South East Asia esports market size is projected to exhibit a growth rate (CAGR) of 8.20% during 2024-2032. The increasing advancements in gaming hardware, internet infrastructure, and streaming technology, which have improved the overall gaming experience, making it more accessible and enjoyable for a wider audience, are driving the market.
Report Attribute
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Key Statistics
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Base Year
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2023 |
Forecast Years
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2024-2032
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Historical Years
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2018-2023
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Market Growth Rate (2024-2032) | 8.20% |
Esports, or electronic sports, refers to competitive video gaming events where professional players or teams compete against each other in various video games. These events often take the form of organized multiplayer competitions, either individually or as teams, and are typically broadcasted to a live audience. Esports has gained significant traction, fostering a community of dedicated gamers, enthusiasts, and sponsors. Popular games in the esports realm include League of Legends, Dota 2, and Overwatch, among others. Esports has become a lucrative industry, with professional players earning substantial incomes and tournaments offering considerable prize pools. The growth of esports has led to the establishment of professional teams, leagues, and organizations akin to traditional sports structures and has garnered mainstream recognition, drawing the attention of both gamers and non-gamers alike.
The esports market in South East Asia is rapidly expanding, primarily driven by various factors. Firstly, the surge in internet penetration and the widespread availability of high-speed internet connections have facilitated the growth of online gaming, thereby fueling the esports industry. Additionally, the increasing accessibility of advanced gaming technologies, such as virtual reality and augmented reality, has attracted a broader audience, leading to heightened engagement and participation. Moreover, the rising popularity of competitive gaming tournaments and leagues, coupled with the advent of organized esports events, has contributed significantly to the market's upward trajectory. Furthermore, the growing influence of social media platforms and streaming services has amplified the visibility of professional gamers and esports competitions, generating substantial interest among both gaming enthusiasts and non-gamers alike. Lastly, the escalating investments from major corporate sponsors, media companies, and venture capitalists, which have bolstered the infrastructure and overall ecosystem, are expected to drive the esports market in South East Asia during the forecast period.
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the country level for 2024-2032. Our report has categorized the market based on revenue model, platform, and games.
Revenue Model Insights:
The report has provided a detailed breakup and analysis of the market based on the revenue model. This includes media rights, advertising and sponsorships, merchandise and tickets, and others.
Platform Insights:
A detailed breakup and analysis of the market based on the platform have also been provided in the report. This includes PC-based esports, consoles-based esports, and mobile and tablets.
Games Insights:
The report has provided a detailed breakup and analysis of the market based on the games. This includes multiplayer online battle arena (MOBA), player vs player (PvP), first person shooters (FPS), and real time strategy (RTS).
Country Insights:
The report has also provided a comprehensive analysis of all the major regional markets, which include Indonesia, Thailand, Singapore, Philippines, Vietnam, Malaysia, and Others.
The market research report has also provided a comprehensive analysis of the competitive landscape. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.
Report Features | Details |
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Base Year of the Analysis | 2023 |
Historical Period | 2018-2023 |
Forecast Period | 2024-2032 |
Units | US$ Billion |
Scope of the Report | Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Future Market Assessment:
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Revenue Models Covered | Media Rights, Advertising and Sponsorships, Merchandise and Tickets, Others |
Platforms Covered | PC-based Esports, Consoles-based Esports, Mobile and Tablets |
Games Covered | Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS) |
Countries Covered | Indonesia, Thailand, Singapore, Philippines, Vietnam, Malaysia, Others |
Customization Scope | 10% Free Customization |
Report Price and Purchase Option | Single User License: US$ 3699 Five User License: US$ 4699 Corporate License: US$ 5699 |
Post-Sale Analyst Support | 10-12 Weeks |
Delivery Format | PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |