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