in Chile: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.4. Esports Market in Colombia Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.5. Esports Market in Venezuela: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.6.6. Esports Market in Other Latin American Countries: Historical Trends (Since 2021) and Forecasted Estimates (Till 2035)
21.7. Data Triangulation and Validation
22. MARKET OPPORTUNITIES FOR ESPORTS IN REST OF THE WORLD
22.1. Chapter Overview
22.2. Key Assumptions and Methodology
22.3. Revenue Shift Analysis
22.4. Market Movement Analysis
22.5. Penetration-Growth (P-G) Matrix
22.6. Esports Market in Rest of the World: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
22.6.1. Esports Market in Australia: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)
22.6.2. Esports Market in New Zealand: Historical Trends (Since 2019) and Forecasted Estimates (Till 2035)