Global Mobile Esport Market Growth (Status and Outlook) 2024-2030
According to our LPI (LP Information) latest study, the global Mobile Esport market size was valued at US$ million in 2023. With growing demand in downstream market, the Mobile Esport is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during review period.
The research report highlights the growth potential of the global Mobile Esport market. Mobile Esport are expected to show stable growth in the future market. However, product differentiation, reducing costs, and supply chain optimization remain crucial for the widespread adoption of Mobile Esport. Market players need to invest in research and development, forge strategic partnerships, and align their offerings with evolving consumer preferences to capitalize on the immense opportunities presented by the Mobile Esport market.
Esports (also known as electronic sports, e-sports, eSports, or competitive/professional [video] gaming) are a form of competition using video games.[1] Most commonly, esports take the form of organized, multiplayer video game competitions, particularly between professional players. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional eSport subculture.
According to International Telecommunication Union (ITU), the global Internet users (online population) were more than 5 billion. And the number of online shoppers was also increasing. In 2022, the global e-commerce market penetration rate increased to 19.7%, and the e-commerce market reached $5.5 trillion. At the same time, the Asian e-commerce market ranked at the top of the revenue ranking, which has reached $1.8 trillion. According to the National Bureau of Statistics, China was the largest online retail market in 2022, with online retail sales of 13.79 trillion yuan and a year-on-year increase of 4%. Among them, the online retail sales of physical goods were 11.96 trillion yuan, with a year-on-year increase of 6.2%, which accounted for 27.2% of the total retail sales of consumer goods.
Key Features:
The report on Mobile Esport market reflects various aspects and provide valuable insights into the industry.
Market Size and Growth: The research report provide an overview of the current size and growth of the Mobile Esport market. It may include historical data, market segmentation by Type (e.g., Real-time strategy(RTS), First-person shooter(FPS)), and regional breakdowns.
Market Drivers and Challenges: The report can identify and analyse the factors driving the growth of the Mobile Esport market, such as government regulations, environmental concerns, technological advancements, and changing consumer preferences. It can also highlight the challenges faced by the industry, including infrastructure limitations, range anxiety, and high upfront costs.
Competitive Landscape: The research report provides analysis of the competitive landscape within the Mobile Esport market. It includes profiles of key players, their market share, strategies, and product offerings. The report can also highlight emerging players and their potential impact on the market.
Technological Developments: The research report can delve into the latest technological developments in the Mobile Esport industry. This include advancements in Mobile Esport technology, Mobile Esport new entrants, Mobile Esport new investment, and other innovations that are shaping the future of Mobile Esport.
Downstream Procumbent Preference: The report can shed light on customer procumbent behaviour and adoption trends in the Mobile Esport market. It includes factors influencing customer ' purchasing decisions, preferences for Mobile Esport product.
Government Policies and Incentives: The research report analyse the impact of government policies and incentives on the Mobile Esport market. This may include an assessment of regulatory frameworks, subsidies, tax incentives, and other measures aimed at promoting Mobile Esport market. The report also evaluates the effectiveness of these policies in driving market growth.
Environmental Impact and Sustainability: The research report assess the environmental impact and sustainability aspects of the Mobile Esport market.
Market Forecasts and Future Outlook: Based on the analysis conducted, the research report provide market forecasts and outlook for the Mobile Esport industry. This includes projections of market size, growth rates, regional trends, and predictions on technological advancements and policy developments.
Recommendations and Opportunities: The report conclude with recommendations for industry stakeholders, policymakers, and investors. It highlights potential opportunities for market players to capitalize on emerging trends, overcome challenges, and contribute to the growth and development of the Mobile Esport market.
Market Segmentation:
Mobile Esport market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.
Segmentation by type
Real-time strategy(RTS)
First-person shooter(FPS)
Multiplayer online battle arena(MOBA)
Segmentation by application
Online
Offline
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Sony
EA
Tencent
Netmarble
DeNA
mixi
Activision Blizzard
Ubisoft
Please note: The report will take approximately 2 business days to prepare and deliver.