일본과 해외의 조사회사나 출판사로부터 출판된 산업 조사 보고서 및 데이터 판매 · 연간 서비스 · 맞춤 정보 제공 ChosaReport-Korea 주식회사 SEMABIZ

세계의 e스포츠 시장 예측 2022-2030년

출판:Inkwood Research(잉크우드 리서치) 출판년월:2022년01월

・세계 e스포츠 시장은 2022년부터 2030년 사이에 CAGR 22.18%로 성장할 것으로 예측된다. 시장 성장 촉진 요인으로는 인터넷 연결 및 속도 향상, 독점 판매권 및 스폰서십, 상금, e스포츠 이벤트 라이브 스트리밍 등이 있습니다。
GLOBAL ESPORTS MARKET FORECAST 2022-2030

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구성 영문조사보고서

리포트목차    주문/문의    납기/라이센스안내

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Inkwood Research「GLOBAL ESPORTS MARKET FORECAST 2022-2030 – 세계의 e스포츠 시장 예측 2022-2030년」는 세계 e스포츠 시장을 조사하고 중요한 세그먼트별 분석 및 예측 결과를 제공합니다。

주요 게시물

  1. 조사 범위 및 방법론
  2. 이그제큐티브 요약
  3. 시장 역학
  4. 중요 분석
  5. 수익 흐름별 시장
  6. 장르별 시장
  7. 기기별 시장
  8. 젠더별 시장
  9. 연령층별 시장
  10. 지역별 분석
  11. 경쟁 환경

KEY FINDINGS

The global eSports market is projected to register a CAGR of 22.18% during the forecast period, 2022-2030. The market growth drivers include improved internet access and speed, franchise & sponsorship, prize money, and live streaming of esports events.

MARKET INSIGHTS

eSports entails organized competitive video gaming. The teams compete in tournaments for a cash prize. Also, it is followed by hordes of fans globally who tune in online or through live events. The advancing internet accessibility and speed is one of the key drivers of the global eSports market growth. The global download speed on fixed and mobile broadband increased from 55 Mbps to 107.50 Mbps in July 2021. As per the Speedteest Global Index, from July 2020 to July 2021, fixed broadband increased by 31.9%, and mobile broadband increased by 59.5%.

In eSports, ‘ping,’ a numerical measure of the latency between their device and the game’s server, is highly important in competitive circumstances. Low speeds result in latency in the gameplay. This hinders the gamers’ interaction with the virtual world and their chances of winning. As a result, there is an increasing need for the fastest commercially accessible connection that offers additional stability and speed. Moreover, the enhanced and stable internet connection has made eSports lucrative among players. In addition, 5G technology is estimated to offer more potential for mobile gaming in the coming years. However, the health concerns and lack of a single regulatory body pose a challenge to the global eSports market growth.

REGIONAL INSIGHTS

The global eSports market growth assessment includes the geographical evaluation of North America, Europe, Asia-Pacific, and Rest of World. Asia-Pacific is the largest revenue-generating region in the global market, accredited to the rising investments in games and events.

COMPETITIVE INSIGHTS

The market rivalry is expected to be high, with several universities offering varsity eSports programs. Some of the key companies in the market include Take-Two Interactive, Riot Games Inc, Electronic Arts, Activision Blizzard, etc.

Our report offerings include:

  • Explore key findings of the overall market
  • Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
  • Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions
  • Market Segmentation cater to a thorough assessment of key segments with their market estimations
  • Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
  • Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
  • Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
  • Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments

관련 시장 조사 보고서

Inkwood Research에서는 아래의 지역/국가별 시장조사보고서도 출판되어 있습니다.각 보고서의 상세 설명에 대한 문의도 받고 있습니다。

  • 아시아태평양 지역의 e스포츠 시장 예측 2022-2030년
    ASIA-PACIFIC ESPORTS MARKET FORECAST 2022-2030
  • 유럽 e스포츠 시장 예측 2022-2030년
    EUROPE ESPORTS MARKET FORECAST 2022-2030
  • 북미 e스포츠 시장 예측 2022-2030년
    NORTH AMERICA ESPORTS MARKET FORECAST 2022-2030
  • 북유럽 e스포츠 시장 예측 2022-2028년
    NORDICS ESPORTS MARKET FORECAST 2022-2028

목차

TABLE OF CONTENTS

1. RESEARCH SCOPE & METHODOLOGY

1.1. STUDY OBJECTIVES
1.2. SCOPE OF STUDY
1.3. METHODOLOGY
1.4. ASSUMPTIONS & LIMITATIONS

2. EXECUTIVE SUMMARY

2.1. MARKET SIZE & ESTIMATES
2.2. MARKET OVERVIEW

3. MARKET DYNAMICS

3.1. MARKET SCOPE
3.2. KEY DRIVERS
3.2.1. IMPROVEMENT IN INTERNET SPEED AND ACCESSIBILITY
3.2.2. LIVE STREAMING OF ESPORTS EVENTS
3.2.3. PRIZE MONEY INVOLVED IN ESPORTS
3.2.4. SPONSORSHIPS & FRANCHISE
3.3. KEY RESTRAINTS
3.3.1. HEALTH CONCERNS
3.3.2. LACK OF SINGLE REGULATORY BODY

4. KEY ANALYTICS

4.1. IMPACT OF COVID-19 ON ESPORTS MARKET
4.2. KEY MARKET TRENDS
4.3. PORTER’S FIVE FORCES ANALYSIS
4.3.1. BUYERS POWER
4.3.2. SUPPLIERS POWER
4.3.3. SUBSTITUTION
4.3.4. NEW ENTRANTS
4.3.5. INDUSTRY RIVALRY
4.4. OPPORTUNITY MATRIX
4.5. VENDOR LANDSCAPE

5. MARKET BY REVENUE STREAMS

5.1. SPONSORSHIP
5.2. MEDIA RIGHTS
5.3. MERCHANDISE & TICKETS
5.4. PUBLISHER FEES
5.5. ADVERTISING

6. MARKET BY GENRE

6.1. MULTIPLAYER ONLINE BATTLE ARENA
6.2. FIRST-PERSON SHOOTER
6.3. BATTLE ROYALE GAME
6.4. REAL-TIME STRATEGY
6.5. OTHER GENRES

7. MARKET BY DEVICE

7.1. CONSOLE
7.2. PERSONAL COMPUTER
7.3. MOBILE

8. MARKET BY GENDER

8.1. MALE PARTICIPANTS
8.2. FEMALE PARTICIPANTS

9. MARKET BY AGE GROUP

9.1. 16-24 AGE GROUP
9.2. 25-34 AGE GROUP
9.3. 35-44 AGE GROUP
9.4. 44 AND ABOVE AGE GROUP

10. GEOGRAPHICAL ANALYSIS

10.1. NORTH AMERICA
10.1.1. MARKET SIZE & ESTIMATES
10.1.2. KEY GROWTH ENABLERS
10.1.3. KEY CHALLENGES
10.1.4. KEY PLAYERS
10.1.5. COUNTRY ANALYSIS
10.1.5.1. UNITED STATES
10.1.5.2. CANADA
10.2. EUROPE
10.2.1. MARKET SIZE & ESTIMATES
10.2.2. KEY GROWTH ENABLERS
10.2.3. KEY CHALLENGES
10.2.4. KEY PLAYERS
10.2.5. COUNTRY ANALYSIS
10.2.5.1. UNITED KINGDOM
10.2.5.2. GERMANY
10.2.5.3. FRANCE
10.2.5.4. NORDICS
10.2.5.5. ITALY
10.2.5.6. RUSSIA
10.2.5.7. SPAIN
10.2.5.8. POLAND
10.2.5.9. REST OF EUROPE
10.3. ASIA-PACIFIC
10.3.1. MARKET SIZE & ESTIMATES
10.3.2. KEY GROWTH ENABLERS
10.3.3. KEY CHALLENGES
10.3.4. KEY PLAYERS
10.3.5. COUNTRY ANALYSIS
10.3.5.1. CHINA
10.3.5.2. JAPAN
10.3.5.3. INDIA
10.3.5.4. SOUTH KOREA
10.3.5.5. INDONESIA
10.3.5.6. THAILAND
10.3.5.7. SINGAPORE
10.3.5.8. AUSTRALIA & NEW ZEALAND
10.3.5.9. MALAYSIA
10.3.5.10. REST OF ASIA-PACIFIC
10.4. REST OF WORLD
10.4.1. MARKET SIZE & ESTIMATES
10.4.2. KEY GROWTH ENABLERS
10.4.3. KEY CHALLENGES
10.4.4. KEY PLAYERS
10.4.5. REGIONAL ANALYSIS
10.4.5.1. LATIN AMERICA
10.4.5.2. MIDDLE EAST & AFRICA

11. COMPETITIVE LANDSCAPE

11.1. KEY STRATEGIC DEVELOPMENTS
11.1.1. MERGERS & ACQUISITIONS
11.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
11.1.3. PARTNERSHIPS & AGREEMENTS
11.1.4. BUSINESS EXPANSIONS & DIVESTITURES
11.2. COMPANY PROFILES
11.2.1. ACTIVISION BLIZZARD
11.2.2. CAPCOM CO LTD
11.2.3. ELECTRONIC ARTS
11.2.4. EPIC GAMES
11.2.5. NINTENDO CO LTD
11.2.6. PSYONIX
11.2.7. RIOT GAMES INC
11.2.8. SUPERCELL
11.2.9. TAKE-TWO INTERACTIVE
11.2.10. VALVE CORPORATION

LIST OF TABLES

TABLE 1: MARKET SNAPSHOT – ESPORTS
TABLE 2: GLOBAL ESPORTS MARKET, BY REVENUE STREAMS, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 3: GLOBAL ESPORTS MARKET, BY REVENUE STREAMS, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 4: GLOBAL SPONSORSHIP MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 5: GLOBAL SPONSORSHIP MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 6: GLOBAL MEDIA RIGHTS MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 7: GLOBAL MEDIA RIGHTS MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 8: GLOBAL MOBILE APPLICATION MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 9: GLOBAL MOBILE APPLICATION MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 10: GLOBAL PUBLISHER FEES MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 11: GLOBAL PUBLISHER FEES MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 12: GLOBAL ADVERTISING MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 13: GLOBAL ADVERTISING MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 14: GLOBAL ESPORTS MARKET, BY GENRE, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 15: GLOBAL ESPORTS MARKET, BY GENRE, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 16: GLOBAL MULTIPLAYER ONLINE BATTLE ARENA MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 17: GLOBAL MULTIPLAYER ONLINE BATTLE ARENA MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 18: GLOBAL FIRST-PERSON SHOOTER MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 19: GLOBAL FIRST-PERSON SHOOTER MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 20: GLOBAL BATTLE ROYALE GAME MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 21: GLOBAL BATTLE ROYALE GAME MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 22: GLOBAL REAL-TIME STRATEGY MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 23: GLOBAL REAL-TIME STRATEGY MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 24: GLOBAL OTHER GENRES MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 25: GLOBAL OTHER GENRES MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 26: GLOBAL ESPORTS MARKET, BY DEVICE, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 27: GLOBAL ESPORTS MARKET, BY DEVICE, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 28: GLOBAL CONSOLE MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 29: GLOBAL CONSOLE MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 30: GLOBAL PERSONAL COMPUTER MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 31: GLOBAL PERSONAL COMPUTER MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 32: GLOBAL MOBILE MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 33: GLOBAL MOBILE MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 34: GLOBAL ESPORTS MARKET, BY GENDER, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 35: GLOBAL ESPORTS MARKET, BY GENDER, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 36: GLOBAL MALE PARTICIPANTS MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 37: GLOBAL MALE PARTICIPANTS MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 38: GLOBAL FEMALE PARTICIPANTS MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 39: GLOBAL FEMALE PARTICIPANTS MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 40: GLOBAL ESPORTS MARKET, BY AGE GROUP, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 41: GLOBAL ESPORTS MARKET, BY AGE GROUP, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 42: GLOBAL 16-24 AGE GROUP MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 43: GLOBAL 16-24 AGE GROUP MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 44: GLOBAL 25-34 AGE GROUP MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 45: GLOBAL 25-34 AGE GROUP MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 46: GLOBAL 35-44 AGE GROUP MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 47: GLOBAL 35-44 AGE GROUP MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 48: GLOBAL 44 AND ABOVE AGE GROUP MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 49: GLOBAL 44 AND ABOVE AGE GROUP MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 50: GLOBAL ESPORTS MARKET, BY GEOGRAPHY, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 51: GLOBAL ESPORTS MARKET, BY GEOGRAPHY, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 52: NORTH AMERICA ESPORTS MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 53: NORTH AMERICA ESPORTS MARKET, BY COUNTRY, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 54: KEY PLAYERS OPERATING IN NORTH AMERICA ESPORTS MARKET
TABLE 55: EUROPE ESPORTS MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2021 (IN $ MILLION/BILLION)
TABLE 56: EUROPE ESPORTS MARKET, BY COUNTRY, FORECAST YEARS, 2022-2030 (IN $ MILLION/BILLION)
TABLE 57: KEY PLAYERS OPERATING IN EUROPE ESPORTS MARKET
TABLE 58: ASIA-PACIFIC ESPORTS MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 59: ASIA-PACIFIC ESPORTS MARKET, BY COUNTRY, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 60: KEY PLAYERS OPERATING IN ASIA-PACIFIC ESPORTS MARKET
TABLE 61: REST OF WORLD ESPORTS MARKET, BY REGION, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)
TABLE 62: REST OF WORLD ESPORTS MARKET, BY REGION, FORECAST YEARS, 2022-2030 (IN $ MILLION)
TABLE 63: KEY PLAYERS OPERATING IN REST OF WORLD ESPORTS MARKET
TABLE 64: LIST OF MERGERS & ACQUISITIONS
TABLE 65: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS
TABLE 66: LIST OF PARTNERSHIPS & AGREEMENTS
TABLE 67: LIST OF BUSINESS EXPANSIONS & DIVESTITURES

LIST OF FIGURES

FIGURE 1: KEY MARKET TRENDS
FIGURE 2: PORTER’S FIVE FORCES ANALYSIS
FIGURE 3: OPPORTUNITY MATRIX
FIGURE 4: VENDOR LANDSCAPE
FIGURE 5: GLOBAL ESPORTS MARKET, GROWTH POTENTIAL, BY REVENUE STREAMS, IN 2021
FIGURE 6: GLOBAL ESPORTS MARKET, BY SPONSORSHIP, 2022-2030 (IN $ MILLION)
FIGURE 7: GLOBAL ESPORTS MARKET, BY MEDIA RIGHTS, 2022-2030 (IN $ MILLION)
FIGURE 8: GLOBAL ESPORTS MARKET, BY MERCHANDISE & TICKETS, 2022-2030 (IN $ MILLION)
FIGURE 9: GLOBAL ESPORTS MARKET, BY PUBLISHER FEES, 2022-2030 (IN $ MILLION)
FIGURE 10: GLOBAL ESPORTS MARKET, BY ADVERTISING, 2022-2030 (IN $ MILLION)
FIGURE 11: GLOBAL ESPORTS MARKET, GROWTH POTENTIAL, BY GENRE, IN 2021
FIGURE 12: GLOBAL ESPORTS MARKET, BY MULTIPLAYER ONLINE BATTLE ARENA, 2022-2030 (IN $ MILLION)
FIGURE 13: GLOBAL ESPORTS MARKET, BY FIRST-PERSON SHOOTER, 2022-2030 (IN $ MILLION)
FIGURE 14: GLOBAL ESPORTS MARKET, BY BATTLE ROYALE GAME, 2022-2030 (IN $ MILLION)
FIGURE 15: GLOBAL ESPORTS MARKET, BY REAL-TIME STRATEGY, 2022-2030 (IN $ MILLION)
FIGURE 16: GLOBAL ESPORTS MARKET, BY OTHER GENRES, 2022-2030 (IN $ MILLION)
FIGURE 17: GLOBAL ESPORTS MARKET, GROWTH POTENTIAL, BY DEVICE, IN 2021
FIGURE 18: GLOBAL ESPORTS MARKET, BY CONSOLE, 2022-2030 (IN $ MILLION)
FIGURE 19: GLOBAL ESPORTS MARKET, BY PERSONAL COMPUTER, 2022-2030 (IN $ MILLION)
FIGURE 20: GLOBAL ESPORTS MARKET, BY MOBILE, 2022-2030 (IN $ MILLION)
FIGURE 21: GLOBAL ESPORTS MARKET, GROWTH POTENTIAL, BY GENDER, IN 2021
FIGURE 22: GLOBAL ESPORTS MARKET, BY MALE PARTICIPANTS, 2022-2030 (IN $ MILLION)
FIGURE 23: GLOBAL ESPORTS MARKET, BY FEMALE PARTICIPANTS, 2022-2030 (IN $ MILLION)
FIGURE 24: GLOBAL ESPORTS MARKET, GROWTH POTENTIAL, BY AGE GROUP, IN 2021
FIGURE 25: GLOBAL ESPORTS MARKET, BY 16-24 AGE GROUP, 2022-2030 (IN $ MILLION)
FIGURE 26: GLOBAL ESPORTS MARKET, BY 25-34 AGE GROUP, 2022-2030 (IN $ MILLION)
FIGURE 27: GLOBAL ESPORTS MARKET, BY 35-44 AGE GROUP, 2022-2030 (IN $ MILLION)
FIGURE 28: GLOBAL ESPORTS MARKET, BY 44 AND ABOVE AGE GROUP, 2022-2030 (IN $ MILLION)
FIGURE 29: NORTH AMERICA ESPORTS MARKET, COUNTRY OUTLOOK, 2021 & 2030 (IN %)
FIGURE 30: UNITED STATES ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 31: CANADA ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 32: EUROPE ESPORTS MARKET, COUNTRY OUTLOOK, 2021 & 2030 (IN %)
FIGURE 33: UNITED KINGDOM ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 34: GERMANY ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 35: FRANCE ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 36: NORDICS ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 37: ITALY ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 38: RUSSIA ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 39: SPAIN ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 40: POLAND ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 41: REST OF EUROPE ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 42: ASIA-PACIFIC ESPORTS MARKET, COUNTRY OUTLOOK, 2021 & 2030 (IN %)
FIGURE 43: CHINA ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 44: JAPAN ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 45: INDIA ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 46: SOUTH KOREA ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 47: INDONESIA ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 48: THAILAND ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 49: SINGAPORE ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 50: AUSTRALIA & NEW ZEALAND ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 51: MALAYSIA ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 52: REST OF ASIA-PACIFIC ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 53: REST OF WORLD ESPORTS MARKET, REGIONAL OUTLOOK, 2021 & 2030 (IN %)
FIGURE 54: LATIN AMERICA ESPORTS MARKET, 2022-2030 (IN $ MILLION)
FIGURE 55: MIDDLE EAST & AFRICA ESPORTS MARKET, 2022-2030 (IN $ MILLION)

Companies Mentioned

1. ACTIVISION BLIZZARD
2. CAPCOM CO LTD
3. ELECTRONIC ARTS
4. EPIC GAMES
5. NINTENDO CO LTD
6. PSYONIX
7. RIOT GAMES INC
8. SUPERCELL
9. TAKE-TWO INTERACTIVE
10. VALVE CORPORATION


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