Report overview
Esports (also known as electronic sports, e-sports, eSports, or competitive/professional [video] gaming) are a form of competition using video games.[1] Most commonly, esports take the form of organized, multiplayer video game competitions, particularly between professional players. Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity.[2][3] By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing toward a professional eSport subculture.
This report aims to provide a comprehensive presentation of the global market for Mobile Esport, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Mobile Esport. This report contains market size and forecasts of Mobile Esport in global, including the following market information:
Global Mobile Esport Market Revenue, 2018-2023, 2024-2032, ($ millions)
Global top five companies in 2022 (%)
The global Mobile Esport market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
Real-time strategy(RTS) Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Mobile Esport include Sony, EA, Tencent, Netmarble, DeNA, mixi, Activision Blizzard and Ubisoft, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We has surveyed the Mobile Esport companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Mobile Esport Market, by Type, 2018-2023, 2024-2032 ($ millions)
Global Mobile Esport Market Segment Percentages, by Type, 2022 (%)
Real-time strategy(RTS)
First-person shooter(FPS)
Multiplayer online battle arena(MOBA)
Global Mobile Esport Market, by Application, 2018-2023, 2024-2032 ($ millions)
Global Mobile Esport Market Segment Percentages, by Application, 2022 (%)
Online
Offline
Global Mobile Esport Market, By Region and Country, 2018-2023, 2024-2032 ($ Millions)
Global Mobile Esport Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Mobile Esport revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Mobile Esport revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Sony
EA
Tencent
Netmarble
DeNA
mixi
Activision Blizzard
Ubisoft
Outline of Major Chapters:
Chapter 1: Introduces the definition of Mobile Esport, market overview.
Chapter 2: Global Mobile Esport market size in revenue.
Chapter 3: Detailed analysis of Mobile Esport company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Mobile Esport in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.