According to Inkwood Research, the global eSports market is projected to register a CAGR of 22.18% between 2022 and 2030, and is anticipated to generate revenue of $6815.21 million by 2030.

GLOBAL ESPORTS MARKET FORECAST 2022-2030

Global 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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According to Inkwood Research, the global eSports market is projected to register a CAGR of 22.18% between 2022 and 2030, and is anticipated to generate revenue of $6815.21 million by 2030.

Electronic sports (also known as eSports) is a type of competitive video gaming. It is different from traditional video gaming because they are competitive (human-vs-human), and like traditional sports, they have an engaging spectator element. Amateur and professional gamers compete for a cash prize in most eSports tournaments. For example, in League of Legends, five players compete in a virtual battle arena with the goal of destroying each other’s base.

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Key factors propelling the global eSports market growth are:

  • Improvement in internet speed and accessibility
  • Prize money involved in eSports
  • Sponsorships and franchises
    • Sponsorships form the major part of the revenue system of the eSports market.
    • Therefore, the rising number of sponsorships and franchises helps boost the growth and visibility of the esports market.
  • Live streaming of eSports events

Major growth restraining factors:

  • Lack of a single regulatory body
  • Health concerns
    • There are multiple health concerns linked to excessive gaming. These include insomnia, dry eyes, anxiety, and aggressiveness.
    • The impact of violent eSports games on teens and young adults is also alarming. The violence in the games has resulted in emotional instability enabling violent acts in real life.

The report on the global eSports market includes the segmentation analysis of gender, device, age group, revenue streams, and genre. These segments are further classified to provide a detailed analysis of the studied market.

Market by Genre:

  • Multiplayer Online Battle Arena
    • Multiplayer online battle arena is the major revenue-generating genre in the global eSports market.
    • Dota 2 and League of Legends are some of the well-known games in this segment.
  • First Person Shooter
  • Battle Royale Game
  • Real-Time Strategy
  • Other Genres

Geographically, the global eSports market has been segmented based on four major regions, which includes:

  • North America: The United States and Canada
  • Europe: The United Kingdom, Germany, France, Italy, Russia, Poland, Spain, Nordics, and Rest of Europe
  • Asia-Pacific: China, Japan, India, South Korea, Indonesia, Thailand, Singapore, Malaysia, Philippines, Australia & New Zealand, and Rest of Asia-Pacific
    • Asia-Pacific is the dominating region in terms of revenue share in the global eSports market.
    • The growing investments have been constant, helping generate events and games, thereby increasing revenue growth.
    • Also, Chinese companies such as Tencent have a significant stake in popular eSports titles like League of Legends, World of Warcraft, and Call of Duty.
  • Rest of World: Latin America, the Middle East & Africa

The major players in the global eSports market are:

  • Activision Blizzard
  • Electronic Arts
  • Take-Two Interactive
  • Riot Games Inc
  • Epic Games
  • Valve Corporation

Key strategies adopted by some of the eSports companies:

In November 2021, Activision Blizzard launched Call of Duty: Vanguard, which is available globally. Vanguard includes unrivaled Call of Duty® content, such as a gripping single-player story, 20 multiplayer maps from the start, and an all-new Zombies experience that expands on the existing story canon.

Key findings of the global eSports market:

  • Female participation is growing in eSports events.
  • Sponsorship is the major revenue stream in the global eSports market.
  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
      • 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
    • NORTH AMERICA
      • MARKET SIZE & ESTIMATES
      • KEY GROWTH ENABLERS
      • KEY CHALLENGES
      • KEY PLAYERS
      • COUNTRY ANALYSIS
        • UNITED STATES
        • CANADA
    • EUROPE
      • MARKET SIZE & ESTIMATES
      • KEY GROWTH ENABLERS
      • KEY CHALLENGES
      • KEY PLAYERS
      • COUNTRY ANALYSIS
        • UNITED KINGDOM
        • GERMANY
        • FRANCE
        • NORDICS
        • ITALY
        • RUSSIA
        • SPAIN
        • POLAND
        • REST OF EUROPE
    • 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
    • REST OF WORLD
      • MARKET SIZE & ESTIMATES
      • KEY GROWTH ENABLERS
      • KEY CHALLENGES
      • KEY PLAYERS
      • REGIONAL ANALYSIS
        • LATIN AMERICA
        • MIDDLE EAST & AFRICA
  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: 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)

  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
  6. GEOGRAPHICAL ANALYSIS
    • NORTH AMERICA
      • MARKET SIZE & ESTIMATES
      • KEY GROWTH ENABLERS
      • KEY CHALLENGES
      • KEY PLAYERS
      • COUNTRY ANALYSIS
        • UNITED STATES
        • CANADA
    • EUROPE
      • MARKET SIZE & ESTIMATES
      • KEY GROWTH ENABLERS
      • KEY CHALLENGES
      • KEY PLAYERS
      • COUNTRY ANALYSIS
        • UNITED KINGDOM
        • GERMANY
        • FRANCE
        • NORDICS
        • ITALY
        • RUSSIA
        • SPAIN
        • POLAND
        • REST OF EUROPE
    • 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
    • REST OF WORLD
      • MARKET SIZE & ESTIMATES
      • KEY GROWTH ENABLERS
      • KEY CHALLENGES
      • KEY PLAYERS
      • REGIONAL ANALYSIS
        • LATIN AMERICA
        • MIDDLE EAST & AFRICA

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    Frequently Asked Questions (FAQs):

    Which is the major streaming platform in the global eSports market?

    Twitch is the major streaming platform in the global eSports market.

    Which is the rapidly-growing age group in the global eSports market?

    25-34 is the rapidly-growing age group in the global eSports market.

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