Synopsis
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.
The global Mobile Esport market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of Mobile Esport in various end use industries. The expanding demands from the Online and Offline, are propelling Mobile Esport market. Real-time strategy(RTS), one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the First-person shooter(FPS) segment is estimated at % CAGR for the next seven-year period.
According to International Telecommunication Union (ITU), the global Internet users (online population) were more than 5 billion. And the number of online shoppers was also increasing. In 2022, the global e-commerce market penetration rate increased to 19.7%, and the e-commerce market reached $5.5 trillion. At the same time, the Asian e-commerce market ranked at the top of the revenue ranking, which has reached $1.8 trillion. According to the National Bureau of Statistics, China was the largest online retail market in 2022, with online retail sales of 13.79 trillion yuan and a year-on-year increase of 4%. Among them, the online retail sales of physical goods were 11.96 trillion yuan, with a year-on-year increase of 6.2%, which accounted for 27.2% of the total retail sales of consumer goods.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Mobile Esport, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Mobile Esport market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Mobile Esport market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Mobile Esport sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Mobile Esport covered in this report include Sony, EA, Tencent, Netmarble, DeNA, mixi, Activision Blizzard and Ubisoft, etc.
The global Mobile Esport market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Sony
EA
Tencent
Netmarble
DeNA
mixi
Activision Blizzard
Ubisoft
Global Mobile Esport market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Mobile Esport market, Segment by Type:
Real-time strategy(RTS)
First-person shooter(FPS)
Multiplayer online battle arena(MOBA)
Global Mobile Esport market, by Application
Online
Offline
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: 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 Three: 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 Four: Detailed analysis of Mobile Esport companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Mobile Esport
1.1 Mobile Esport Market Overview
1.1.1 Mobile Esport Product Scope
1.1.2 Mobile Esport Market Status and Outlook
1.2 Global Mobile Esport Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Mobile Esport Market Size by Region (2018-2029)
1.4 Global Mobile Esport Historic Market Size by Region (2018-2023)
1.5 Global Mobile Esport Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Mobile Esport Market Size (2018-2029)
1.6.1 North America Mobile Esport Market Size (2018-2029)
1.6.2 Europe Mobile Esport Market Size (2018-2029)
1.6.3 Asia-Pacific Mobile Esport Market Size (2018-2029)
1.6.4 Latin America Mobile Esport Market Size (2018-2029)
1.6.5 Middle East & Africa Mobile Esport Market Size (2018-2029)
2 Mobile Esport Market by Type
2.1 Introduction
2.1.1 Real-time strategy(RTS)
2.1.2 First-person shooter(FPS)
2.1.3 Multiplayer online battle arena(MOBA)
2.2 Global Mobile Esport Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Mobile Esport Historic Market Size by Type (2018-2023)
2.2.2 Global Mobile Esport Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Mobile Esport Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Mobile Esport Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Mobile Esport Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Mobile Esport Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Mobile Esport Revenue Breakdown by Type (2018-2029)
3 Mobile Esport Market Overview by Application
3.1 Introduction
3.1.1 Online
3.1.2 Offline
3.2 Global Mobile Esport Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Mobile Esport Historic Market Size by Application (2018-2023)
3.2.2 Global Mobile Esport Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Mobile Esport Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Mobile Esport Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Mobile Esport Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Mobile Esport Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Mobile Esport Revenue Breakdown by Application (2018-2029)
4 Mobile Esport Competition Analysis by Players
4.1 Global Mobile Esport Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Mobile Esport as of 2022)
4.3 Date of Key Players Enter into Mobile Esport Market
4.4 Global Top Players Mobile Esport Headquarters and Area Served
4.5 Key Players Mobile Esport Product Solution and Service
4.6 Competitive Status
4.6.1 Mobile Esport Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Sony
5.1.1 Sony Profile
5.1.2 Sony Main Business
5.1.3 Sony Mobile Esport Products, Services and Solutions
5.1.4 Sony Mobile Esport Revenue (US$ Million) & (2018-2023)
5.1.5 Sony Recent Developments
5.2 EA
5.2.1 EA Profile
5.2.2 EA Main Business
5.2.3 EA Mobile Esport Products, Services and Solutions
5.2.4 EA Mobile Esport Revenue (US$ Million) & (2018-2023)
5.2.5 EA Recent Developments
5.3 Tencent
5.3.1 Tencent Profile
5.3.2 Tencent Main Business
5.3.3 Tencent Mobile Esport Products, Services and Solutions
5.3.4 Tencent Mobile Esport Revenue (US$ Million) & (2018-2023)
5.3.5 Netmarble Recent Developments
5.4 Netmarble
5.4.1 Netmarble Profile
5.4.2 Netmarble Main Business
5.4.3 Netmarble Mobile Esport Products, Services and Solutions
5.4.4 Netmarble Mobile Esport Revenue (US$ Million) & (2018-2023)
5.4.5 Netmarble Recent Developments
5.5 DeNA
5.5.1 DeNA Profile
5.5.2 DeNA Main Business
5.5.3 DeNA Mobile Esport Products, Services and Solutions
5.5.4 DeNA Mobile Esport Revenue (US$ Million) & (2018-2023)
5.5.5 DeNA Recent Developments
5.6 mixi
5.6.1 mixi Profile
5.6.2 mixi Main Business
5.6.3 mixi Mobile Esport Products, Services and Solutions
5.6.4 mixi Mobile Esport Revenue (US$ Million) & (2018-2023)
5.6.5 mixi Recent Developments
5.7 Activision Blizzard
5.7.1 Activision Blizzard Profile
5.7.2 Activision Blizzard Main Business
5.7.3 Activision Blizzard Mobile Esport Products, Services and Solutions
5.7.4 Activision Blizzard Mobile Esport Revenue (US$ Million) & (2018-2023)
5.7.5 Activision Blizzard Recent Developments
5.8 Ubisoft
5.8.1 Ubisoft Profile
5.8.2 Ubisoft Main Business
5.8.3 Ubisoft Mobile Esport Products, Services and Solutions
5.8.4 Ubisoft Mobile Esport Revenue (US$ Million) & (2018-2023)
5.8.5 Ubisoft Recent Developments
6 North America
6.1 North America Mobile Esport Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Mobile Esport Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Mobile Esport Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Mobile Esport Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Mobile Esport Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Mobile Esport Market Dynamics
11.1 Mobile Esport Industry Trends
11.2 Mobile Esport Market Drivers
11.3 Mobile Esport Market Challenges
11.4 Mobile Esport Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List