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eSports Market

eSports Players Experience an Unparalleled Growth Sprint while Experimenting with New Features. Explore Key Trends.

eSports Market by Application, Streaming Type, Device, Revenue Stream & Region - Forecast 2022 - 2032

eSports Market Outlook (2022-2032)

[309 Pages Report] The popularity of esports is estimated to grow at a CAGR of 21.5% during the forecast period. The esports market size is likely to be valued at US$ 3,416.8 Mn in 2022 and is anticipated to surpass US$ 18,655.5 Mn by 2032.

The factors influencing the market growth include live streaming of sports, substantial outlays, expanding audience reach, engagement initiatives, and expanding networks for league competitions. As the field becomes more specialized, economic opportunities are developing for influencers, players, event planners, and game creators. Due to the huge demand for gaming competitions, face-to-face sponsorships, streaming earnings, and large international prize funds, young people are looking at esports as a promising career opportunity. In addition, colleges and universities have started offering specific esports programs to attract talented workers.

Report Attribute

Details

eSports Market Value (2022)

US$ 3,416.8 Mn

eSports Market Anticipated Forecast Value (2032)

US$ 18,655.5 Mn

eSports Projected Growth Rate (2022-2032)

21.5%

eSports (also known as electronic sports) is a type of sport enabled by a digital medium where all sporting operations are carried out via a human-computer interface. The development of esports is predicted to impact the sports market outlook. Media rights, tickets and products, sponsorships, direct marketing, and publisher charges are all main income sources for esports. Sponsorships and ads are the key operating income channels that have shown rising demand over the previous five years for revenue-generating resources. According to FMI, the eSports market value increased at a CAGR of 19.0% between 2016 and 2021.

eSports offer various competitive benefits, including the option to choose teams, athletes, and organizations that are not limited by geography and the potential to interact with non-traditional media. The major entities in the eSports sector include creators, distributors, and organizers. Developers generate an idea for the game, whereas marketers are in charge of the entire advertising and distribution.

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eSports Market Dynamics

Drivers

  • Boom in Video Games Industry and Rising Popularity

Video games are changing the way we engage with the digital environment and are more than simply a thriving entertainment industry. The gaming business promotes creativity by continually pushing the limits of what is achievable, driving firms like Google and Microsoft to develop new technologies to service millions of players worldwide.

The video game industry is massive. In addition, it is bigger than the entertainment and media sectors altogether, and it continues to expand every year. With the widespread adoption of video games such as Counter-Strike, Fortnite, League of Legends, PUBG, and many more, the global eSports industry is predicted to increase dramatically.

  • Growing Awareness of eSports

As competitive sports pick up steam, many hardcore players are becoming more interested in esports. In today's world, participants cheerfully accept pay-to-play concepts and money transfers. There are a large number of online game reviewers and marketers who are willing to assist gaming lovers that are interested in participating in the esports market. Big businesses are spreading awareness about the expanding esports industry and contributing to the growing fanbase.

Opportunities in the eSports Market

Video game development has grown progressively sophisticated, and the expense of developing a game for one of the key systems has increased in tandem. It was previously inconceivable to invest millions in game creation, but today's games may cost dozens, or even hundreds, of millions of dollars.

In terms of production and advertising expenditures, this has moved game design into the world of Hollywood films. Furthermore, premium streaming sites are the trend and are likely to benefit online gaming businesses like Ubisoft and Electronic Arts by reducing storage space and gaming system expenses, which is anticipated to considerably boost the expansion of the worldwide eSports industry.

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Growth Restraining Factors in the eSports Market

Lack of Standardization: As eSports is still a comparatively new sector, it is projected to experience growth hardships. For example, many competitors and gamers comment that some events lack honesty, making it difficult to determine which events are genuine and which ones are loaded with fraud. This factor causes problems for influencers, particularly those that work in active sports branding but have no expertise in the eSports industry. Due to the absence of uniformity in this market, there are continual difficulties with athletes, teams, competitions, and their promotions, endorsements, or agreements. As a result, this element in the eSports sector offers significant hurdles to market expansion.

Regional Insights

North America eSports Market Outlook

The North American esports market is anticipated to account for the largest sales revenue during the forecast period. Companies in North America organize the most eSports tournaments in the world. Speedy connectivity has contributed to eSports' rising prominence in North America. With the advent of the 5G data connection, there is a greater probability that the esports market revenue is likely to double in the upcoming years. eSports is one industry that has seen enormous growth over the last decade, owing to the incredible technological advances that the globe has made.

North America captured a considerable revenue share of more than 34.0% in 2022, with the United States leading the way. For decades, the area has consistently led the market. The Overwatch League and the franchised North America League of Legends Championship Series are estimated to drive more expansion and investment (NA LCS). With the help of leagues, athletes, game developers, streaming platforms, and TV networks, esports has grown into a multi-Mn-dollar industry in the United States.

The North America Scholastic esports Federation (NASEF) is trying to build the ecosystem by organizing youth events, encouraging high schools to establish esports teams, and providing guidance and training. Tallo collaborated with the North American Scholastic eSports Federation. The collaboration has created the world's greatest virtual environment for educational institutions, young esports experts, and employers.

North America is the largest region in the esports market, accounting for 34.0% of the total in 2022. Going forward, Europe is the fastest-growing region in the esports market, where growth is likely to be at a CAGR of 25.0%.

Asia Pacific eSports Market Outlook

During the forecast period, Asia-Pacific is expected to witness high growth potential in the eSports market. The region's esports industry has grown in response to the rise of internet users and online gaming. China declared esports as an official sport, and the industry has supplied skilled jobs for esports players throughout the country. South Korea is an established esports country, with standard infrastructure for players such as trainers, gaming houses, researchers, and chefs.

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Segmentation Analysis for eSports Market

By Revenue Source, Sponsorship Segment to Hold the Dominating Position in eSports Market

Sponsorship has the largest stake in the esports market. On the ground, sponsorship is less expensive than internet advertising and more impactful, particularly for firms supplying services and products directly tied to gaming.

By Application, Platform Segment to Lead the eSports Market During 2022-2032

The platform has the biggest market share in esports. The widespread adoption of the esports sector has contributed to an increase in esports capital and income. The social element of live coverage and gameplay has helped propel esports to this level. Fans have a direct link to the athletes and teams through video gaming-specific streaming sites like Twitch and YouTube Gaming, while more widely used social media has permitted those links to blossom.

By Platform, Smartphone Segment to Dominate the eSports Market

Smartphones have the most market share in esports. People all around the world have become increasingly reliant on cellphones, high-tech gadgets, and the world wide web as a result of continual technological breakthroughs. The segment's growth may be contributed to the several rewards brought by this device type, such as excellent gaming quality, which leads to a significantly superior gaming experience, heavy security, and so on.

Start-Up Ecosystem

How are Start-Up Companies Contributing to the eSports Market?

  • In 2020, FanClash for Startups was launched by IIM-A alumni Richa Singh and Rishabh Bhansali. FanClash provides a fantasy sports experience for esports. Users can compete against one another in esports in the same manner that they do in traditional fantasy sports like cricket or football.

The portal broadcasts tournaments from games like PUBG, Call of Duty, and Valorant, among others, and allows players to establish fantasy teams and compete against one another. FanClash boasts 60,000 active users and 100,000 downloads of its mobile app. So far, the business claims to have disbursed INR 52 lakh in wins.

  • Founded in 2019, Ampverse for Startups was launched by Ferdinand Gutierrez. Ampverse's portfolio includes Thai esports companies Bacon and MiTH, as well as Vietnamese team SBTC eSports and 7Sea from India. Its play-to-earn company enables gamers to win prizes by playing games such as Axie Infinity, Townstar, and Spider Tanks, as well as receiving training from professional esports players. Ampverse has collaborated with companies such as Disney, Samsung, McDonald's, Nestlé, Lazada, and Porsche.

Ampverse was created as its founders saw a great potential to build a business with IP and goods for gaming lovers that lie at the crossroads of gaming and popular culture, whether it's esports teams, apparel products, or other user experiences.

Competitive Landscape of eSports Market

To attract more customers, major eSports players like SEG Esports, Inc., Rollic, Inc., Niantic, Inc., Microsoft, Resolve Esports, Inc., and OneTeam, Inc. are concentrating on creating affordable Esports. To expand their product offerings and market reach, firms involved in the Esports industry are also focused on organic and inorganic growth tactics, such as strategic alliances, mergers, and acquisitions, and the development of new products with technological partners.

Key Players in eSports Market include

  • Electronic Arts
  • Riot Games
  • Tencent
  • Activision Blizzard, Inc.
  • Microsoft
  • Google
  • Valve Corporation
  • Modern Times Group (MTG)

Recent Developments in the eSports Market:

  • To enhance its services and give customers a 360-degree perspective, SEG Esports, Inc. established a technology cooperation with Adamas Esports, Inc. in June 2021. Sports psychology, performance coaching, and training in emotional and physical growth are the company's main areas of focus.
  • Rollic, Inc. bought Uncosoft, Inc. in April 2021 to increase in-house production in Izmir, Turkey, and grow its mobile gaming portfolio through creative game design to reach millions of gamers worldwide.
  • Microsoft, Inc. purchased Smash. gg in December 2020 to broaden its product offerings, create new video games, and speed up the release of new content. The business will develop its Esports market and provide competitive items.

Report Scope

Report Attribute

Details

Growth Rate

CAGR of 21.5% from 2022-2032

Market Value in 2022

US$ 3,416.8 Mn

Market Value in 2032

US$ 18,655.5 Mn

Base Year for Estimation

2021

Historical Data

2016-2021

Forecast Period

2022-2032

Quantitative Units

Revenue in US$ Mn and CAGR from 2022-2032

Report Coverage

Revenue forecast, company ranking, consumer behavior analysis, leading regional games, competitive landscape, growth factors, and trends

Segments Covered

  • Revenue stream
  • Streaming
  • Application
  • Platform
  • Regions

Regions Covered

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

Key Countries Profiled

  • U.S
  • Canada
  • Brazil
  • Mexico
  • Germany
  • U.K
  • France
  • Spain
  • Italy
  • China
  • Japan
  • South Korea
  • Malaysia
  • Singapore
  • Australia
  • New Zealand
  • GCC
  • South Africa
  • Israel

Key Companies Profiled

Market Segmentation

By Application:

  • Platform
  • Service

By Streaming Type:

  • On Demand
  • Live

By Device Type:

  • Smartphone
  • Smart TV
  • Desktop
  • Laptop
  • Tablets
  • Gaming Console

By Revenue Stream:

  • Media rights
  • Game publisher fee
  • Sponsorship
  • Digital advertisement
  • Tickets and merchandise

Region:

  • North America (U.S., Canada)
  • Latin America (Mexico, Brazil)
  • Europe (Germany, U.K., France, Italy, Spain, Poland, Russia)
  • East Asia (China, Japan, South Korea)
  • South Asia (India, Thailand, Malaysia, Vietnam, Indonesia)
  • Oceania (Australia, New Zealand)
  • Middle East & Africa (GCC Countries, Turkey, Northern Africa, South Africa)

Frequently Asked Questions

The global eSports market is estimated to be valued at US$ 3,416.8 Mn in 2022.

North America dominated the eSports market in 2022, accounting for 34.0% of the share.

The eSports market is predicted to surpass 18,655.5 Mn by 2032.

The platform segment is projected to lead the eSports market.

Table of Content

1. Executive Summary

    1.1. Global Market Outlook

    1.2. Demand-side Trends

    1.3. Supply-side Trends

    1.4. Technology Roadmap Analysis

    1.5. Analysis and Recommendations

2. Market Overview

    2.1. Market Coverage / Taxonomy

    2.2. Market Definition / Scope / Limitations

3. Market Background

    3.1. Market Dynamics

        3.1.1. Drivers

        3.1.2. Restraints

        3.1.3. Opportunity

        3.1.4. Trends

    3.2. Scenario Forecast

        3.2.1. Demand in Optimistic Scenario

        3.2.2. Demand in Likely Scenario

        3.2.3. Demand in Conservative Scenario

    3.3. Opportunity Map Analysis

    3.4. Investment Feasibility Matrix

    3.5. PESTLE and Porter’s Analysis

    3.6. Regulatory Landscape

        3.6.1. By Key Regions

        3.6.2. By Key Countries

    3.7. Regional Parent Market Outlook

4. Global Market Analysis 2017-2021 and Forecast, 2022-2032

    4.1. Historical Market Size Value (US$ Mn) Analysis, 2017-2021

    4.2. Current and Future Market Size Value (US$ Mn) Projections, 2022-2032

        4.2.1. Y-o-Y Growth Trend Analysis

        4.2.2. Absolute $ Opportunity Analysis

5. Global Market Analysis 2017-2021 and Forecast 2022-2032, By Game Genre

    5.1. Introduction / Key Findings

    5.2. Historical Market Size Value (US$ Mn) Analysis By Game Genre, 2017-2021

    5.3. Current and Future Market Size Value (US$ Mn) Analysis and Forecast By Game Genre, 2022-2032

        5.3.1. First-person Shooter (FPS) Games

        5.3.2. Multiplayer Online Battle Arena (MOBA) Games

        5.3.3. Fighting Games

        5.3.4. Sports Games

        5.3.5. Others

    5.4. Y-o-Y Growth Trend Analysis By Game Genre, 2017-2021

    5.5. Absolute $ Opportunity Analysis By Game Genre, 2022-2032

6. Global Market Analysis 2017-2021 and Forecast 2022-2032, By Platform

    6.1. Introduction / Key Findings

    6.2. Historical Market Size Value (US$ Mn) Analysis By Platform, 2017-2021

    6.3. Current and Future Market Size Value (US$ Mn) Analysis and Forecast By Platform, 2022-2032

        6.3.1. PC-Based Gaming

        6.3.2. Gaming Consoles

        6.3.3. Smartphone-Based Gaming

    6.4. Y-o-Y Growth Trend Analysis By Platform, 2017-2021

    6.5. Absolute $ Opportunity Analysis By Platform, 2022-2032

7. Global Market Analysis 2017-2021 and Forecast 2022-2032, By Region

    7.1. Introduction

    7.2. Historical Market Size Value (US$ Mn) Analysis By Region, 2017-2021

    7.3. Current Market Size Value (US$ Mn) Analysis and Forecast By Region, 2022-2032

        7.3.1. North America

        7.3.2. Latin America

        7.3.3. Europe

        7.3.4. Asia Pacific

        7.3.5. MEA

    7.4. Market Attractiveness Analysis By Region

8. North America Market Analysis 2017-2021 and Forecast 2022-2032, By Country

    8.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021

    8.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032

        8.2.1. By Country

            8.2.1.1. U.S.

            8.2.1.2. Canada

        8.2.2. By Game Genre

        8.2.3. By Platform

    8.3. Market Attractiveness Analysis

        8.3.1. By Country

        8.3.2. By Game Genre

        8.3.3. By Platform

    8.4. Key Takeaways

9. Latin America Market Analysis 2017-2021 and Forecast 2022-2032, By Country

    9.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021

    9.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032

        9.2.1. By Country

            9.2.1.1. Brazil

            9.2.1.2. Mexico

            9.2.1.3. Rest of Latin America

        9.2.2. By Game Genre

        9.2.3. By Platform

    9.3. Market Attractiveness Analysis

        9.3.1. By Country

        9.3.2. By Game Genre

        9.3.3. By Platform

    9.4. Key Takeaways

10. Europe Market Analysis 2017-2021 and Forecast 2022-2032, By Country

    10.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021

    10.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032

        10.2.1. By Country

            10.2.1.1. Germany

            10.2.1.2. U.K.

            10.2.1.3. France

            10.2.1.4. Spain

            10.2.1.5. Italy

            10.2.1.6. Rest of Europe

        10.2.2. By Game Genre

        10.2.3. By Platform

    10.3. Market Attractiveness Analysis

        10.3.1. By Country

        10.3.2. By Game Genre

        10.3.3. By Platform

    10.4. Key Takeaways

11. Asia Pacific Market Analysis 2017-2021 and Forecast 2022-2032, By Country

    11.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021

    11.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032

        11.2.1. By Country

            11.2.1.1. China

            11.2.1.2. Japan

            11.2.1.3. South Korea

            11.2.1.4. India

            11.2.1.5. Malaysia

            11.2.1.6. Singapore

            11.2.1.7. Australia

            11.2.1.8. New Zealand

            11.2.1.9. Rest of APAC

        11.2.2. By Game Genre

        11.2.3. By Platform

    11.3. Market Attractiveness Analysis

        11.3.1. By Country

        11.3.2. By Game Genre

        11.3.3. By Platform

    11.4. Key Takeaways

12. MEA Market Analysis 2017-2021 and Forecast 2022-2032, By Country

    12.1. Historical Market Size Value (US$ Mn) Trend Analysis By Market Taxonomy, 2017-2021

    12.2. Market Size Value (US$ Mn) Forecast By Market Taxonomy, 2022-2032

        12.2.1. By Country

            12.2.1.1. GCC Countries

            12.2.1.2. South Africa

            12.2.1.3. Israel

            12.2.1.4. Rest of MEA

        12.2.2. By Game Genre

        12.2.3. By Platform

    12.3. Market Attractiveness Analysis

        12.3.1. By Country

        12.3.2. By Game Genre

        12.3.3. By Platform

    12.4. Key Takeaways

13. Key Countries Market Analysis

    13.1. U.S.

        13.1.1. Pricing Analysis

        13.1.2. Market Share Analysis, 2021

            13.1.2.1. By Game Genre

            13.1.2.2. By Platform

    13.2. Canada

        13.2.1. Pricing Analysis

        13.2.2. Market Share Analysis, 2021

            13.2.2.1. By Game Genre

            13.2.2.2. By Platform

    13.3. Brazil

        13.3.1. Pricing Analysis

        13.3.2. Market Share Analysis, 2021

            13.3.2.1. By Game Genre

            13.3.2.2. By Platform

    13.4. Mexico

        13.4.1. Pricing Analysis

        13.4.2. Market Share Analysis, 2021

            13.4.2.1. By Game Genre

            13.4.2.2. By Platform

    13.5. Germany

        13.5.1. Pricing Analysis

        13.5.2. Market Share Analysis, 2021

            13.5.2.1. By Game Genre

            13.5.2.2. By Platform

    13.6. U.K.

        13.6.1. Pricing Analysis

        13.6.2. Market Share Analysis, 2021

            13.6.2.1. By Game Genre

            13.6.2.2. By Platform

    13.7. France

        13.7.1. Pricing Analysis

        13.7.2. Market Share Analysis, 2021

            13.7.2.1. By Game Genre

            13.7.2.2. By Platform

    13.8. Spain

        13.8.1. Pricing Analysis

        13.8.2. Market Share Analysis, 2021

            13.8.2.1. By Game Genre

            13.8.2.2. By Platform

    13.9. Italy

        13.9.1. Pricing Analysis

        13.9.2. Market Share Analysis, 2021

            13.9.2.1. By Game Genre

            13.9.2.2. By Platform

    13.10. China

        13.10.1. Pricing Analysis

        13.10.2. Market Share Analysis, 2021

            13.10.2.1. By Game Genre

            13.10.2.2. By Platform

    13.11. Japan

        13.11.1. Pricing Analysis

        13.11.2. Market Share Analysis, 2021

            13.11.2.1. By Game Genre

            13.11.2.2. By Platform

    13.12. South Korea

        13.12.1. Pricing Analysis

        13.12.2. Market Share Analysis, 2021

            13.12.2.1. By Game Genre

            13.12.2.2. By Platform

    13.13. Malaysia

        13.13.1. Pricing Analysis

        13.13.2. Market Share Analysis, 2021

            13.13.2.1. By Game Genre

            13.13.2.2. By Platform

    13.14. Singapore

        13.14.1. Pricing Analysis

        13.14.2. Market Share Analysis, 2021

            13.14.2.1. By Game Genre

            13.14.2.2. By Platform

    13.15. Australia

        13.15.1. Pricing Analysis

        13.15.2. Market Share Analysis, 2021

            13.15.2.1. By Game Genre

            13.15.2.2. By Platform

    13.16. New Zealand

        13.16.1. Pricing Analysis

        13.16.2. Market Share Analysis, 2021

            13.16.2.1. By Game Genre

            13.16.2.2. By Platform

    13.17. GCC Countries

        13.17.1. Pricing Analysis

        13.17.2. Market Share Analysis, 2021

            13.17.2.1. By Game Genre

            13.17.2.2. By Platform

    13.18. South Africa

        13.18.1. Pricing Analysis

        13.18.2. Market Share Analysis, 2021

            13.18.2.1. By Game Genre

            13.18.2.2. By Platform

    13.19. Israel

        13.19.1. Pricing Analysis

        13.19.2. Market Share Analysis, 2021

            13.19.2.1. By Game Genre

            13.19.2.2. By Platform

14. Market Structure Analysis

    14.1. Competition Dashboard

    14.2. Competition Benchmarking

    14.3. Market Share Analysis of Top Players

        14.3.1. By Regional

        14.3.2. By Game Genre

        14.3.3. By Platform

15. Competition Analysis

    15.1. Competition Deep Dive

        15.1.1. Electronic Arts

            15.1.1.1. Overview

            15.1.1.2. Product Portfolio

            15.1.1.3. Profitability by Market Segments

            15.1.1.4. Sales Footprint

                15.1.1.4.1. Marketing Strategy

        15.1.2. Riot Games

            15.1.2.1. Overview

            15.1.2.2. Product Portfolio

            15.1.2.3. Profitability by Market Segments

            15.1.2.4. Sales Footprint

                15.1.2.4.1. Marketing Strategy

        15.1.3. Tencent

            15.1.3.1. Overview

            15.1.3.2. Product Portfolio

            15.1.3.3. Profitability by Market Segments

            15.1.3.4. Sales Footprint

                15.1.3.4.1. Marketing Strategy

        15.1.4. Activision Blizzard Inc

            15.1.4.1. Overview

            15.1.4.2. Product Portfolio

            15.1.4.3. Profitability by Market Segments

            15.1.4.4. Sales Footprint

                15.1.4.4.1. Marketing Strategy

        15.1.5. Microsoft

            15.1.5.1. Overview

            15.1.5.2. Product Portfolio

            15.1.5.3. Profitability by Market Segments

            15.1.5.4. Sales Footprint

                15.1.5.4.1. Marketing Strategy

        15.1.6. Google

            15.1.6.1. Overview

            15.1.6.2. Product Portfolio

            15.1.6.3. Profitability by Market Segments

            15.1.6.4. Sales Footprint

                15.1.6.4.1. Marketing Strategy

        15.1.7. Valve Corporation

            15.1.7.1. Overview

            15.1.7.2. Product Portfolio

            15.1.7.3. Profitability by Market Segments

            15.1.7.4. Sales Footprint

                15.1.7.4.1. Marketing Strategy

        15.1.8. Modern Times Group (MTG)

            15.1.8.1. Overview

            15.1.8.2. Product Portfolio

            15.1.8.3. Profitability by Market Segments

            15.1.8.4. Sales Footprint

                15.1.8.4.1. Marketing Strategy

        15.1.9. Gameloft SE

            15.1.9.1. Overview

            15.1.9.2. Product Portfolio

            15.1.9.3. Profitability by Market Segments

            15.1.9.4. Sales Footprint

                15.1.9.4.1. Marketing Strategy

        15.1.10. Electronic Arts Inc.

            15.1.10.1. Overview

            15.1.10.2. Product Portfolio

            15.1.10.3. Profitability by Market Segments

            15.1.10.4. Sales Footprint

                15.1.10.4.1. Marketing Strategy

16. Assumptions & Acronyms Used

17. Research Methodology

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List of Tables

Table 1: Global Market Value (US$ Mn) Forecast by Region, 2017-2032

Table 2: Global Market Value (US$ Mn) Forecast by Game Genre, 2017-2032

Table 3: Global Market Value (US$ Mn) Forecast by Platform, 2017-2032

Table 4: North America Market Value (US$ Mn) Forecast by Country, 2017-2032

Table 5: North America Market Value (US$ Mn) Forecast by Game Genre, 2017-2032

Table 6: North America Market Value (US$ Mn) Forecast by Platform, 2017-2032

Table 7: Latin America Market Value (US$ Mn) Forecast by Country, 2017-2032

Table 8: Latin America Market Value (US$ Mn) Forecast by Game Genre, 2017-2032

Table 9: Latin America Market Value (US$ Mn) Forecast by Platform, 2017-2032

Table 10: Europe Market Value (US$ Mn) Forecast by Country, 2017-2032

Table 11: Europe Market Value (US$ Mn) Forecast by Game Genre, 2017-2032

Table 12: Europe Market Value (US$ Mn) Forecast by Platform, 2017-2032

Table 13: Asia Pacific Market Value (US$ Mn) Forecast by Country, 2017-2032

Table 14: Asia Pacific Market Value (US$ Mn) Forecast by Game Genre, 2017-2032

Table 15: Asia Pacific Market Value (US$ Mn) Forecast by Platform, 2017-2032

Table 16: MEA Market Value (US$ Mn) Forecast by Country, 2017-2032

Table 17: MEA Market Value (US$ Mn) Forecast by Game Genre, 2017-2032

Table 18: MEA Market Value (US$ Mn) Forecast by Platform, 2017-2032

Sudip Saha
Principal Consultant
LinkedIn
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List of Charts

Figure 1: Global Market Value (US$ Mn) by Game Genre, 2022-2032

Figure 2: Global Market Value (US$ Mn) by Platform, 2022-2032

Figure 3: Global Market Value (US$ Mn) by Region, 2022-2032

Figure 4: Global Market Value (US$ Mn) Analysis by Region, 2017-2032

Figure 5: Global Market Value Share (%) and BPS Analysis by Region, 2022-2032

Figure 6: Global Market Y-o-Y Growth (%) Projections by Region, 2022-2032

Figure 7: Global Market Value (US$ Mn) Analysis by Game Genre, 2017-2032

Figure 8: Global Market Value Share (%) and BPS Analysis by Game Genre, 2022-2032

Figure 9: Global Market Y-o-Y Growth (%) Projections by Game Genre, 2022-2032

Figure 10: Global Market Value (US$ Mn) Analysis by Platform, 2017-2032

Figure 11: Global Market Value Share (%) and BPS Analysis by Platform, 2022-2032

Figure 12: Global Market Y-o-Y Growth (%) Projections by Platform, 2022-2032

Figure 13: Global Market Attractiveness by Game Genre, 2022-2032

Figure 14: Global Market Attractiveness by Platform, 2022-2032

Figure 15: Global Market Attractiveness by Region, 2022-2032

Figure 16: North America Market Value (US$ Mn) by Game Genre, 2022-2032

Figure 17: North America Market Value (US$ Mn) by Platform, 2022-2032

Figure 18: North America Market Value (US$ Mn) by Country, 2022-2032

Figure 19: North America Market Value (US$ Mn) Analysis by Country, 2017-2032

Figure 20: North America Market Value Share (%) and BPS Analysis by Country, 2022-2032

Figure 21: North America Market Y-o-Y Growth (%) Projections by Country, 2022-2032

Figure 22: North America Market Value (US$ Mn) Analysis by Game Genre, 2017-2032

Figure 23: North America Market Value Share (%) and BPS Analysis by Game Genre, 2022-2032

Figure 24: North America Market Y-o-Y Growth (%) Projections by Game Genre, 2022-2032

Figure 25: North America Market Value (US$ Mn) Analysis by Platform, 2017-2032

Figure 26: North America Market Value Share (%) and BPS Analysis by Platform, 2022-2032

Figure 27: North America Market Y-o-Y Growth (%) Projections by Platform, 2022-2032

Figure 28: North America Market Attractiveness by Game Genre, 2022-2032

Figure 29: North America Market Attractiveness by Platform, 2022-2032

Figure 30: North America Market Attractiveness by Country, 2022-2032

Figure 31: Latin America Market Value (US$ Mn) by Game Genre, 2022-2032

Figure 32: Latin America Market Value (US$ Mn) by Platform, 2022-2032

Figure 33: Latin America Market Value (US$ Mn) by Country, 2022-2032

Figure 34: Latin America Market Value (US$ Mn) Analysis by Country, 2017-2032

Figure 35: Latin America Market Value Share (%) and BPS Analysis by Country, 2022-2032

Figure 36: Latin America Market Y-o-Y Growth (%) Projections by Country, 2022-2032

Figure 37: Latin America Market Value (US$ Mn) Analysis by Game Genre, 2017-2032

Figure 38: Latin America Market Value Share (%) and BPS Analysis by Game Genre, 2022-2032

Figure 39: Latin America Market Y-o-Y Growth (%) Projections by Game Genre, 2022-2032

Figure 40: Latin America Market Value (US$ Mn) Analysis by Platform, 2017-2032

Figure 41: Latin America Market Value Share (%) and BPS Analysis by Platform, 2022-2032

Figure 42: Latin America Market Y-o-Y Growth (%) Projections by Platform, 2022-2032

Figure 43: Latin America Market Attractiveness by Game Genre, 2022-2032

Figure 44: Latin America Market Attractiveness by Platform, 2022-2032

Figure 45: Latin America Market Attractiveness by Country, 2022-2032

Figure 46: Europe Market Value (US$ Mn) by Game Genre, 2022-2032

Figure 47: Europe Market Value (US$ Mn) by Platform, 2022-2032

Figure 48: Europe Market Value (US$ Mn) by Country, 2022-2032

Figure 49: Europe Market Value (US$ Mn) Analysis by Country, 2017-2032

Figure 50: Europe Market Value Share (%) and BPS Analysis by Country, 2022-2032

Figure 51: Europe Market Y-o-Y Growth (%) Projections by Country, 2022-2032

Figure 52: Europe Market Value (US$ Mn) Analysis by Game Genre, 2017-2032

Figure 53: Europe Market Value Share (%) and BPS Analysis by Game Genre, 2022-2032

Figure 54: Europe Market Y-o-Y Growth (%) Projections by Game Genre, 2022-2032

Figure 55: Europe Market Value (US$ Mn) Analysis by Platform, 2017-2032

Figure 56: Europe Market Value Share (%) and BPS Analysis by Platform, 2022-2032

Figure 57: Europe Market Y-o-Y Growth (%) Projections by Platform, 2022-2032

Figure 58: Europe Market Attractiveness by Game Genre, 2022-2032

Figure 59: Europe Market Attractiveness by Platform, 2022-2032

Figure 60: Europe Market Attractiveness by Country, 2022-2032

Figure 61: Asia Pacific Market Value (US$ Mn) by Game Genre, 2022-2032

Figure 62: Asia Pacific Market Value (US$ Mn) by Platform, 2022-2032

Figure 63: Asia Pacific Market Value (US$ Mn) by Country, 2022-2032

Figure 64: Asia Pacific Market Value (US$ Mn) Analysis by Country, 2017-2032

Figure 65: Asia Pacific Market Value Share (%) and BPS Analysis by Country, 2022-2032

Figure 66: Asia Pacific Market Y-o-Y Growth (%) Projections by Country, 2022-2032

Figure 67: Asia Pacific Market Value (US$ Mn) Analysis by Game Genre, 2017-2032

Figure 68: Asia Pacific Market Value Share (%) and BPS Analysis by Game Genre, 2022-2032

Figure 69: Asia Pacific Market Y-o-Y Growth (%) Projections by Game Genre, 2022-2032

Figure 70: Asia Pacific Market Value (US$ Mn) Analysis by Platform, 2017-2032

Figure 71: Asia Pacific Market Value Share (%) and BPS Analysis by Platform, 2022-2032

Figure 72: Asia Pacific Market Y-o-Y Growth (%) Projections by Platform, 2022-2032

Figure 73: Asia Pacific Market Attractiveness by Game Genre, 2022-2032

Figure 74: Asia Pacific Market Attractiveness by Platform, 2022-2032

Figure 75: Asia Pacific Market Attractiveness by Country, 2022-2032

Figure 76: MEA Market Value (US$ Mn) by Game Genre, 2022-2032

Figure 77: MEA Market Value (US$ Mn) by Platform, 2022-2032

Figure 78: MEA Market Value (US$ Mn) by Country, 2022-2032

Figure 79: MEA Market Value (US$ Mn) Analysis by Country, 2017-2032

Figure 80: MEA Market Value Share (%) and BPS Analysis by Country, 2022-2032

Figure 81: MEA Market Y-o-Y Growth (%) Projections by Country, 2022-2032

Figure 82: MEA Market Value (US$ Mn) Analysis by Game Genre, 2017-2032

Figure 83: MEA Market Value Share (%) and BPS Analysis by Game Genre, 2022-2032

Figure 84: MEA Market Y-o-Y Growth (%) Projections by Game Genre, 2022-2032

Figure 85: MEA Market Value (US$ Mn) Analysis by Platform, 2017-2032

Figure 86: MEA Market Value Share (%) and BPS Analysis by Platform, 2022-2032

Figure 87: MEA Market Y-o-Y Growth (%) Projections by Platform, 2022-2032

Figure 88: MEA Market Attractiveness by Game Genre, 2022-2032

Figure 89: MEA Market Attractiveness by Platform, 2022-2032

Figure 90: MEA Market Attractiveness by Country, 2022-2032

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