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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

June 2020 | 142 pages | ID: A62B60520C06EN
GMD Research

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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

1.1 Industry Definition and Research Scope
  1.1.1 Industry Definition
  1.1.2 Research Scope
1.2 Research Methodology
  1.2.1 Overview of Market Research Methodology
  1.2.2 Market Assumption
  1.2.3 Secondary Data
  1.2.4 Primary Data
  1.2.5 Data Filtration and Model Design
  1.2.6 Market Size/Share Estimation
  1.2.7 Research Limitations
1.3 Executive Summary

2 MARKET OVERVIEW AND DYNAMICS

2.1 Market Size and Forecast
2.2 Major Growth Drivers
2.3 Market Restraints and Challenges
2.4 Emerging Opportunities and Market Trends
2.5 Porter’s Fiver Forces Analysis

3 SEGMENTATION OF ASIA PACIFIC MARKET BY GAME TYPE

3.1 Market Overview by Game Type
3.2 Multiplayer Online Battle Arena (MOBA)
3.3 Player vs. Player (PvP)
3.4 First Person Shooters (FPS)
3.5 Real Time Strategy (RTS)
3.6 Massive Multiplayer Online Games (MMOG)
3.7 Other Game Types

4 SEGMENTATION OF ASIA PACIFIC MARKET BY REVENUE SOURCE

4.1 Market Overview by Revenue Source
4.2 Game Publisher Fee
4.3 Merchandize & Tickets
4.4 Advertisement
4.5 Sponsorships
4.6 Media Rights
4.7 Other Revenue Sources

5 SEGMENTATION OF ASIA PACIFIC MARKET BY DEVICE

5.1 Market Overview by Device
5.2 PCs
5.3 Consoles
5.4 Laptops & Tablets
5.5 Smartphones
5.6 Other Devices

6 SEGMENTATION OF ASIA PACIFIC MARKET BY STREAMING PLATFORM

6.1 Market Overview by Streaming Platform
6.2 YouTube
6.3 Twitch
6.4 Hayu
6.5 DouYu
6.6 Other Streaming Platforms

7 SEGMENTATION OF ASIA PACIFIC MARKET BY AUDIENCE TYPE

7.1 Market Overview by Audience Type
7.2 Regular Viewers
7.3 Occasional Viewers

8 SEGMENTATION OF ASIA PACIFIC MARKET BY VIEWER GENDER

8.1 Market Overview by Viewer Gender
8.2 Male Viewers
8.3 Female Viewers

9 SEGMENTATION OF ASIA PACIFIC MARKET BY AGE GROUP

9.1 Market Overview by Age Group
9.2 <18 Year Old Viewers
9.3 19-25 Year Old Viewers
9.4 26-35 Year Old Viewers
9.5 >35 Year Old Viewers

10 ASIA-PACIFIC MARKET 2019-2030 BY COUNTRY

10.1 Overview of Asia-Pacific Market
10.2 Japan
10.3 China
10.4 Australia
10.5 India
10.6 South Korea
10.7 Rest of APAC Region

11 COMPETITIVE LANDSCAPE

11.1 Overview of Key Vendors
11.2 New Product Launch, Partnership, Investment, and M&A
11.3 Company Profiles
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

12 INVESTING IN ASIA PACIFIC MARKET: RISK ASSESSMENT AND MANAGEMENT

12.1 Risk Evaluation of Asia Pacific Market
12.2 Critical Success Factors (CSFs)
Related Reports and Products

LIST OF TABLES

Table 1. Snapshot of Asia Pacific E-sports Market, 2019-2030
Table 2. Main Product Trends and Market Opportunities in Asia Pacific E-sports Market
Table 3. Asia Pacific E-sports Market by Game Type, 2019-2030, $ mn
Table 4. Asia Pacific E-sports Market: Player vs. Player (PvP) by Type, 2019-2030, $ mn
Table 5. Asia Pacific E-sports Market by Revenue Source, 2019-2030, $ mn
Table 6. Asia Pacific E-sports Market: Sponsorships by Contributor, 2019-2030, $ mn
Table 7. Asia Pacific E-sports Market: Media Rights by Type, 2019-2030, $ mn
Table 8. Asia Pacific E-sports Market by Device, 2019-2030, $ mn
Table 9. Asia Pacific E-sports Market by Streaming Platform, 2019-2030, $ mn
Table 10. Asia Pacific E-sports Market by Audience Type, 2019-2030, $ mn
Table 11. Asia Pacific E-sports Viewership by Audience Type, 2019-2030, million
Table 12. Asia Pacific E-sports Market by Viewer Gender, 2019-2030, $ mn
Table 13. Asia Pacific E-sports Viewership by Viewer Gender, 2019-2030, million
Table 14. Asia Pacific E-sports Market by Age Group, 2019-2030, $ mn
Table 15. Asia Pacific E-sports Viewership by Age Group, 2019-2030, million
Table 16. APAC E-sports Market by Country, 2019-2030, $ mn
Table 17. Japan E-sports Market by Game Type, 2019-2030, $ mn
Table 18. Japan E-sports Market by Revenue Source, 2019-2030, $ mn
Table 19. Japan E-sports Market by Device, 2019-2030, $ mn
Table 20. China E-sports Market by Game Type, 2019-2030, $ mn
Table 21. China E-sports Market by Revenue Source, 2019-2030, $ mn
Table 22. China E-sports Market by Device, 2019-2030, $ mn
Table 23. Australia E-sports Market by Game Type, 2019-2030, $ mn
Table 24. Australia E-sports Market by Revenue Source, 2019-2030, $ mn
Table 25. Australia E-sports Market by Device, 2019-2030, $ mn
Table 26. India E-sports Market by Game Type, 2019-2030, $ mn
Table 27. India E-sports Market by Revenue Source, 2019-2030, $ mn
Table 28. India E-sports Market by Device, 2019-2030, $ mn
Table 29. South Korea E-sports Market by Game Type, 2019-2030, $ mn
Table 30. South Korea E-sports Market by Revenue Source, 2019-2030, $ mn
Table 31. South Korea E-sports Market by Device, 2019-2030, $ mn
Table 32. E-sports Market in Rest of APAC by Country, 2019-2030, $ mn
Table 33. Breakdown of Asia Pacific Market by Key Vendor, 2019, %
Table 34. Activision Blizzard Inc.: Company Snapshot
Table 35. Activision Blizzard Inc.: Business Segmentation
Table 36. Activision Blizzard Inc.: Product Portfolio
Table 37. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn
Table 38. Activision Blizzard Inc.: Recent Developments
Table 39. Risk Evaluation for Investing in Asia Pacific Market, 2019-2030
Table 40. Critical Success Factors and Key Takeaways

LIST OF FIGURES

Figure 1. Research Method Flow Chart
Figure 2. Breakdown of Primary Research
Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 4. Asia Pacific Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2019-2030
Figure 5. Asia Pacific E-sports Market, 2019-2030, $ mn
Figure 6. Asia Pacific E-sports Viewership, 2019-2030, million
Figure 7. Primary Drivers and Impact Factors of Asia Pacific E-sports Market
Figure 8. GDP per capita in the World, 1960-2018, $ thousand
Figure 9. Forecast of Middle-class Population by Region, 2015-2030, million
Figure 10. Worldwide Connected Devices by Device Type, 2014-2022, billion units
Figure 11. Primary Restraints and Impact Factors of Asia Pacific E-sports Market
Figure 12. Investment Opportunity Analysis
Figure 13. Porter’s Fiver Forces Analysis of Asia Pacific E-sports Market
Figure 14. Breakdown of Asia Pacific E-sports Market by Game Type, 2019-2030, % of Revenue
Figure 15. Asia Pacific Addressable Market Cap in 2020-2030 by Game Type, Value ($ mn) and Share (%)
Figure 16. Asia Pacific E-sports Market: Multiplayer Online Battle Arena (MOBA), 2019-2030, $ mn
Figure 17. Asia Pacific E-sports Market: Player vs. Player (PvP), 2019-2030, $ mn
Figure 18. Asia Pacific E-sports Market: First Person Shooters (FPS), 2019-2030, $ mn
Figure 19. Asia Pacific E-sports Market: Real Time Strategy (RTS), 2019-2030, $ mn
Figure 20. Asia Pacific E-sports Market: Massive Multiplayer Online Games (MMOG), 2019-2030, $ mn
Figure 21. Asia Pacific E-sports Market: Other Game Types, 2019-2030, $ mn
Figure 22. Breakdown of Asia Pacific E-sports Market by Revenue Source, 2019-2030, % of Revenue
Figure 23. Asia Pacific Addressable Market Cap in 2020-2030 by Revenue Source, Value ($ mn) and Share (%)
Figure 24. Asia Pacific E-sports Market: Game Publisher Fee, 2019-2030, $ mn
Figure 25. Asia Pacific E-sports Market: Merchandize & Tickets, 2019-2030, $ mn
Figure 26. Asia Pacific E-sports Market: Advertisement, 2019-2030, $ mn
Figure 27. Asia Pacific E-sports Market: Sponsorships, 2019-2030, $ mn
Figure 28. Asia Pacific E-sports Market: Media Rights, 2019-2030, $ mn
Figure 29. Asia Pacific E-sports Market: Other Revenue Sources, 2019-2030, $ mn
Figure 30. Breakdown of Asia Pacific E-sports Market by Device, 2019-2030, % of Sales Revenue
Figure 31. Asia Pacific Addressable Market Cap in 2020-2030 by Device, Value ($ mn) and Share (%)
Figure 32. Asia Pacific E-sports Market: PCs, 2019-2030, $ mn
Figure 33. Asia Pacific E-sports Market: Consoles, 2019-2030, $ mn
Figure 34. Asia Pacific E-sports Market: Laptops & Tablets, 2019-2030, $ mn
Figure 35. Asia Pacific E-sports Market: Smartphones, 2019-2030, $ mn
Figure 36. Asia Pacific E-sports Market: Other Devices, 2019-2030, $ mn
Figure 37. Breakdown of Asia Pacific E-sports Market by Streaming Platform, 2019-2030, % of Sales Revenue
Figure 38. Asia Pacific Addressable Market Cap in 2020-2030 by Streaming Platform, Value ($ mn) and Share (%)
Figure 39. Asia Pacific E-sports Market: YouTube, 2019-2030, $ mn
Figure 40. Asia Pacific E-sports Market: Twitch, 2019-2030, $ mn
Figure 41. Asia Pacific E-sports Market: Hayu, 2019-2030, $ mn
Figure 42. Asia Pacific E-sports Market: DouYu, 2019-2030, $ mn
Figure 43. Asia Pacific E-sports Market: Other Streaming Platforms, 2019-2030, $ mn
Figure 44. Breakdown of Asia Pacific E-sports Market by Audience Type, 2019-2030, % of Revenue
Figure 45. Breakdown of Asia Pacific E-sports Viewership by Audience Type, 2019-2030, % of Viewership
Figure 46. Asia Pacific Addressable Market Cap in 2020-2030 by Audience Type, Value ($ mn) and Share (%)
Figure 47. Asia Pacific Cumulative E-sports Viewership in 2020-2030 by Audience Type, Volume (million) and Share (%)
Figure 48. Asia Pacific E-sports Market: Regular Viewers, 2019-2030, $ mn
Figure 49. Asia Pacific E-sports Viewership: Regular Viewers, 2019-2030, million
Figure 50. Asia Pacific E-sports Market: Occasional Viewers, 2019-2030, $ mn
Figure 51. Asia Pacific E-sports Viewership: Occasional Viewers, 2019-2030, million
Figure 52. Breakdown of Asia Pacific E-sports Market by Viewer Gender, 2019-2030, % of Revenue
Figure 53. Breakdown of Asia Pacific E-sports Viewership by Viewer Gender, 2019-2030, % of Viewership
Figure 54. Asia Pacific Addressable Market Cap in 2020-2030 by Viewer Gender, Value ($ mn) and Share (%)
Figure 55. Asia Pacific Cumulative E-sports Viewership in 2020-2030 by Viewer Gender, Volume (million) and Share (%)
Figure 56. Asia Pacific E-sports Market: Male Viewers, 2019-2030, $ mn
Figure 57. Asia Pacific E-sports Viewership: Male Viewers, 2019-2030, million
Figure 58. Asia Pacific E-sports Market: Female Viewers, 2019-2030, $ mn
Figure 59. Asia Pacific E-sports Viewership: Female Viewers, 2019-2030, million
Figure 60. Breakdown of Asia Pacific E-sports Market by Age Group, 2019-2030, % of Revenue
Figure 61. Breakdown of Asia Pacific E-sports Viewership by Age Group, 2019-2030, % of Viewership
Figure 62. Asia Pacific Addressable Market Cap in 2020-2030 by Age Group, Value ($ mn) and Share (%)
Figure 63. Asia Pacific Cumulative E-sports Viewership in 2020-2030 by Age Group, Volume (million) and Share (%)
Figure 64. Asia Pacific E-sports Market: <18 Year Old Viewers, 2019-2030, $ mn
Figure 65. Asia Pacific E-sports Viewership: <18 Year Old Viewers, 2019-2030, million
Figure 66. Asia Pacific E-sports Market: 19-25 Year Old Viewers, 2019-2030, $ mn
Figure 67. Asia Pacific E-sports Viewership: 19-25 Year Old Viewers, 2019-2030, million
Figure 68. Asia Pacific E-sports Market: 26-35 Year Old Viewers, 2019-2030, $ mn
Figure 69. Asia Pacific E-sports Viewership: 26-35 Year Old Viewers, 2019-2030, million
Figure 70. Asia Pacific E-sports Market: >35 Year Old Viewers, 2019-2030, $ mn
Figure 71. Asia Pacific E-sports Viewership: >35 Year Old Viewers, 2019-2030, million
Figure 72. Breakdown of APAC E-sports Market by Country, 2019 and 2030, % of Revenue
Figure 73. Contribution to APAC 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 74. E-sports Market in Japan, 2019-2030, $ mn
Figure 75. E-sports Market in China, 2019-2030, $ mn
Figure 76. E-sports Market in Australia, 2019-2030, $ mn
Figure 77. E-sports Market in India, 2019-2030, $ mn
Figure 78. E-sports Market in South Korea, 2019-2030, $ mn
Figure 79. E-sports Market in Rest of APAC, 2019-2030, $ mn
Figure 80. Growth Stage of Asia Pacific E-sports Industry over the Forecast Period


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