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ASIA-PACIFIC ESPORTS MARKET FORECAST 2022-2030

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ASIA-PACIFIC ESPORTS MARKET FORECAST 2022-2030

The Asia-Pacific eSports market is set to project a CAGR of 22.08% during the forecast period, 2022-2030. The market growth is attributed to the continuous investments that help generate more events and games, thereby contributing to revenue growth.

ASIA-PACIFIC ESPORTS MARKET FORECAST 2022-2030

Asia-Pacific Esports Market by Revenue Streams (Sponsorship, Media Rights, Merchandise & Tickets, Publisher Fees, Advertising) Market by Genre (Multiplayer Online Battle Arena, First-person Shooter, Battle Royale Game, Real-time Strategy, Other Genres) Market by Device (Console, Personal Computer, Mobile) Market by Gender (Male Participants, Female Participants) Market by Age Group (16-24 Age Group, 25-34 Age Group, 35-44 Age Group, 44 and Above Age Group) By Geography.

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The Asia-Pacific eSports market is set to project a CAGR of 22.08% during the forecast period, 2022-2030. The market growth is attributed to the continuous investments that help generate more events and games, thereby contributing to revenue growth.

asia-pacific-esports-market

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The Asia-Pacific eSports market growth analysis includes the assessment of Malaysia, Australia & New Zealand, Singapore, India, Japan, China, Thailand, South Korea, Indonesia, and Rest of Asia-Pacific. In China, the large pool of gaming audiences is one of the key growth drivers. Also, many international market players are entering the market through share acquisitions in the domestic gaming vendors or event sponsorships. In addition, cities like Haikou, Chongqing, Sanya, Hainan, Hangzhou, Xian, and Shanghai in mainland China are contending to become the next major eSports hubs. Such factors drive market growth in China.

In South Korea, the national broadband network for faster internet connections in the late 1990s laid the foundation for the gaming revolution. This further led to the launch of several video gaming cafes. With increasing gameplay, the multiplayer game concept became the driving force of eSports in the country. In addition, initiatives like the Korean eSports Association (KeSPA) to increase the legitimacy of eSports and assist in competitive tournaments management contribute to market prospects. Such factors influence market growth in South Korea.

Capcom manufactures and distributes video game consoles. It is a charter member of the Entertainment Software Association (ESA) and brings innovative technologies and software to the video game industry. The company has offices in Hong Kong, Taiwan, Germany, France, South Korea, etc., with headquarters in Osaka, Japan.

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    1. RESEARCH SCOPE & METHODOLOGY
      • STUDY OBJECTIVES
      • SCOPE OF STUDY
      • METHODOLOGY
      • ASSUMPTIONS & LIMITATIONS
    2. EXECUTIVE SUMMARY
      • MARKET SIZE & ESTIMATES
      • MARKET OVERVIEW
    3. MARKET DYNAMICS
      • MARKET SCOPE
      • KEY DRIVERS
        • IMPROVEMENT IN INTERNET SPEED AND ACCESSIBILITY
        • LIVE STREAMING OF ESPORTS EVENTS
        • IMPORTANCE OF CUSTOMER EXPERIENCE
        • PRIZE MONEY INVOLVED IN ESPORTS
        • SPONSORSHIPS & FRANCHISE
      • KEY RESTRAINTS
        • HEALTH CONCERNS
        • LACK OF SINGLE REGULATORY BODY
    1. KEY ANALYTICS
      • IMPACT OF COVID-19 ON ESPORTS MARKET
      • KEY MARKET TRENDS
      • PORTER’S FIVE FORCES ANALYSIS
        • BUYERS POWER
        • SUPPLIERS POWER
        • SUBSTITUTION
        • NEW ENTRANTS
        • INDUSTRY RIVALRY
      • OPPORTUNITY MATRIX
      • VENDOR LANDSCAPE
    2. MARKET BY REVENUE STREAMS
      • SPONSORSHIP
      • MEDIA RIGHTS
      • MERCHANDISE & TICKETS
      • PUBLISHER FEES
      • ADVERTISING
    3. MARKET BY GENRE
      • MULTIPLAYER ONLINE BATTLE ARENA
      • FIRST-PERSON SHOOTER
      • BATTLE ROYALE GAME
      • REAL-TIME STRATEGY
      • OTHER GENRES
    4. MARKET BY DEVICE
      • CONSOLE
      • PERSONAL COMPUTER
      • MOBILE
    5. MARKET BY GENDER
      • MALE PARTICIPANTS
      • FEMALE PARTICIPANTS
    6. MARKET BY AGE GROUP
      • 16-24 AGE GROUP
      • 25-34 AGE GROUP
      • 35-44 AGE GROUP
      • 44 AND ABOVE AGE GROUP
    7. GEOGRAPHICAL ANALYSIS
      • ASIA-PACIFIC
        • MARKET SIZE & ESTIMATES
        • KEY GROWTH ENABLERS
        • KEY CHALLENGES
        • KEY PLAYERS
        • COUNTRY ANALYSIS
          • CHINA
          • JAPAN
          • INDIA
          • SOUTH KOREA
          • INDONESIA
          • THAILAND
          • SINGAPORE
          • AUSTRALIA & NEW ZEALAND
          • MALAYSIA
          • REST OF ASIA-PACIFIC
    1. COMPETITIVE LANDSCAPE
      • KEY STRATEGIC DEVELOPMENTS
        • MERGERS & ACQUISITIONS
        • PRODUCT LAUNCHES & DEVELOPMENTS
        • PARTNERSHIPS & AGREEMENTS
        • BUSINESS EXPANSIONS & DIVESTITURES
      • COMPANY PROFILES
        • ACTIVISION BLIZZARD
        • CAPCOM CO LTD
        • ELECTRONIC ARTS
        • EPIC GAMES
        • NINTENDO CO LTD
        • PSYONIX
        • RIOT GAMES INC
        • SUPERCELL
        • TAKE-TWO INTERACTIVE
        • VALVE CORPORATION

    LIST OF TABLES

    TABLE 1: MARKET SNAPSHOT – ESPORTS

    TABLE 2: ASIA-PACIFIC ESPORTS MARKET, BY REVENUE STREAMS, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)

    TABLE 3: ASIA-PACIFIC ESPORTS MARKET, BY REVENUE STREAMS, FORECAST YEARS, 2022-2030 (IN $ MILLION)

    TABLE 4: ASIA-PACIFIC ESPORTS MARKET, BY GENRE, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)

    TABLE 5: ASIA-PACIFIC ESPORTS MARKET, BY GENRE, FORECAST YEARS, 2022-2030 (IN $ MILLION)

    TABLE 6: ASIA-PACIFIC ESPORTS MARKET, BY DEVICE, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)

    TABLE 7: ASIA-PACIFIC ESPORTS MARKET, BY DEVICE, FORECAST YEARS, 2022-2030 (IN $ MILLION)

    TABLE 8: ASIA-PACIFIC ESPORTS MARKET, BY GENDER, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)

    TABLE 9: ASIA-PACIFIC ESPORTS MARKET, BY GENDER, FORECAST YEARS, 2022-2030 (IN $ MILLION)

    TABLE 10: ASIA-PACIFIC ESPORTS MARKET, BY AGE GROUP, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)

    TABLE 11: ASIA-PACIFIC ESPORTS MARKET, BY AGE GROUP, FORECAST YEARS, 2022-2030 (IN $ MILLION)

    TABLE 12: ASIA-PACIFIC ESPORTS MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2021 (IN $ MILLION)

    TABLE 13: ASIA-PACIFIC ESPORTS MARKET, BY COUNTRY, FORECAST YEARS, 2022-2030 (IN $ MILLION)

    TABLE 14: KEY PLAYERS OPERATING IN ASIA-PACIFIC ESPORTS MARKET

    TABLE 15: LIST OF MERGERS & ACQUISITIONS

    TABLE 16: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS

    TABLE 17: LIST OF PARTNERSHIPS & AGREEMENTS

    TABLE 18: 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: ASIA-PACIFIC ESPORTS MARKET, GROWTH POTENTIAL, BY REVENUE STREAMS, IN 2021

    FIGURE 6: ASIA-PACIFIC ESPORTS MARKET, BY SPONSORSHIP, 2022-2030 (IN $ MILLION)

    FIGURE 7: ASIA-PACIFIC ESPORTS MARKET, BY MEDIA RIGHTS, 2022-2030 (IN $ MILLION)

    FIGURE 8: ASIA-PACIFIC ESPORTS MARKET, BY MERCHANDISE & TICKETS, 2022-2030 (IN $ MILLION)

    FIGURE 9: ASIA-PACIFIC ESPORTS MARKET, BY PUBLISHER FEES, 2022-2030 (IN $ MILLION)

    FIGURE 10: ASIA-PACIFIC ESPORTS MARKET, BY ADVERTISING, 2022-2030 (IN $ MILLION)

    FIGURE 11: ASIA-PACIFIC ESPORTS MARKET, GROWTH POTENTIAL, BY GENRE, IN 2021

    FIGURE 12: ASIA-PACIFIC ESPORTS MARKET, BY MULTIPLAYER ONLINE BATTLE ARENA, 2022-2030 (IN $ MILLION)

    FIGURE 13: ASIA-PACIFIC ESPORTS MARKET, BY FIRST-PERSON SHOOTER, 2022-2030 (IN $ MILLION)

    FIGURE 14: ASIA-PACIFIC ESPORTS MARKET, BY BATTLE ROYALE GAME, 2022-2030 (IN $ MILLION)

    FIGURE 15: ASIA-PACIFIC ESPORTS MARKET, BY REAL-TIME STRATEGY, 2022-2030 (IN $ MILLION)

    FIGURE 16: ASIA-PACIFIC ESPORTS MARKET, BY OTHER GENRES, 2022-2030 (IN $ MILLION)

    FIGURE 17: ASIA-PACIFIC ESPORTS MARKET, GROWTH POTENTIAL, BY DEVICE, IN 2021

    FIGURE 18: ASIA-PACIFIC ESPORTS MARKET, BY CONSOLE, 2022-2030 (IN $ MILLION)

    FIGURE 19: ASIA-PACIFIC ESPORTS MARKET, BY PERSONAL COMPUTER, 2022-2030 (IN $ MILLION)

    FIGURE 20: ASIA-PACIFIC ESPORTS MARKET, BY MOBILE, 2022-2030 (IN $ MILLION)

    FIGURE 21: ASIA-PACIFIC ESPORTS MARKET, GROWTH POTENTIAL, BY GENDER, IN 2021

    FIGURE 22: ASIA-PACIFIC ESPORTS MARKET, BY MALE PARTICIPANTS, 2022-2030 (IN $ MILLION)

    FIGURE 23: ASIA-PACIFIC ESPORTS MARKET, BY FEMALE PARTICIPANTS, 2022-2030 (IN $ MILLION)

    FIGURE 24: ASIA-PACIFIC ESPORTS MARKET, GROWTH POTENTIAL, BY AGE GROUP, IN 2021

    FIGURE 25: ASIA-PACIFIC ESPORTS MARKET, BY 16-24 AGE GROUP, 2022-2030 (IN $ MILLION)

    FIGURE 26: ASIA-PACIFIC ESPORTS MARKET, BY 25-34 AGE GROUP, 2022-2030 (IN $ MILLION)

    FIGURE 27: ASIA-PACIFIC ESPORTS MARKET, BY 35-44 AGE GROUP, 2022-2030 (IN $ MILLION)

    FIGURE 28: ASIA-PACIFIC ESPORTS MARKET, BY 44 AND ABOVE AGE GROUP, 2022-2030 (IN $ MILLION)

    FIGURE 29: ASIA-PACIFIC ESPORTS MARKET, COUNTRY OUTLOOK, 2021 & 2030 (IN %)

    FIGURE 30: CHINA ESPORTS MARKET, 2022-2030 (IN $ MILLION)

    FIGURE 31: JAPAN ESPORTS MARKET, 2022-2030 (IN $ MILLION)

    FIGURE 32: INDIA ESPORTS MARKET, 2022-2030 (IN $ MILLION)

    FIGURE 33: SOUTH KOREA ESPORTS MARKET, 2022-2030 (IN $ MILLION)

    FIGURE 34: INDONESIA ESPORTS MARKET, 2022-2030 (IN $ MILLION)

    FIGURE 35: THAILAND ESPORTS MARKET, 2022-2030 (IN $ MILLION)

    FIGURE 36: SINGAPORE ESPORTS MARKET, 2022-2030 (IN $ MILLION)

    FIGURE 37: AUSTRALIA & NEW ZEALAND ESPORTS MARKET, 2022-2030 (IN $ MILLION)

    FIGURE 38: MALAYSIA ESPORTS MARKET, 2022-2030 (IN $ MILLION)

    FIGURE 39: REST OF ASIA-PACIFIC ESPORTS MARKET, 2022-2030 (IN $ MILLION)       

    1. GEOGRAPHICAL ANALYSIS
      • ASIA-PACIFIC
        • MARKET SIZE & ESTIMATES
        • KEY GROWTH ENABLERS
        • KEY CHALLENGES
        • KEY PLAYERS
        • COUNTRY ANALYSIS
          • CHINA
          • JAPAN
          • INDIA
          • SOUTH KOREA
          • INDONESIA
          • THAILAND
          • SINGAPORE
          • AUSTRALIA & NEW ZEALAND
          • MALAYSIA
          • REST OF ASIA-PACIFIC
    1. MARKET BY REVENUE STREAMS
      • SPONSORSHIP
      • MEDIA RIGHTS
      • MERCHANDISE & TICKETS
      • PUBLISHER FEES
      • ADVERTISING
    2. MARKET BY GENRE
      • MULTIPLAYER ONLINE BATTLE ARENA
      • FIRST-PERSON SHOOTER
      • BATTLE ROYALE GAME
      • REAL-TIME STRATEGY
      • OTHER GENRES
    3. MARKET BY DEVICE
      • CONSOLE
      • PERSONAL COMPUTER
      • MOBILE
    4. MARKET BY GENDER
      • MALE PARTICIPANTS
      • FEMALE PARTICIPANTS
    5. MARKET BY AGE GROUP
      • 16-24 AGE GROUP
      • 25-34 AGE GROUP
      • 35-44 AGE GROUP
      • 44 AND ABOVE AGE GROUP

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