Asia Pacific Esports Market Size, Share, Trends, Report 2027

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 Date: December-2021 | Number of Pages: 125 | Format: PDF | Report ID: KBV-16041

Special Offering: Industry Insights | Market Trends | Highest number of Tables | 24/7 Analyst Support


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

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