Request for Covid-19 Impact Assessment of this Report

ICT & Media

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

  • GRA3911715
  • 142 Pages
  • June 2020
  • ICT & Media
Download Sample    Get Discount   
 
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

 
Purchase Options

* Taxes/Fees, If applicable will be
added during checkout. All prices in USD.

Need More Information

Contact Us

+ 1-888-961-4454

Drop Us an email at

help@bigmarketresearch.com

Similar Reports

Netbook Market in India 2011

The netbook sales in India have been growing strongly with major demand from the home segment. Personal computer market is expected to grow as the economy is recovering from the recession. The newest addition to this consumer product group is notebooks and netbooks. However, it has been seen that there is no clear demarcation between inexpensive notebook and netbook as an upgraded version of a net...

  • Publish Date: January 18, 2011
  • $950
Online Movie Rental Market in India 2011

The Online Movie Rental market in India is at a nascent stage. The market is estimated at INR 601 mn in 2008 and shows huge potential due to a large untapped consumer base. The changing perceptions of people towards entertainment along with a rise in their disposable income and internet usage have driven the market. The report begins with a market overview section that provides an insight into t...

  • Publish Date: March 7, 2011
  • $950
Local Search Market in India 2011

Local search market in India is a common platform for advertising used by business entities. It has an offline and an online category. Local search space provides a platform to the small and medium scale enterprises to advertise with regards to their products and services through local search engines and print directories such as yellow pages. The report begins with the market overview section wh...

  • Publish Date: June 27, 2011
  • $950