Australia Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Games (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Region 2024-2032

Australia Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Games (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Region 2024-2032

Report Format: PDF+Excel | Report ID: SR112025A24739

1   Preface
2   Scope and Methodology 

    2.1    Objectives of the Study
    2.2    Stakeholders
    2.3    Data Sources
        2.3.1    Primary Sources
        2.3.2    Secondary Sources
    2.4    Market Estimation
        2.4.1    Bottom-Up Approach
        2.4.2    Top-Down Approach
    2.5    Forecasting Methodology
3   Executive Summary
4   Australia Esports Market – Introduction

    4.1    Overview
    4.2    Market Dynamics
    4.3    Industry Trends
    4.4    Competitive Intelligence
5   Australia Esports Market Landscape
    5.1    Historical and Current Market Trends (2018-2023​)
    5.2    Market Forecast (2024-2032​)
6   Australia Esports Market - Breakup by Revenue Model
    6.1    Media Rights
        6.1.1 Overview
        6.1.2 Historical and Current Market Trends (2018-2023​)
        6.1.3 Market Forecast (2024-2032​)
        6.1.4 Market Breakup by Platform
        6.1.5 Market Breakup by Games
    6.2    Advertising and Sponsorships
        6.2.1 Overview
        6.2.2 Historical and Current Market Trends (2018-2023​)
        6.2.3 Market Forecast (2024-2032​)
        6.2.4 Market Breakup by Platform
        6.2.5 Market Breakup by Games
    6.3    Merchandise and Tickets
        6.3.1 Overview
        6.3.2 Historical and Current Market Trends (2018-2023​)
        6.3.3 Market Forecast (2024-2032​)
        6.3.4 Market Breakup by Platform
        6.3.5 Market Breakup by Games
    6.4    Others
        6.4.1 Overview
        6.4.2 Historical and Current Market Trends (2018-2023​)
        6.4.3 Market Forecast (2024-2032​)
    6.5    Attractive Investment Proposition by Revenue Model
7   Australia Esports Market - Breakup by Platform
    7.1    PC-based Esports
        7.1.1 Overview
        7.1.2 Historical and Current Market Trends (2018-2023​)
        7.1.3 Market Forecast (2024-2032​)
        7.1.4 Market Breakup by Revenue Model
        7.1.5 Market Breakup by Games
    7.2    Consoles-based Esports
        7.2.1 Overview
        7.2.2 Historical and Current Market Trends (2018-2023​)
        7.2.3 Market Forecast (2024-2032​)
        7.2.4 Market Breakup by Revenue Model
        7.2.5 Market Breakup by Games
    7.3    Mobile and Tablets
        7.3.1 Overview
        7.3.2 Historical and Current Market Trends (2018-2023​)
        7.3.3 Market Forecast (2024-2032​)
        7.3.4 Market Breakup by Revenue Model
        7.3.5 Market Breakup by Games
    7.4    Attractive Investment Proposition by Platform
8   Australia Esports Market - Breakup by Games
    8.1    Multiplayer Online Battle Arena (MOBA)
        8.1.1 Overview
        8.1.2 Historical and Current Market Trends (2018-2023​)
        8.1.3 Market Forecast (2024-2032​)
        8.1.4 Market Breakup by Revenue Model
        8.1.5 Market Breakup by Platform
    8.2    Player vs Player (PvP)
        8.2.1 Overview
        8.2.2 Historical and Current Market Trends (2018-2023​)
        8.2.3 Market Forecast (2024-2032​)
        8.2.4 Market Breakup by Revenue Model
        8.2.5 Market Breakup by Platform
    8.3    First Person Shooters (FPS)
        8.3.1 Overview
        8.3.2 Historical and Current Market Trends (2018-2023​)
        8.3.3 Market Forecast (2024-2032​)
        8.3.4 Market Breakup by Revenue Model
        8.3.5 Market Breakup by Platform
    8.4    Real Time Strategy (RTS)
        8.4.1 Overview
        8.4.2 Historical and Current Market Trends (2018-2023​)
        8.4.3 Market Forecast (2024-2032​)
        8.4.4 Market Breakup by Revenue Model
        8.4.5 Market Breakup by Platform
    8.5    Attractive Investment Proposition by Games
9   Australia Esports Market - Breakup by Region
    9.1    Australia Capital Territory & New South Wales
        9.1.1 Market Drivers
        9.1.2 Historical and Current Market Trends (2018-2023​)
        9.1.3 Market Breakup by Revenue Model
        9.1.4 Market Breakup by Platform
        9.1.5 Market Breakup by Games
        9.1.6 Key Players
        9.1.7 Market Forecast (2024-2032​)
    9.2    Victoria & Tasmania
        9.2.1 Market Drivers
        9.2.2 Historical and Current Market Trends (2018-2023​)
        9.2.3 Market Breakup by Revenue Model
        9.2.4 Market Breakup by Platform
        9.2.5 Market Breakup by Games
        9.2.6 Key Players
        9.2.7 Market Forecast (2024-2032​)
    9.3    Queensland
        9.3.1 Market Drivers
        9.3.2 Historical and Current Market Trends (2018-2023​)
        9.3.3 Market Breakup by Revenue Model
        9.3.4 Market Breakup by Platform
        9.3.5 Market Breakup by Games
        9.3.6 Key Players
        9.3.7 Market Forecast (2024-2032​)
    9.4    Northern Territory & Southern Australia
        9.4.1 Market Drivers
        9.4.2 Historical and Current Market Trends (2018-2023​)
        9.4.3 Market Breakup by Revenue Model
        9.4.4 Market Breakup by Platform
        9.4.5 Market Breakup by Games
        9.4.6 Key Players
        9.4.7 Market Forecast (2024-2032​)
    9.5    Western Australia
        9.5.1 Market Drivers
        9.5.2 Historical and Current Market Trends (2018-2023​)
        9.5.3 Market Breakup by Revenue Model
        9.5.4 Market Breakup by Platform
        9.5.5 Market Breakup by Games
        9.5.6 Key Players
        9.5.7 Market Forecast (2024-2032​)
    9.6    Attractive Investment Proposition by Region
10   Market Dynamics
    10.1     Market Driving Factors
    10.2    Market Restraining Factors
    10.3     Market Opportunities
11   Key Technological Trends & Development
12   Recent Industry News
13   Porters Five Forces Analysis

    13.1    Overview
    13.2    Bargaining Power of Buyers
    13.3    Bargaining Power of Suppliers
    13.4    Degree of Competition
    13.5    Threat of New Entrants
    13.6    Threat of Substitutes
14   Value Chain Analysis
15   Australia Esports Market – Competitive Landscape 

    15.1    Overview
    15.2    Market Structure
    15.3    Market Share by Key Players
    15.4    Market Player Positioning
    15.5    Top Winning Strategies
    15.6    Competitive Dashboard
    15.7    Company Evaluation Quadrant
16   Competitive Landscape
    16.1    Company A
        16.1.1 Business Overview
        16.1.2 Services Offered
        16.1.3 Business Strategies
        16.1.4 SWOT Analysis
        16.1.5 Major News and Events
    16.2   Company B
        16.2.1 Business Overview
        16.2.2 Services Offered
        16.2.3 Business Strategies
        16.2.4 SWOT Analysis
        16.2.5 Major News and Events
    16.3    Company C
        16.3.1 Business Overview
        16.3.2 Services Offered
        16.3.3 Business Strategies
        16.3.4 SWOT Analysis
        16.3.5 Major News and Events
    16.4    Company D
        16.4.1 Business Overview
        16.4.2 Services Offered
        16.4.3 Business Strategies
        16.4.4 SWOT Analysis
        16.4.5 Major News and Events
    16.5    Company E
        16.5.1 Business Overview
        16.5.2 Services Offered
        16.5.3 Business Strategies
        16.5.4 SWOT Analysis
        16.5.5 Major News and Events

Company names have not been provided here as this is a sample TOC. The complete list is provided in the report.

17   Strategic Recommendations
18   Appendix

Australia Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Games (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Region 2024-2032
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