The Asia Pacific Esports Market would witness market growth of 23.4% CAGR during the forecast period (2021-2027).
Video games have brought a shift in the way individuals interact and engage with the virtual environment. Several companies are developing advanced technologies for the gaming industry to push its boundaries and to better serve various existing and potential players of esports across the world. These constant advancements in gaming technologies would support the growth of the esports market.
The features of esport like online live streaming of gaming that provide a similar feeling of being there in real-time gaming would support the growth of the esports market during the forecast period.
The attractive prizes offered by esports event organizers is creating lucrative opportunities for the gamers as well as organizers. In addition, the rise in demand for smartphones and high penetration of internet in the developing nations like India and China would support the growth of the regional esports market during the forecast period.
The China market dominated the Asia Pacific Esports Market by Country 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $293.6 million by 2027.The Japan market is poised to grow a CAGR of 22.7% during (2021 - 2027). Additionally, The India market would exhibit a CAGR of 24.1% during (2021 - 2027).
Based on Revenue Source, the market is segmented into Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
Free Valuable Insights: The Worldwide Esports Market is Projected to reach USD 3,574.9 million by 2027, at a CAGR of 21.3%
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Intel Corporation, NVIDIA Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Valve Corporation, Modern Times Group MTG AB, Electronic Arts, Inc., Tencent Holdings Ltd., Gameloft SE (Vivendi), and AT&T, Inc.
Scope of the Study
Market Segments Covered in the Report:
By Revenue Source
- Sponsorship
- Media Rights
- Advertising
- Publisher Fees
- Merchandise & Tickets
By Country
- China
- Japan
- India
- South Korea
- Singapore
- Malaysia
- Rest of Asia Pacific
Key Market Players
List of Companies Profiled in the Report:
- Intel Corporation
- NVIDIA Corporation
- Nintendo Co., Ltd.
- Activision Blizzard, Inc.
- Valve Corporation
- Modern Times Group MTG AB
- Electronic Arts, Inc.
- Tencent Holdings Ltd.
- Gameloft SE (Vivendi)
- AT&T, Inc.
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Esports Market, by Revenue Source
1.4.2 Asia Pacific Esports Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.2.4 Geographical Expansions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2017-2021)
3.3.2 Key Strategic Move: (Product Launches and Product Expansions : 2017, Jun – 2021, Jun) Leading Players
Chapter 4. Asia Pacific Esports Market by Revenue Source
4.1 Asia Pacific Sponsorship Market by Country
4.2 Asia Pacific Media Rights Market by Country
4.3 Asia Pacific Advertising Market by Country
4.4 Asia Pacific Publisher Fees Market by Country
4.5 Asia Pacific Merchandise & Tickets Revenue Source Market by Country
Chapter 5. Asia Pacific Esports Market by Country
5.1 China Esports Market
5.1.1 China Esports Market by Revenue Source
5.2 Japan Esports Market
5.2.1 Japan Esports Market by Revenue Source
5.3 India Esports Market
5.3.1 India Esports Market by Revenue Source
5.4 South Korea Esports Market
5.4.1 South Korea Esports Market by Revenue Source
5.5 Singapore Esports Market
5.5.1 Singapore Esports Market by Revenue Source
5.6 Malaysia Esports Market
5.6.1 Malaysia Esports Market by Revenue Source
5.7 Rest of Asia Pacific Esports Market
5.7.1 Rest of Asia Pacific Esports Market by Revenue Source
Chapter 6. Company Profiles
6.1 Intel Corporation
6.1.5 Recent strategies and developments:
6.2 NVIDIA Corporation
6.2.5 Recent strategies and developments:
6.2.5.1 Partnerships, Collaborations, and Agreements:
6.2.5.2 Product Launches and Product Expansions:
6.2.5.3 Acquisition and Mergers:
6.2.5.4 Geographical Expansions:
6.3 Nintendo Co., Ltd.
6.3.1 Company Overview
6.3.2 Financial Analysis
6.3.3 Segmental and Regional Analysis
6.3.4 Research & Development Expenses
6.3.5 Recent strategies and developments:
6.3.5.1 Partnerships, Collaborations, and Agreements:
6.3.5.2 Acquisitions and Mergers:
6.4 Activision Blizzard, Inc.
6.4.1 Company Overview
6.4.2 Financial Analysis
6.4.3 Segmental and Regional Analysis
6.4.4 Recent strategies and developments:
6.4.4.1 Partnerships, Collaborations, and Agreements:
6.4.4.2 Product Launches and Product Expansions:
6.4.4.3 Acquisition and Mergers:
6.5 Valve Corporation
6.5.1 Company Overview
6.5.2 Recent strategies and developments:
6.5.2.1 Partnerships, Collaborations, and Agreements:
6.5.2.2 Product Launches and Product Expansions:
6.6 Modern Times Group MTG AB
6.6.1 Company Overview
6.6.2 Financial Analysis
6.6.3 Segmental and Regional Analysis
6.6.4 Recent strategies and developments:
6.6.4.1 Acquisition and Mergers:
6.7 Electronic Arts, Inc.
6.7.1 Company Overview
6.7.2 Financial Analysis
6.7.3 Segmental and Regional Analysis
6.7.4 Research & Development Expenses
6.7.5 Recent strategies and developments:
6.7.5.1 Partnerships, Collaborations, and Agreements:
6.7.5.2 Product Launches and Product Expansions:
6.7.5.3 Acquisition and Mergers:
6.8 Tencent Holdings Ltd.
6.8.1 Company Overview
6.8.2 Financial Analysis
6.8.3 Segmental and Regional Analysis
6.8.4 Research & Development Expenses
6.8.5 Recent strategies and developments:
6.8.5.1 Partnerships, Collaborations, and Agreements:
6.9 Gameloft SE (Vivendi)
6.9.1 Company Overview
6.9.2 Financial Analysis
6.9.3 Segmental and Regional Analysis
6.9.4 Research & Development Expenses
6.9.5 Recent strategies and developments:
6.9.5.1 Partnerships, Collaborations, and Agreements:
6.9.5.2 Product Launches and Product Expansions:
6.1 AT&T, Inc.
6.10.1 Company Overview
6.10.2 Financial Analysis
6.10.3 Segmental and Regional Analysis
6.10.4 Research & Development Expense
6.10.5 Recent strategies and developments:
6.10.5.1 Partnerships, Collaborations, and Agreements:
TABLE 1 Asia Pacific Esports Market, 2017 - 2020, USD Million
TABLE 2 Asia Pacific Esports Market, 2021 - 2027, USD Million
TABLE 3 Partnerships, Collaborations and Agreements– Esports Market
TABLE 4 Product Launches And Product Expansions– Esports Market
TABLE 5 Acquisition and Mergers– Esports Market
TABLE 6 Geographical Expansions– Esports Market
TABLE 7 Asia Pacific Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 8 Asia Pacific Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 9 Asia Pacific Sponsorship Market by Country, 2017 - 2020, USD Million
TABLE 10 Asia Pacific Sponsorship Market by Country, 2021 - 2027, USD Million
TABLE 11 Asia Pacific Media Rights Market by Country, 2017 - 2020, USD Million
TABLE 12 Asia Pacific Media Rights Market by Country, 2021 - 2027, USD Million
TABLE 13 Asia Pacific Advertising Market by Country, 2017 - 2020, USD Million
TABLE 14 Asia Pacific Advertising Market by Country, 2021 - 2027, USD Million
TABLE 15 Asia Pacific Publisher Fees Market by Country, 2017 - 2020, USD Million
TABLE 16 Asia Pacific Publisher Fees Market by Country, 2021 - 2027, USD Million
TABLE 17 Asia Pacific Merchandise & Tickets Revenue Source Market by Country, 2017 - 2020, USD Million
TABLE 18 Asia Pacific Merchandise & Tickets Revenue Source Market by Country, 2021 - 2027, USD Million
TABLE 19 Asia Pacific Esports Market by Country, 2017 - 2020, USD Million
TABLE 20 Asia Pacific Esports Market by Country, 2021 - 2027, USD Million
TABLE 21 China Esports Market, 2017 - 2020, USD Million
TABLE 22 China Esports Market, 2021 - 2027, USD Million
TABLE 23 China Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 24 China Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 25 Japan Esports Market, 2017 - 2020, USD Million
TABLE 26 Japan Esports Market, 2021 - 2027, USD Million
TABLE 27 Japan Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 28 Japan Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 29 India Esports Market, 2017 - 2020, USD Million
TABLE 30 India Esports Market, 2021 - 2027, USD Million
TABLE 31 India Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 32 India Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 33 South Korea Esports Market, 2017 - 2020, USD Million
TABLE 34 South Korea Esports Market, 2021 - 2027, USD Million
TABLE 35 South Korea Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 36 South Korea Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 37 Singapore Esports Market, 2017 - 2020, USD Million
TABLE 38 Singapore Esports Market, 2021 - 2027, USD Million
TABLE 39 Singapore Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 40 Singapore Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 41 Malaysia Esports Market, 2017 - 2020, USD Million
TABLE 42 Malaysia Esports Market, 2021 - 2027, USD Million
TABLE 43 Malaysia Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 44 Malaysia Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 45 Rest of Asia Pacific Esports Market, 2017 - 2020, USD Million
TABLE 46 Rest of Asia Pacific Esports Market, 2021 - 2027, USD Million
TABLE 47 Rest of Asia Pacific Esports Market by Revenue Source, 2017 - 2020, USD Million
TABLE 48 Rest of Asia Pacific Esports Market by Revenue Source, 2021 - 2027, USD Million
TABLE 49 Key Information – Intel Corporation
TABLE 50 Key Information – NVIDIA Corporation
TABLE 51 key information – Nintendo Co., Ltd.
TABLE 52 Key Information – Activision Blizzard, Inc.
TABLE 53 Key Information – Valve Corporation
TABLE 54 Key Information – Modern Times Group
TABLE 55 Key Information – Electronic Arts Inc.
TABLE 56 Key Information – Tencent Holdings Ltd.
TABLE 57 Key Information – Gameloft SE
TABLE 58 Key Information – AT&T, Inc.
List of Figures
FIG 1 Methodology for the research
FIG 2 KBV Cardinal Matrix
FIG 3 Key Leading Strategies: Percentage Distribution (2017-2021)
FIG 4 Key Strategic Move: (Product Launches and Product Expansions : 2017, Jun – 2021, Jun) Leading Players
FIG 5 Recent strategies and developments: Intel Corporation
FIG 6 SWOT analysis: Intel corporation
FIG 7 Recent strategies and developments: NVIDIA Corporation
FIG 8 SWOT Analysis: NVIDIA Corporation
FIG 9 Recent strategies and developments: Nintendo Co., Ltd.
FIG 10 Recent strategies and developments: Activision Blizzard, Inc.
FIG 11 Recent strategies and developments: Valve Corporation
FIG 12 Recent strategies and developments: Electronic Arts
FIG 13 Recent strategies and developments: Gameloft SE