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 Japan Esports Market - Introduction
4.1 Overview
4.2 Market Dynamics
4.3 Industry Trends
4.4 Competitive Intelligence
5 Japan Esports Market Landscape
5.1 Historical and Current Market Trends (2019-2024)
5.2 Market Forecast (2025-2033)
6 Japan Esports Market - Breakup by Revenue Model
6.1 Media Rights
6.1.1 Overview
6.1.2 Historical and Current Market Trends (2019-2024)
6.1.3 Market Forecast (2025-2033)
6.2 Advertising and Sponsorships
6.2.1 Overview
6.2.2 Historical and Current Market Trends (2019-2024)
6.2.3 Market Forecast (2025-2033)
6.3 Merchandise and Tickets
6.3.1 Overview
6.3.2 Historical and Current Market Trends (2019-2024)
6.3.3 Market Forecast (2025-2033)
6.4 Others
6.4.1 Historical and Current Market Trends (2019-2024)
6.4.2 Market Forecast (2025-2033)
7 Japan Esports Market - Breakup by Platform
7.1 PC-based Esports
7.1.1 Overview
7.1.2 Historical and Current Market Trends (2019-2024)
7.1.3 Market Forecast (2025-2033)
7.2 Consoles-based Esports
7.2.1 Overview
7.2.2 Historical and Current Market Trends (2019-2024)
7.2.3 Market Forecast (2025-2033)
7.3 Mobile and Tablets
7.3.1 Overview
7.3.2 Historical and Current Market Trends (2019-2024)
7.3.3 Market Forecast (2025-2033)
8 Japan Esports Market - Breakup by Games
8.1 Multiplayer Online Battle Arena (MOBA)
8.1.1 Overview
8.1.2 Historical and Current Market Trends (2019-2024)
8.1.3 Market Forecast (2025-2033)
8.2 Player vs Players (PvP)
8.2.1 Overview
8.2.2 Historical and Current Market Trends (2019-2024)
8.2.3 Market Forecast (2025-2033)
8.3 First Person Shooters (FPS)
8.3.1 Overview
8.3.2 Historical and Current Market Trends (2019-2024)
8.3.3 Market Forecast (2025-2033)
8.4 Real Time Strategy (RTS)
8.4.1 Overview
8.4.2 Historical and Current Market Trends (2019-2024)
8.4.3 Market Forecast (2025-2033)
9 Japan Esports Market – Breakup by Region
9.1 Kanto Region
9.1.1 Overview
9.1.2 Historical and Current Market Trends (2019-2024)
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 (2025-2033)
9.2 Kinki Region
9.2.1 Overview
9.2.2 Historical and Current Market Trends (2019-2024)
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 (2025-2033)
9.3 Central/ Chubu Region
9.3.1 Overview
9.3.2 Historical and Current Market Trends (2019-2024)
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 (2025-2033)
9.4 Kyushu-Okinawa Region
9.4.1 Overview
9.4.2 Historical and Current Market Trends (2019-2024)
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 (2025-2033)
9.5 Tohoku Region
9.5.1 Overview
9.5.2 Historical and Current Market Trends (2019-2024)
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 (2025-2033)
9.6 Chugoku Region
9.6.1 Overview
9.6.2 Historical and Current Market Trends (2019-2024)
9.6.3 Market Breakup by Revenue Model
9.6.4 Market Breakup by Platform
9.6.5 Market Breakup by Games
9.6.6 Key Players
9.6.7 Market Forecast (2025-2033)
9.7 Hokkaido Region
9.7.1 Overview
9.7.2 Historical and Current Market Trends (2019-2024)
9.7.3 Market Breakup by Revenue Model
9.7.4 Market Breakup by Platform
9.7.5 Market Breakup by Games
9.7.6 Key Players
9.7.7 Market Forecast (2025-2033)
9.8 Shikoku Region
9.8.1 Overview
9.8.2 Historical and Current Market Trends (2019-2024)
9.8.3 Market Breakup by Revenue Model
9.8.4 Market Breakup by Platform
9.8.5 Market Breakup by Games
9.8.6 Key Players
9.8.7 Market Forecast (2025-2033)
10 Japan Esports Market – Competitive Landscape
10.1 Overview
10.2 Market Structure
10.3 Market Player Positioning
10.4 Top Winning Strategies
10.5 Competitive Dashboard
10.6 Company Evaluation Quadrant
11 Profiles of Key Players
11.1 Company A
11.1.1 Business Overview
11.1.2 Services Offered
11.1.3 Business Strategies
11.1.4 SWOT Analysis
11.1.5 Major News and Events
11.2 Company B
11.2.1 Business Overview
11.2.2 Services Offered
11.2.3 Business Strategies
11.2.4 SWOT Analysis
11.2.5 Major News and Events
11.3 Company C
11.3.1 Business Overview
11.3.2 Services Offered
11.3.3 Business Strategies
11.3.4 SWOT Analysis
11.3.5 Major News and Events
11.4 Company D
11.4.1 Business Overview
11.4.2 Services Offered
11.4.3 Business Strategies
11.4.4 SWOT Analysis
11.4.5 Major News and Events
11.5 Company E
11.5.1 Business Overview
11.5.2 Services Offered
11.5.3 Business Strategies
11.5.4 SWOT Analysis
11.5.5 Major News and Events
Company names have not been provided here as this is a sample TOC. Complete list to be provided in the final report.
12 Japan Esports Market - Industry Analysis
12.1 Drivers, Restraints, and Opportunities
12.1.1 Overview
12.1.2 Drivers
12.1.3 Restraints
12.1.4 Opportunities
12.2 Porters Five Forces Analysis
12.2.1 Overview
12.2.2 Bargaining Power of Buyers
12.2.3 Bargaining Power of Suppliers
12.2.4 Degree of Competition
12.2.5 Threat of New Entrants
12.2.6 Threat of Substitutes
12.3 Value Chain Analysis
13 Appendix