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Market Research Report
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1046757

Asia Pacific Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027

Published: | KBV Research | 125 Pages | Delivery time: 1-2 business days

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Asia Pacific Esports Market By Revenue Source (Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets), By Country, Opportunity Analysis and Industry Forecast, 2021 - 2027
Published: November 30, 2021
KBV Research
Content info: 125 Pages
Delivery time: 1-2 business days
  • Description
  • Table of Contents
  • List of Tables

The Asia Pacific Esports Market would witness market growth of 23.4% CAGR during the forecast period (2021-2027).

Video games have brought a shift in the way individuals interact and engage with the virtual environment. Several companies are developing advanced technologies for the gaming industry to push its boundaries and to better serve various existing and potential players of esports across the world. These constant advancements in gaming technologies would support the growth of the esports market.

The features of esport like online live streaming of gaming that provide a similar feeling of being there in real-time gaming would support the growth of the esports market during the forecast period.

The attractive prizes offered by esports event organizers is creating lucrative opportunities for the gamers as well as organizers. In addition, the rise in demand for smartphones and high penetration of internet in the developing nations like India and China would support the growth of the regional esports market during the forecast period.

The China market dominated the Asia Pacific Esports Market by Country 2020, and would continue to be a dominant market till 2027; thereby, achieving a market value of $293.6 million by 2027.The Japan market is poised to grow a CAGR of 22.7% during (2021 - 2027). Additionally, The India market would exhibit a CAGR of 24.1% during (2021 - 2027).

Based on Revenue Source, the market is segmented into Sponsorship, Media Rights, Advertising, Publisher Fees, and Merchandise & Tickets. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Intel Corporation, NVIDIA Corporation, Nintendo Co., Ltd., Activision Blizzard, Inc., Valve Corporation, Modern Times Group MTG AB, Electronic Arts, Inc., Tencent Holdings Ltd., Gameloft SE (Vivendi), and AT&T, Inc.

Scope of the Study

Market Segments covered in the Report:

By Revenue Source

  • Sponsorship
  • Media Rights
  • Advertising
  • Publisher Fees
  • Merchandise & Tickets

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Companies Profiled

  • Intel Corporation
  • NVIDIA Corporation
  • Nintendo Co., Ltd.
  • Activision Blizzard, Inc.
  • Valve Corporation
  • Modern Times Group MTG AB
  • Electronic Arts, Inc.
  • Tencent Holdings Ltd.
  • Gameloft SE (Vivendi)
  • AT&T, Inc.

Unique Offerings from KBV Research

  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Asia Pacific Esports Market, by Revenue Source
    • 1.4.2 Asia Pacific Esports Market, by Country
  • 1.5 Methodology for the research

Chapter 2. Market Overview

  • 2.1 Introduction
    • 2.1.1 Overview
      • 2.1.1.1 Market Composition and Scenario
  • 2.2 Key Factors Impacting the Market
    • 2.2.1 Market Drivers
    • 2.2.2 Market Restraints

Chapter 3. Competition Analysis - Global

  • 3.1 KBV Cardinal Matrix
  • 3.2 Recent Industry Wide Strategic Developments
    • 3.2.1 Partnerships, Collaborations and Agreements
    • 3.2.2 Product Launches and Product Expansions
    • 3.2.3 Acquisition and Mergers
    • 3.2.4 Geographical Expansions
  • 3.3 Top Winning Strategies
    • 3.3.1 Key Leading Strategies: Percentage Distribution (2017-2021)
    • 3.3.2 Key Strategic Move: (Product Launches and Product Expansions : 2017, Jun - 2021, Jun) Leading Players

Chapter 4. Asia Pacific Esports Market by Revenue Source

  • 4.1 Asia Pacific Sponsorship Market by Country
  • 4.2 Asia Pacific Media Rights Market by Country
  • 4.3 Asia Pacific Advertising Market by Country
  • 4.4 Asia Pacific Publisher Fees Market by Country
  • 4.5 Asia Pacific Merchandise & Tickets Revenue Source Market by Country

Chapter 5. Asia Pacific Esports Market by Country

  • 5.1 China Esports Market
    • 5.1.1 China Esports Market by Revenue Source
  • 5.2 Japan Esports Market
    • 5.2.1 Japan Esports Market by Revenue Source
  • 5.3 India Esports Market
    • 5.3.1 India Esports Market by Revenue Source
  • 5.4 South Korea Esports Market
    • 5.4.1 South Korea Esports Market by Revenue Source
  • 5.5 Singapore Esports Market
    • 5.5.1 Singapore Esports Market by Revenue Source
  • 5.6 Malaysia Esports Market
    • 5.6.1 Malaysia Esports Market by Revenue Source
  • 5.7 Rest of Asia Pacific Esports Market
    • 5.7.1 Rest of Asia Pacific Esports Market by Revenue Source

Chapter 6. Company Profiles

  • 6.1 Intel Corporation
    • 6.1.5 Recent strategies and developments:
  • 6.2 NVIDIA Corporation
    • 6.2.5 Recent strategies and developments:
      • 6.2.5.1 Partnerships, Collaborations, and Agreements:
      • 6.2.5.2 Product Launches and Product Expansions:
      • 6.2.5.3 Acquisition and Mergers:
      • 6.2.5.4 Geographical Expansions:
  • 6.3 Nintendo Co., Ltd.
    • 6.3.1 Company Overview
    • 6.3.2 Financial Analysis
    • 6.3.3 Segmental and Regional Analysis
    • 6.3.4 Research & Development Expenses
    • 6.3.5 Recent strategies and developments:
      • 6.3.5.1 Partnerships, Collaborations, and Agreements:
      • 6.3.5.2 Acquisitions and Mergers:
  • 6.4 Activision Blizzard, Inc.
    • 6.4.1 Company Overview
    • 6.4.2 Financial Analysis
    • 6.4.3 Segmental and Regional Analysis
    • 6.4.4 Recent strategies and developments:
      • 6.4.4.1 Partnerships, Collaborations, and Agreements:
      • 6.4.4.2 Product Launches and Product Expansions:
      • 6.4.4.3 Acquisition and Mergers:
  • 6.5 Valve Corporation
    • 6.5.1 Company Overview
    • 6.5.2 Recent strategies and developments:
      • 6.5.2.1 Partnerships, Collaborations, and Agreements:
      • 6.5.2.2 Product Launches and Product Expansions:
  • 6.6 Modern Times Group MTG AB
    • 6.6.1 Company Overview
    • 6.6.2 Financial Analysis
    • 6.6.3 Segmental and Regional Analysis
    • 6.6.4 Recent strategies and developments:
      • 6.6.4.1 Acquisition and Mergers:
  • 6.7 Electronic Arts, Inc.
    • 6.7.1 Company Overview
    • 6.7.2 Financial Analysis
    • 6.7.3 Segmental and Regional Analysis
    • 6.7.4 Research & Development Expenses
    • 6.7.5 Recent strategies and developments:
      • 6.7.5.1 Partnerships, Collaborations, and Agreements:
      • 6.7.5.2 Product Launches and Product Expansions:
      • 6.7.5.3 Acquisition and Mergers:
  • 6.8 Tencent Holdings Ltd.
    • 6.8.1 Company Overview
    • 6.8.2 Financial Analysis
    • 6.8.3 Segmental and Regional Analysis
    • 6.8.4 Research & Development Expenses
    • 6.8.5 Recent strategies and developments:
      • 6.8.5.1 Partnerships, Collaborations, and Agreements:
  • 6.9 Gameloft SE (Vivendi)
    • 6.9.1 Company Overview
    • 6.9.2 Financial Analysis
    • 6.9.3 Segmental and Regional Analysis
    • 6.9.4 Research & Development Expenses
    • 6.9.5 Recent strategies and developments:
      • 6.9.5.1 Partnerships, Collaborations, and Agreements:
      • 6.9.5.2 Product Launches and Product Expansions:
  • 6.1 AT&T, Inc.
    • 6.10.1 Company Overview
    • 6.10.2 Financial Analysis
    • 6.10.3 Segmental and Regional Analysis
    • 6.10.4 Research & Development Expense
    • 6.10.5 Recent strategies and developments:
      • 6.10.5.1 Partnerships, Collaborations, and Agreements:

LIST OF TABLES

  • TABLE 1 Asia Pacific Esports Market, 2017 - 2020, USD Million
  • TABLE 2 Asia Pacific Esports Market, 2021 - 2027, USD Million
  • TABLE 3 Partnerships, Collaborations and Agreements- Esports Market
  • TABLE 4 Product Launches And Product Expansions- Esports Market
  • TABLE 5 Acquisition and Mergers- Esports Market
  • TABLE 6 Geographical Expansions- Esports Market
  • TABLE 7 Asia Pacific Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 8 Asia Pacific Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 9 Asia Pacific Sponsorship Market by Country, 2017 - 2020, USD Million
  • TABLE 10 Asia Pacific Sponsorship Market by Country, 2021 - 2027, USD Million
  • TABLE 11 Asia Pacific Media Rights Market by Country, 2017 - 2020, USD Million
  • TABLE 12 Asia Pacific Media Rights Market by Country, 2021 - 2027, USD Million
  • TABLE 13 Asia Pacific Advertising Market by Country, 2017 - 2020, USD Million
  • TABLE 14 Asia Pacific Advertising Market by Country, 2021 - 2027, USD Million
  • TABLE 15 Asia Pacific Publisher Fees Market by Country, 2017 - 2020, USD Million
  • TABLE 16 Asia Pacific Publisher Fees Market by Country, 2021 - 2027, USD Million
  • TABLE 17 Asia Pacific Merchandise & Tickets Revenue Source Market by Country, 2017 - 2020, USD Million
  • TABLE 18 Asia Pacific Merchandise & Tickets Revenue Source Market by Country, 2021 - 2027, USD Million
  • TABLE 19 Asia Pacific Esports Market by Country, 2017 - 2020, USD Million
  • TABLE 20 Asia Pacific Esports Market by Country, 2021 - 2027, USD Million
  • TABLE 21 China Esports Market, 2017 - 2020, USD Million
  • TABLE 22 China Esports Market, 2021 - 2027, USD Million
  • TABLE 23 China Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 24 China Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 25 Japan Esports Market, 2017 - 2020, USD Million
  • TABLE 26 Japan Esports Market, 2021 - 2027, USD Million
  • TABLE 27 Japan Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 28 Japan Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 29 India Esports Market, 2017 - 2020, USD Million
  • TABLE 30 India Esports Market, 2021 - 2027, USD Million
  • TABLE 31 India Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 32 India Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 33 South Korea Esports Market, 2017 - 2020, USD Million
  • TABLE 34 South Korea Esports Market, 2021 - 2027, USD Million
  • TABLE 35 South Korea Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 36 South Korea Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 37 Singapore Esports Market, 2017 - 2020, USD Million
  • TABLE 38 Singapore Esports Market, 2021 - 2027, USD Million
  • TABLE 39 Singapore Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 40 Singapore Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 41 Malaysia Esports Market, 2017 - 2020, USD Million
  • TABLE 42 Malaysia Esports Market, 2021 - 2027, USD Million
  • TABLE 43 Malaysia Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 44 Malaysia Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 45 Rest of Asia Pacific Esports Market, 2017 - 2020, USD Million
  • TABLE 46 Rest of Asia Pacific Esports Market, 2021 - 2027, USD Million
  • TABLE 47 Rest of Asia Pacific Esports Market by Revenue Source, 2017 - 2020, USD Million
  • TABLE 48 Rest of Asia Pacific Esports Market by Revenue Source, 2021 - 2027, USD Million
  • TABLE 49 Key Information - Intel Corporation
  • TABLE 50 Key Information - NVIDIA Corporation
  • TABLE 51 key information - Nintendo Co., Ltd.
  • TABLE 52 Key Information - Activision Blizzard, Inc.
  • TABLE 53 Key Information - Valve Corporation
  • TABLE 54 Key Information - Modern Times Group
  • TABLE 55 Key Information - Electronic Arts Inc.
  • TABLE 56 Key Information - Tencent Holdings Ltd.
  • TABLE 57 Key Information - Gameloft SE
  • TABLE 58 Key Information - AT&T, Inc.

List of Figures

  • FIG 1 Methodology for the research
  • FIG 2 KBV Cardinal Matrix
  • FIG 3 Key Leading Strategies: Percentage Distribution (2017-2021)
  • FIG 4 Key Strategic Move: (Product Launches and Product Expansions : 2017, Jun - 2021, Jun) Leading Players
  • FIG 5 Recent strategies and developments: Intel Corporation
  • FIG 6 SWOT analysis: Intel corporation
  • FIG 7 Recent strategies and developments: NVIDIA Corporation
  • FIG 8 SWOT Analysis: NVIDIA Corporation
  • FIG 9 Recent strategies and developments: Nintendo Co., Ltd.
  • FIG 10 Recent strategies and developments: Activision Blizzard, Inc.
  • FIG 11 Recent strategies and developments: Valve Corporation
  • FIG 12 Recent strategies and developments: Electronic Arts
  • FIG 13 Recent strategies and developments: Gameloft SE