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Asia Pacific E-sports Market


Asia Pacific E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country: Trend Forecast and Growth Opportunity

Report code: SDMRSE1298214 | Industry: Service | Published On: 44008


Asia Pacific e-sports market will grow by 20.7% annually with a total addressable market cap of $13.83 billion over 2020-2030 driven by the rising need for remote sports and virtual games amid the COVID-19 pandemic.
Highlighted with 40 tables and 80 figures, this 142-page report “Asia Pacific E-sports Market 2020-2030 by Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire Asia Pacific e-sports market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2030 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify Asia Pacific e-sports market in every aspect of the classification from perspectives of Game Type, Revenue Source, Device, Streaming Platform, Audience Type, Viewer Gender, Age Group, and Country.

Based on Game Type, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• Multiplayer Online Battle Arena (MOBA)
• Player vs. Player (PvP)
• First Person Shooters (FPS)
• Real Time Strategy (RTS)
• Massive Multiplayer Online Games (MMOG)
• Other Game Types

Based on Revenue Source, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
Game Publisher Fee
Merchandize & Tickets
Advertisement
Sponsorships
• IT Industry
• Consumer Electronics
• Drink & Beverage
• Financial Institutes & Banks
• Retail Industry
• Others
Media Rights
• Subscriptions
• Online Advertisements
Other Revenue Sources

Based on Device, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• PCs
• Consoles
• Laptops & Tablets
• Smartphones
• Other Devices

Based on Streaming Platform, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2030 included in each section.
• YouTube
• Twitch
• Hayu
• DouYu
• Other Streaming Platforms

Based on Audience Type, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• Regular Viewers
• Occasional Viewers

Based on Viewer Gender, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• Male Viewers
• Female Viewers

Based on Age Group, the Asia Pacific market is segmented into the following sub-markets with annual revenue ($ mn) and viewership (million) for 2019-2030 included in each section.
• <18 Year Old Viewers
• 19-25 Year Old Viewers
• 26-35 Year Old Viewers
• >35 Year Old Viewers

Geographically, the following national/local markets are fully investigated:
• Japan
• China
• South Korea
• Australia
• India
• Rest of APAC (further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
For each aforementioned country, detailed analysis and data for annual revenue are available for 2019-2030. The breakdown of key national markets by Game Type, Revenue Source, and Device over the forecast years are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in Asia Pacific e-sports market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
Activision Blizzard Inc.
Cloud9
Counter Logic Gaming
EA Sports.
Echo Fox Fnatic
Electronic Arts Inc.
Envy Gaming
Epic Games Inc.
G2 Esports
Gfinity Plc
Hi-Rez Studios
Immortals
Intergalactic Gaming Ltd.
Modern Times Group MTG AB
Nintendo Co. Ltd.
Take-Two Interactive Software Inc.
Team Liquid
Team SoloMid
Tencent Holdings Ltd.
Valve Corporation
(Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

1  Introduction 7
1.1  Industry  Definition  and  Research  Scope 7
1.1.1  Industry  Definition 7
1.1.2  Research  Scope 8
1.2  Research  Methodology 11
1.2.1  Overview  of  Market  Research  Methodology 11
1.2.2  Market  Assumption 12
1.2.3  Secondary  Data 12
1.2.4  Primary  Data 12
1.2.5  Data  Filtration  and  Model  Design 14
1.2.6  Market  Size/Share  Estimation 15
1.2.7  Research  Limitations 16
1.3  Executive  Summary 17
2  Market  Overview  and  Dynamics 20
2.1  Market  Size  and  Forecast 20
2.2  Major  Growth  Drivers 22
2.3  Market  Restraints  and  Challenges 27
2.4  Emerging  Opportunities  and  Market  Trends 30
2.5  Porter’s  Fiver  Forces  Analysis 34
3  Segmentation  of  Asia  Pacific  Market  by  Game  Type 38
3.1  Market  Overview  by  Game  Type 38
3.2  Multiplayer  Online  Battle  Arena  (MOBA) 40
3.3  Player  vs.  Player  (PvP) 41
3.4  First  Person  Shooters  (FPS) 42
3.5  Real  Time  Strategy  (RTS) 43
3.6  Massive  Multiplayer  Online  Games  (MMOG) 44
3.7  Other  Game  Types 45
4  Segmentation  of  Asia  Pacific  Market  by  Revenue  Source 46
4.1  Market  Overview  by  Revenue  Source 46
4.2  Game  Publisher  Fee 48
4.3  Merchandize  &  Tickets 49
4.4  Advertisement 50
4.5  Sponsorships 51
4.6  Media  Rights 53
4.7  Other  Revenue  Sources 54
5  Segmentation  of  Asia  Pacific  Market  by  Device 55
5.1  Market  Overview  by  Device 55
5.2  PCs 57
5.3  Consoles 58
5.4  Laptops  &  Tablets 59
5.5  Smartphones 60
5.6  Other  Devices 61
6  Segmentation  of  Asia  Pacific  Market  by  Streaming  Platform 62
6.1  Market  Overview  by  Streaming  Platform 62
6.2  YouTube 64
6.3  Twitch 65
6.4  Hayu 66
6.5  DouYu 67
6.6  Other  Streaming  Platforms 68
7  Segmentation  of  Asia  Pacific  Market  by  Audience  Type 69
7.1  Market  Overview  by  Audience  Type 69
7.2  Regular  Viewers 72
7.3  Occasional  Viewers 74
8  Segmentation  of  Asia  Pacific  Market  by  Viewer  Gender 76
8.1  Market  Overview  by  Viewer  Gender 76
8.2  Male  Viewers 79
8.3  Female  Viewers 81
9  Segmentation  of  Asia  Pacific  Market  by  Age  Group 83
9.1  Market  Overview  by  Age  Group 83
9.2  <18  Year  Old  Viewers 86
9.3  19-25  Year  Old  Viewers 88
9.4  26-35  Year  Old  Viewers 90
9.5  >35  Year  Old  Viewers 92
10  Asia-Pacific  Market  2019-2030  by  Country 94
10.1  Overview  of  Asia-Pacific  Market 94
10.2  Japan 97
10.3  China 100
10.4  Australia 102
10.5  India 104
10.6  South  Korea 106
10.7  Rest  of  APAC  Region 108
11  Competitive  Landscape 110
11.1  Overview  of  Key  Vendors 110
11.2  New  Product  Launch,  Partnership,  Investment,  and  M&A 114
11.3  Company  Profiles 115
Activision  Blizzard  Inc. 115
Cloud9 117
Counter  Logic  Gaming 118
EA  Sports. 119
Echo  Fox  Fnatic 120
Electronic  Arts  Inc. 121
Envy  Gaming 122
Epic  Games  Inc. 123
G2  Esports 124
Gfinity  Plc 125
Hi-Rez  Studios 126
Immortals 127
Intergalactic  Gaming  Ltd. 128
Modern  Times  Group  MTG  AB 129
Nintendo  Co.  Ltd. 130
Take-Two  Interactive  Software  Inc. 131
Team  Liquid 132
Team  SoloMid 133
Tencent  Holdings  Ltd. 134
Valve  Corporation 135
12  Investing  in  Asia  Pacific  Market:  Risk  Assessment  and  Management 136
12.1  Risk  Evaluation  of  Asia  Pacific  Market 136
12.2  Critical  Success  Factors  (CSFs) 139
Related  Reports  and  Products 142
Table 1. Snapshot of Asia Pacific E-sports Market, 2019-2030 18
Table 2. Main Product Trends and Market Opportunities in Asia Pacific E-sports Market 30
Table 3. Asia Pacific E-sports Market by Game Type, 2019-2030, $ mn 38
Table 4. Asia Pacific E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, $ mn 41
Table 5. Asia Pacific E-sports Market by Revenue Source, 2019-2030, $ mn 46
Table 6. Asia Pacific E-sports Market: Sponsorships by Contributor, 2019-2030, $ mn 52
Table 7. Asia Pacific E-sports Market: Media Rights by Type, 2019-2030, $ mn 53
Table 8. Asia Pacific E-sports Market by Device, 2019-2030, $ mn 55
Table 9. Asia Pacific E-sports Market by Streaming Platform, 2019-2030, $ mn 62
Table 10. Asia Pacific E-sports Market by Audience Type, 2019-2030, $ mn 69
Table 11. Asia Pacific E-sports Viewership by Audience Type, 2019-2030, million 70
Table 12. Asia Pacific E-sports Market by Viewer Gender, 2019-2030, $ mn 76
Table 13. Asia Pacific E-sports Viewership by Viewer Gender, 2019-2030, million 77
Table 14. Asia Pacific E-sports Market by Age Group, 2019-2030, $ mn 83
Table 15. Asia Pacific E-sports Viewership by Age Group, 2019-2030, million 84
Table 16. APAC E-sports Market by Country, 2019-2030, $ mn 95
Table 17. Japan E-sports Market by Game Type, 2019-2030, $ mn 99
Table 18. Japan E-sports Market by Revenue Source, 2019-2030, $ mn 99
Table 19. Japan E-sports Market by Device, 2019-2030, $ mn 99
Table 20. China E-sports Market by Game Type, 2019-2030, $ mn 101
Table 21. China E-sports Market by Revenue Source, 2019-2030, $ mn 101
Table 22. China E-sports Market by Device, 2019-2030, $ mn 101
Table 23. Australia E-sports Market by Game Type, 2019-2030, $ mn 103
Table 24. Australia E-sports Market by Revenue Source, 2019-2030, $ mn 103
Table 25. Australia E-sports Market by Device, 2019-2030, $ mn 103
Table 26. India E-sports Market by Game Type, 2019-2030, $ mn 105
Table 27. India E-sports Market by Revenue Source, 2019-2030, $ mn 105
Table 28. India E-sports Market by Device, 2019-2030, $ mn 105
Table 29. South Korea E-sports Market by Game Type, 2019-2030, $ mn 107
Table 30. South Korea E-sports Market by Revenue Source, 2019-2030, $ mn 107
Table 31. South Korea E-sports Market by Device, 2019-2030, $ mn 107
Table 32. E-sports Market in Rest of APAC by Country, 2019-2030, $ mn 109
Table 33. Breakdown of Asia Pacific Market by Key Vendor, 2019, % 112
Table 34. Activision Blizzard Inc.: Company Snapshot 115
Table 35. Activision Blizzard Inc.: Business Segmentation 115
Table 36. Activision Blizzard Inc.: Product Portfolio 116
Table 37. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn 116
Table 38. Activision Blizzard Inc.: Recent Developments 116
Table 39. Risk Evaluation for Investing in Asia Pacific Market, 2019-2030 137
Table 40. Critical Success Factors and Key Takeaways 140
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