Esports Market - Global Outlook & Forecast 2024-2029

Esports Market - Global Outlook & Forecast 2024-2029


The global esports market size is expected to grow at a CAGR of 17.48% from 2023 to 2029.

ESPORTS MARKET TRENDS & OPPORTUNITIES

Growing Popularity Among Genz and Millennials

The world of competitive video gaming, has rapidly increased in popularity and acceptance over the past decade. This growth can be attributed largely to two demographic cohorts: Generation Z and Millennials. In 2023, events like the League of Legends World Championships draw millions of viewers and feature performances by artists like Imagine Dragons and Lil Nas X in packed stadiums. Marketers are eager to reach its valuable audience, which consists mainly of tech-savvy Gen Z and millennials, who are difficult to target through traditional advertising methods due to adblock and ad-blindness. Furthermore, the regular online consumption of esports in European countries reveals the success of the esports market. Italian and Spanish people regularly visit relevant online platforms. The popularity of esports in Spain and Italy is due to the higher adoption of new digital trends. The growing media presence and public coverage of esports are leading to a higher general awareness.

Adoption of Digitization

The adoption of digitization has primarily changed the esports market net worth, driving its rapid growth and expanding its reach. From the early days of competitive gaming, where tournaments were modest and localized, the shift to digital platforms has enabled esports to become a global trend. The booming digital economy, driven by the rapid growth in smartphone shipments, is fueling the expansion of the eSports industry. As more people access advanced devices and stay connected, the industry is poised to benefit from increased viewership, engagement, and participation. The convergence of technology and gaming, supported by this digital growth, is set to propel eSports into a mainstream entertainment giant, attracting both new players and larger audiences globally.

INDUSTRY RESTRAINTS

Fraudulent Activity

Data monetization will lead to privacy issues as esports continue to grow; personal data, including players’ names, nicknames, likenesses, and player performance data, have become very valuable. In 2024, E-Nugget online gaming fraud in Kolkata (India) has generated a shadow over the burgeoning eSports market, shaking investor confidence and user trust. The incident highlights the vulnerabilities within the digital gaming space with ₹90 crore ($10.9 million) frozen across 70 accounts and ₹19 crore ($2.28 million) seized from 2,500 bank accounts. The app's deceitful promise of high returns before its abrupt shutdown has left many users financially stranded, potentially stalling the growth of eSports as regulators tighten scrutiny and potential players and investors grow wary of future investments in the sector.

SEGMENTATION INSIGHTS

INSIGHTS BY REVENUE

The global esports market by revenue is segmented into sponsorships, advertisements, media rights, game publisher fees, and merchandise & tickets. The segment that typically accounts for the highest market revenue share is sponsorship. This segment dominates because brands and companies recognize the significant value of the esports audience, which is primarily young, tech-savvy, and highly engaged. By sponsoring teams, tournaments, and individual players, brands can directly reach this lucrative demographic, making sponsorship deals and advertising a major revenue driver in the industry. The increasing viewership and global appeal of eSports further amplify this segment's dominance in revenue generation.

Segmentation by Revenue
  • Sponsorships
  • Advertisements
  • Media Rights
  • Game Publisher Fee
  • Merchandise & Tickets
INSIGHTS BY GAME

The multiplayer online battle arena (MOBA) game segment holds the most prominent share of the global esports market in 2023. This dominance of this segment is due to its massive player base, extensive global leagues, high viewership, and substantial sponsorships. MOBAs offer deep strategic gameplay, fostering a competitive environment that appeals to both casual players and professional athletes, leading to significant investments and large-scale tournaments. Additionally, these games' longevity and consistent updates keep their communities engaged, further boosting their prominence in the industry.

Segmentation by Game
  • Multiplayer Online Battle Arena (MOBA)
  • Player versus Player (PvP)
  • First-person shooter (FPS)
  • Real-Time Strategy (RTS)
  • Massive Multiplayer Online Game (MMOG)
INSIGHTS BY PLATFORM

The global esports market by platform is segmented into console, pc, and mobile & tablets. In 2023, the console segment held the majority share due to its broad accessibility and strong presence in competitive gaming. Consoles like PlayStation and Xbox have established dedicated esports communities and are favored for their user-friendly interfaces, high performance, and exclusive game titles. Additionally, consoles offer a standardized gaming experience, which is crucial for fair competition. Their integration with streaming platforms and robust support for multiplayer games further solidifies their dominant position in the eSports market.

Segmentation by Platform
  • Console
  • PC
  • Mobile & Tablets
GEOGRAPHICAL ANALYSIS

North America dominated the global esports market share, accounting for over 44% in 2023. The region's dominance can be attributed to the high internet penetration rate and technological advancements. The U.S. contributed the highest revenue share globally in this sector, driven by top companies' presence and growing popularity among young audiences. The growing integration of esports into Native American education and culture highlights a significant shift in how the esports market is evolving. As Native American schools embrace esports, they are creating new opportunities for students and adding rich cultural dimensions to the gaming industry. For instance, games like Never Alone, which incorporate Indigenous narratives and collaboration with Alaska Native elders, reflect a broader trend where gaming is becoming a platform for cultural representation and storytelling.

Furthermore, in the APAC region, revenue generated majorly from China, South Korea, and Japan is the dominant force in the esports market, mainly due to a deep-rooted gaming culture, advanced technological infrastructure, and substantial investment from private and public sectors. The region's preference for mobile gaming has fueled the popularity of mobile esports titles like "Mobile Legends" and "PUBG Mobile." Moreover, while somewhat fragmented due to language and cultural diversity, Europe has a strong esports market in countries like Germany, Sweden, and the UK, focusing on community-driven events and grassroots tournaments. According to the global esports market report, Latin America, the Middle East & Africa are emerging markets driven by a young, tech-savvy population and increasing internet penetration. These regions are seeing rapid growth in viewership and participation, although they still lag in terms of infrastructure and investment.

Segmentation by Geography
  • North America
  • The U.S.
  • Canada
  • APAC
  • China
  • South Korea
  • Japan
  • India
  • Australia
  • Vietnam
  • Europe
  • The U.K.
  • France
  • Germany
  • Italy
  • Poland
  • Spain
  • Sweden
  • Latin America
  • Brazil
  • Mexico
  • Argentina
  • Chile
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • South Africa
  • Egypt
COMPETITIVE LANDSCAPE

Companies like Microsoft, Electronic Arts, and Take-Two Interactive Software, among others, have for many years brought to gamers some of the most detailed, deep, and competitive multiplayer games available in the eSports market. These publishers set the standard and create experiences that are brimming with competitiveness. Microsoft is well-experienced in the world of professional gaming. Games such as Starcraft, Warcraft, and now Overwatch make for good entertainment and are popular and lucrative pro-gaming scenes. Furthermore, six major companies in the global esports market lead the industry: Sony Group Corporation, Microsoft, Electronic Arts, ESL FACEIT Group, Take-Two Interactive Software, and Tencent. Sony Group Corporation is also one of the major vendors in the esports market due to its strategic investments and robust PlayStation ecosystem. For example, in 2022, the company acquired esports platform Repeat.gg and a stake in the Evolution Championship Series (EVO), one of the biggest fighting game tournaments globally. These moves bolstered Sony's influence in the competitive gaming scene.

Key Developments in the Global Esports Market
  • In 2024, Electronic Arts will invest heavily in its flagship franchises, such as FIFA, Madden NFL, and The Sims, continuously updating and expanding them to retain and grow their user base.
  • Microsoft focuses on industry mergers and acquisitions. In 2022, the organization acquired Activision Blizzard, Inc. to expand its product portfolio and gain a competitive advantage in the market.
Key Company Profiles
  • Electronic Arts Inc.
  • ESL FACEIT Group
  • Microsoft
  • Sony Group Corporation
  • Take-Two Interactive Software
  • Tencent
Other Prominent Vendors
  • 100 Thieves
  • Aksys Games
  • Bandai Namco Entertainment
  • Capcom
  • Cloud9 Esports
  • Crytek
  • Deep Silver
  • Fnatic Ltd
  • Frenzy Arena
  • G ESPORTS HOLDING
  • GAIMIN GLADIATORS
  • Gameforge
  • Com2uS Holdings
  • Gen.G Esports
  • Hi-Rez Studios
  • HUYA Inc.
  • Kabam
  • Karmine Corp
  • Kinguin.net
  • Konami Holdings Corporation
  • NCSoft
  • Neowiz Games
  • Nintendo
  • Nival
  • NRG
  • Sega
  • SK Telecom CS T1 Co
  • Space Station Gaming
  • Super Evil Megacorp
  • Talon Esports
  • Twitch Interactive
  • Valve Corporation
  • Wargaming Group Limited
KEY QUESTIONS ANSWERED:

1. What is the growth rate of the global esports market?

2. Which region dominates the global esports market share?

3. How big is the global esports market?

4. What are the significant trends in the global esports market?

5. Who are the key players in the global esports market?


1. SCOPE & COVERAGE
1.1. MARKET DEFINITION
1.1.1. INCLUSIONS
1.1.2. EXCLUSIONS
1.1.3. MARKET ESTIMATION CAVEATS
1.2. SEGMENTS COVERED & DEFINITION
1.2.1. MARKET SEGMENTATION BY REVENUE
1.2.2. MARKET SEGMENTATION BY GAME
1.2.3. MARKET SEGMENTATION BY PLATFORM
1.2.4. REGIONS & COUNTRIES COVERED
1.3. MARKET DERIVATION
1.3.1. HISTORIC, BASE, & FORECAST YEARS
2. PREMIUM INSIGHTS
2.1. OPPORTUNITY POCKETS
2.1.1. MARKET MATURITY INDICATOR
2.1.2. REGIONAL INSIGHTS
2.2. MARKET DEFINITION
2.3. REPORT OVERVIEW
2.4. OPPORTUNITIES & CHALLENGE ANALYSIS
2.5. SEGMENT ANALYSIS
2.6. REGIONAL ANALYSIS
2.7. COMPETITIVE LANDSCAPE
3. MARKET AT A GLANCE
4. INTRODUCTION
4.1. OVERVIEW
4.1.1. ESPORTS EVOLUTION
4.1.2. INVESTMENT FROM BRANDS IN ESPORTS INDUSTRY
4.2. MERGER AND ACQUISITIONS
4.3. VALUE CHAIN ANALYSIS
4.3.1. OVERVIEW
4.3.2. ESPORTS ECOSYSTEM
5. MARKET OPPORTUNITIES & TRENDS
5.1. GROWTH IN ADOPTION OF AR AND VR IN ESPORTS
5.2. GROWTH IN OUTLOOK OF MOBILE ESPORTS
5.3. GROWTH IN POPULARITY OF ESPORTS AMONG GEN Z AND MILLENNIALS
6. MARKET GROWTH ENABLERS
6.1. ADOPTION OF DIGITIZATION
6.2. GOVERNMENT INVESTMENT IN ESPORTS
6.3. ESPORTS AS A GROWING CAREER OPTION
7. MARKET RESTRAINTS
7.1. REGULATION AND GOVERNANCE
7.2. INCREASE IN FRAUDULENT ACTIVITIES
7.3. HEALTH HAZARDS OF GAMING
8. MARKET LANDSCAPE
8.1. MARKET OVERVIEW
8.2. GROWING DYNAMICS AND FINANCIAL OPPORTUNITIES IN ESPORTS INDUSTRY
8.3. DEMAND INSIGHTS
8.4. MARKET SIZE & FORECAST
8.5. FIVE FORCES ANALYSIS
8.5.1. THREAT OF NEW ENTRANTS
8.5.2. BARGAINING POWER OF SUPPLIERS
8.5.3. BARGAINING POWER OF BUYERS
8.5.4. THREAT OF SUBSTITUTES
8.5.5. COMPETITIVE RIVALRY
9. REVENUE
9.1. MARKET SNAPSHOT & GROWTH ENGINE
9.2. MARKET OVERVIEW
9.3. SPONSORSHIPS
9.3.1. MARKET OVERVIEW
9.3.2. MARKET SIZE & FORECAST
9.3.3. MARKET BY GEOGRAPHY
9.4. ADVERTISEMENTS
9.4.1. MARKET OVERVIEW
9.4.2. MARKET SIZE & FORECAST
9.4.3. MARKET BY GEOGRAPHY
9.5. MEDIA RIGHTS
9.5.1. MARKET OVERVIEW
9.5.2. MARKET SIZE & FORECAST
9.5.3. MARKET BY GEOGRAPHY
9.6. GAME PUBLISHER FEES
9.6.1. MARKET OVERVIEW
9.6.2. MARKET SIZE & FORECAST
9.6.3. MARKET BY GEOGRAPHY
9.7. MERCHANDIZE & TICKETS
9.7.1. MARKET OVERVIEW
9.7.2. MARKET SIZE & FORECAST
9.7.3. MARKET BY GEOGRAPHY
10. GAME
10.1. MARKET SNAPSHOT & GROWTH ENGINE
10.2. MARKET OVERVIEW
10.3. MULTIPLAYER ONLINE BATTLE ARENA (MOBA)
10.3.1. MARKET OVERVIEW
10.3.2. MARKET SIZE & FORECAST
10.3.3. MARKET BY GEOGRAPHY
10.4. PLAYER VS. PLAYER (PVP)
10.4.1. MARKET OVERVIEW
10.4.2. MARKET SIZE & FORECAST
10.4.3. MARKET BY GEOGRAPHY
10.5. REAL-TIME STRATEGY (RTS)
10.5.1. MARKET OVERVIEW
10.5.2. MARKET SIZE & FORECAST
10.5.3. MARKET BY GEOGRAPHY
10.6. FIRST-PERSON SHOOTERS (FPS)
10.6.1. MARKET OVERVIEW
10.6.2. MARKET SIZE & FORECAST
10.6.3. MARKET BY GEOGRAPHY
10.7. MASSIVE MULTIPLAYER ONLINE GAMES (MMOG)
10.7.1. MARKET OVERVIEW
10.7.2. MARKET SIZE & FORECAST
10.7.3. MARKET BY GEOGRAPHY
11. PLATFORM
11.1. MARKET SNAPSHOT & GROWTH ENGINE
11.2. MARKET OVERVIEW
11.3. CONSOLES
11.3.1. MARKET OVERVIEW
11.3.2. MARKET SIZE & FORECAST
11.3.3. MARKET BY GEOGRAPHY
11.4. PC
11.4.1. MARKET OVERVIEW
11.4.2. MARKET SIZE & FORECAST
11.4.3. MARKET BY GEOGRAPHY
11.5. MOBILE PHONES & TABLETS
11.5.1. MARKET OVERVIEW
11.5.2. MARKET SIZE & FORECAST
11.5.3. MARKET BY GEOGRAPHY
12. GEOGRAPHY
12.1. MARKET SNAPSHOT & GROWTH ENGINE
12.2. GEOGRAPHIC OVERVIEW
13. NORTH AMERICA
13.1. MARKET OVERVIEW
13.2. MARKET SIZE & FORECAST
13.3. REVENUE
13.3.1. MARKET SIZE & FORECAST
13.4. GAME
13.4.1. MARKET SIZE & FORECAST
13.5. PLATFORM
13.5.1. MARKET SIZE & FORECAST
13.6. KEY COUNTRIES
13.7. US: MARKET SIZE & FORECAST
13.8. CANADA: MARKET SIZE & FORECAST
14. APAC
14.1. MARKET OVERVIEW
14.2. MARKET SIZE & FORECAST
14.3. REVENUE
14.3.1. MARKET SIZE & FORECAST
14.4. GAME
14.4.1. MARKET SIZE & FORECAST
14.5. PLATFORM
14.5.1. MARKET SIZE & FORECAST
14.6. KEY COUNTRIES
14.7. CHINA: MARKET SIZE & FORECAST
14.8. SOUTH KOREA: MARKET SIZE & FORECAST
14.9. JAPAN: MARKET SIZE & FORECAST
14.10. INDIA: MARKET SIZE & FORECAST
14.11. AUSTRALIA: MARKET SIZE & FORECAST
14.12. VIETNAM: MARKET SIZE & FORECAST
15. EUROPE
15.1. MARKET OVERVIEW
15.2. MARKET SIZE & FORECAST
15.3. REVENUE
15.3.1. MARKET SIZE & FORECAST
15.4. GAME
15.4.1. MARKET SIZE & FORECAST
15.5. PLATFORM
15.5.1. MARKET SIZE & FORECAST
15.6. KEY COUNTRIES
15.7. UK: MARKET SIZE & FORECAST
15.8. FRANCE: MARKET SIZE & FORECAST
15.9. GERMANY: MARKET SIZE & FORECAST
15.10. ITALY: MARKET SIZE & FORECAST
15.11. POLAND: MARKET SIZE & FORECAST
15.12. SPAIN: MARKET SIZE & FORECAST
15.13. SWEDEN: MARKET SIZE & FORECAST
16. LATIN AMERICA
16.1. MARKET OVERVIEW
16.2. MARKET SIZE & FORECAST
16.3. REVENUE
16.3.1. MARKET SIZE & FORECAST
16.4. GAME
16.4.1. MARKET SIZE & FORECAST
16.5. PLATFORM
16.5.1. MARKET SIZE & FORECAST
16.6. KEY COUNTRIES
16.7. BRAZIL: MARKET SIZE & FORECAST
16.8. MEXICO: MARKET SIZE & FORECAST
16.9. ARGENTINA: MARKET SIZE & FORECAST
16.10. CHILE: MARKET SIZE & FORECAST
17. MIDDLE EAST & AFRICA
17.1. MARKET OVERVIEW
17.2. MARKET SIZE & FORECAST
17.3. REVENUE
17.3.1. MARKET SIZE & FORECAST
17.4. GAME
17.4.1. MARKET SIZE & FORECAST
17.5. PLATFORM
17.5.1. MARKET SIZE & FORECAST
17.6. KEY COUNTRIES
17.7. UAE: MARKET SIZE & FORECAST
17.8. SAUDI ARABIA: MARKET SIZE & FORECAST
17.9. SOUTH AFRICA: MARKET SIZE & FORECAST
17.10. EGYPT: MARKET SIZE & FORECAST
18. COMPETITIVE LANDSCAPE
18.1. COMPETITION OVERVIEW
18.2. MARKET SHARE ANALYSIS
19. KEY COMPANY PROFILES
19.1. ELECTRONIC ARTS
19.1.1. BUSINESS OVERVIEW
19.1.2. ELECTRONIC ARTS IN ESPORTS MARKET
19.1.3. PRODUCT OFFERINGS
19.1.4. KEY STRATEGIES
19.1.5. KEY STRENGTHS
19.1.6. KEY OPPORTUNITIES
19.2. ESL FACEIT GROUP
19.2.1. BUSINESS OVERVIEW
19.2.2. PRODUCT OFFERINGS
19.2.3. KEY STRATEGIES
19.2.4. KEY STRENGTHS
19.2.5. KEY OPPORTUNITIES
19.3. MICROSOFT
19.3.1. BUSINESS OVERVIEW
19.3.2. PRODUCT OFFERINGS
19.3.3. KEY STRATEGIES
19.3.4. KEY STRENGTHS
19.3.5. KEY OPPORTUNITIES
19.4. SONY GROUP CORPORATION
19.4.1. BUSINESS OVERVIEW
19.4.2. PRODUCT OFFERINGS
19.4.3. KEY STRATEGIES
19.4.4. KEY STRENGTHS
19.4.5. KEY OPPORTUNITIES
19.5. TAKE-TWO INTERACTIVE SOFTWARE
19.5.1. BUSINESS OVERVIEW
19.5.2. TAKE-TWO INTERACTIVE SOFTWARE IN ESPORTS MARKET
19.5.3. PRODUCT OFFERINGS
19.5.4. KEY STRATEGIES
19.5.5. KEY STRENGTHS
19.5.6. KEY OPPORTUNITIES
19.6. TENCENT
19.6.1. BUSINESS OVERVIEW
19.6.2. TENCENT IN ESPORTS MARKET
19.6.3. PRODUCT OFFERINGS
19.6.4. KEY STRATEGIES
19.6.5. KEY STRENGTHS
19.6.6. KEY OPPORTUNITIES
20. OTHER PROMINENT VENDORS
20.1. 100 THIEVES
20.1.1. BUSINESS OVERVIEW
20.1.2. PRODUCT OFFERINGS
20.2. AKSYS GAMES
20.2.1. BUSINESS OVERVIEW
20.2.2. PRODUCT OFFERINGS
20.3. BANDAI NAMCO ENTERTAINMENT
20.3.1. BUSINESS OVERVIEW
20.3.2. PRODUCT OFFERINGS
20.4. CAPCOM
20.4.1. BUSINESS OVERVIEW
20.4.2. PRODUCT OFFERINGS
20.5. CLOUD9 ESPORTS
20.5.1. BUSINESS OVERVIEW
20.5.2. PRODUCT OFFERINGS
20.6. CRYTEK
20.6.1. BUSINESS OVERVIEW
20.6.2. PRODUCT OFFERINGS
20.7. DEEP SILVER
20.7.1. BUSINESS OVERVIEW
20.7.2. PRODUCT OFFERINGS
20.8. FNATIC LTD
20.8.1. BUSINESS OVERVIEW
20.8.2. PRODUCT OFFERINGS
20.9. FRENZY ARENA
20.9.1. BUSINESS OVERVIEW
20.9.2. PRODUCT OFFERINGS
20.10. G ESPORTS HOLDING
20.10.1. BUSINESS OVERVIEW
20.10.2. PRODUCT OFFERINGS
20.11. GAIMIN GLADIATORS
20.11.1. BUSINESS OVERVIEW
20.11.2. PRODUCT OFFERINGS
20.12. GAMEFORGE
20.12.1. BUSINESS OVERVIEW
20.12.2. PRODUCT OFFERINGS
20.13. COM2US HOLDINGS
20.13.1. BUSINESS OVERVIEW
20.13.2. PRODUCT OFFERINGS
20.14. GEN.G ESPORTS
20.14.1. BUSINESS OVERVIEW
20.14.2. PRODUCT OFFERINGS
20.15. HI-REZ STUDIOS
20.15.1. BUSINESS OVERVIEW
20.15.2. PRODUCT OFFERINGS
20.16. HUYA INC.
20.16.1. BUSINESS OVERVIEW
20.16.2. PRODUCT OFFERINGS
20.17. KABAM
20.17.1. BUSINESS OVERVIEW
20.17.2. PRODUCT OFFERINGS
20.18. KARMINE CORP
20.18.1. BUSINESS OVERVIEW
20.18.2. PRODUCT OFFERINGS
20.19. KINGUIN.NET
20.19.1. BUSINESS OVERVIEW
20.19.2. PRODUCT OFFERINGS
20.20. KONAMI HOLDINGS CORPORATION
20.20.1. BUSINESS OVERVIEW
20.20.2. PRODUCT OFFERINGS
20.21. NCSOFT
20.21.1. BUSINESS OVERVIEW
20.21.2. PRODUCT OFFERINGS
20.22. NEOWIZ GAMES
20.22.1. BUSINESS OVERVIEW
20.22.2. PRODUCT OFFERINGS
20.23. NINTENDO
20.23.1. BUSINESS OVERVIEW
20.23.2. PRODUCT OFFERINGS
20.24. NIVAL
20.24.1. BUSINESS OVERVIEW
20.24.2. PRODUCT OFFERINGS
20.25. NRG
20.25.1. BUSINESS OVERVIEW
20.25.2. PRODUCT OFFERINGS
20.26. SEGA
20.26.1. BUSINESS OVERVIEW
20.26.2. PRODUCT OFFERINGS
20.27. SK TELECOM CS T1 CO
20.27.1. BUSINESS OVERVIEW
20.27.2. PRODUCT OFFERINGS
20.28. SPACE STATION GAMING
20.28.1. BUSINESS OVERVIEW
20.28.2. PRODUCT OFFERINGS
20.29. SUPER EVIL MEGACORP
20.29.1. BUSINESS OVERVIEW
20.29.2. PRODUCT OFFERINGS
20.30. TALON ESPORTS
20.30.1. BUSINESS OVERVIEW
20.30.2. PRODUCT OFFERINGS
20.31. TWITCH INTERACTIVE
20.31.1. BUSINESS OVERVIEW
20.31.2. PRODUCT OFFERINGS
20.32. VALVE CORPORATION
20.32.1. BUSINESS OVERVIEW
20.32.2. PRODUCT OFFERINGS
20.33. WARGAMING GROUP LIMITED
20.33.1. BUSINESS OVERVIEW
20.33.2. PRODUCT OFFERINGS
21. REPORT SUMMARY
21.1. KEY TAKEAWAYS
21.2. STRATEGIC RECOMMENDATIONS
22. QUANTITATIVE SUMMARY
22.1. MARKET BY GEOGRAPHY
22.2. REVENUE: MARKET SIZE & FORECAST
22.3. GAME: MARKET SIZE & FORECAST
22.4. PLATFORM: MARKET SIZE & FORECAST
22.5. NORTH AMERICA
22.5.1. REVENUE: MARKET SIZE & FORECAST
22.5.2. GAME: MARKET SIZE & FORECAST
22.5.3. PLATFORM: MARKET SIZE & FORECAST
22.6. APAC
22.6.1. REVENUE: MARKET SIZE & FORECAST
22.6.2. GAME: MARKET SIZE & FORECAST
22.6.3. PLATFORM: MARKET SIZE & FORECAST
22.7. EUROPE
22.7.1. REVENUE: MARKET SIZE & FORECAST
22.7.2. GAME: MARKET SIZE & FORECAST
22.7.3. PLATFORM: MARKET SIZE & FORECAST
22.8. MIDDLE EAST &AFRICA
22.8.1. REVENUE: MARKET SIZE & FORECAST
22.8.2. GAME: MARKET SIZE & FORECAST
22.8.3. PLATFORM: MARKET SIZE & FORECAST
22.9. LATIN AMERICA
22.9.1. REVENUE: MARKET SIZE & FORECAST
22.9.2. GAME: MARKET SIZE & FORECAST
22.9.3. PLATFORM: MARKET SIZE & FORECAST
23. APPENDIX
23.1. RESEARCH METHODOLOGY
23.2. RESEARCH PROCESS
23.3. REPORT ASSUMPTIONS & CAVEATS
23.3.1. KEY CAVEATS
23.3.2. CURRENCY CONVERSION
23.4. ABBREVIATIONS

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