Asia-pacific Esports Market Forecast 2022-2030

Asia-pacific Esports Market Forecast 2022-2030

KEY FINDINGS

The Asia-Pacific eSports market is expected to record a CAGR of 22.08% during the forecast period, 2022-2030. The rising interest and large participation from Japan, South Korea, and China are major growth drivers.

MARKET INSIGHTS

Australia & New Zealand, South Korea, India, China, Malaysia, Japan, Thailand, Indonesia, Singapore, and Rest of Asia-Pacific are evaluated for the Asia-Pacific eSports market growth assessment. Several gaming companies like Konami, Sony, Namco Bandai, and Nintendo have their headquarters in Japan. At the same time, tournaments and gaming as spectator sports recently gained traction in the country. Also, the Japanese eSports Union contributes to the market growth, with many key gaming advisors as its members. In addition, the government has launched various initiatives to promote market growth. For instance, the government announced an economic plan in April 2020 to aid the expanding eSports economy by 2025. Another factor estimated to positively impact Japan’s market growth is the developing 5G technology since it facilitates high-speed with low latency. Moreover, many domestic telecommunications companies are partnering with eSports companies.

In Indonesia, digital technology and the internet have enabled considerable growth opportunities. ESports is evaluated to benefit the economy and athletes in the country. Also, the government is establishing rules like licensing to boost the market growth.

Additionally, it aims to raise awareness and educate the public about eSports, given that eSports have similar principles and values as traditional sports. Furthermore, the country is emerging as a mobile gaming nation in Southeast Asia. Besides, the COVID lockdown has increased the inclination of Indonesians into gaming.

COMPETITIVE INSIGHTS

Some of the eminent firms operating in the market include Capcom Co Ltd, Electronic Arts, Nintendo Co Ltd, Epic Games, etc.

Our report offerings include:
• Explore key findings of the overall market
• Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
• Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions
• Market Segmentation cater to a thorough assessment of key segments with their market estimations
• Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
• Key analytics: Porter’s Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
• Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
• Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments


1. Research Scope & Methodology
1.1. Study Objectives
1.2. Scope Of Study
1.3. Methodology
1.4. Assumptions & Limitations
2. Executive Summary
2.1. Market Size & Estimates
2.2. Market Overview
3. Market Dynamics
3.1. Market Scope
3.2. Key Drivers
3.2.1. Improvement In Internet Speed And Accessibility
3.2.2. Live Streaming Of Esports Events
3.2.3. Importance Of Customer Experience
3.2.4. Prize Money Involved In Esports
3.2.5. Sponsorships & Franchise
3.3. Key Restraints
3.3.1. Health Concerns
3.3.2. Lack Of Single Regulatory Body
4. Key Analytics
4.1. Impact Of Covid-19 On Esports Market
4.2. Key Market Trends
4.3. Porter’s Five Forces Analysis
4.3.1. Buyers Power
4.3.2. Suppliers Power
4.3.3. Substitution
4.3.4. New Entrants
4.3.5. Industry Rivalry
4.4. Opportunity Matrix
4.5. Vendor Landscape
5. Market By Revenue Streams
5.1. Sponsorship
5.2. Media Rights
5.3. Merchandise & Tickets
5.4. Publisher Fees
5.5. Advertising
6. Market By Genre
6.1. Multiplayer Online Battle Arena
6.2. First-person Shooter
6.3. Battle Royale Game
6.4. Real-time Strategy
6.5. Other Genres
7. Market By Device
7.1. Console
7.2. Personal Computer
7.3. Mobile
8. Market By Gender
8.1. Male Participants
8.2. Female Participants
9. Market By Age Group
9.1. 16-24 Age Group
9.2. 25-34 Age Group
9.3. 35-44 Age Group
9.4. 44 And Above Age Group
10. Geographical Analysis
10.1. Asia-pacific
10.1.1. Market Size & Estimates
10.1.2. Key Growth Enablers
10.1.3. Key Challenges
10.1.4. Key Players
10.1.5. Country Analysis
10.1.5.1. China
10.1.5.2. Japan
10.1.5.3. India
10.1.5.4. South Korea
10.1.5.5. Indonesia
10.1.5.6. Thailand
10.1.5.7. Singapore
10.1.5.8. Australia & New Zealand
10.1.5.9. Malaysia
10.1.5.10. Rest Of Asia-pacific
11. Competitive Landscape
11.1. Key Strategic Developments
11.1.1. Mergers & Acquisitions
11.1.2. Product Launches & Developments
11.1.3. Partnerships & Agreements
11.1.4. Business Expansions & Divestitures
11.2. Company Profiles
11.2.1. Activision Blizzard
11.2.2. Capcom Co Ltd
11.2.3. Electronic Arts
11.2.4. Epic Games
11.2.5. Nintendo Co Ltd
11.2.6. Psyonix
11.2.7. Riot Games Inc
11.2.8. Supercell
11.2.9. Take-two Interactive
11.2.10. Valve Corporation

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