Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Mobile Esport Market by Type (Real-time strategy(RTS), First-person shooter(FPS), Multiplayer online battle arena(MOBA)), By Application (Online, Offline) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Mobile Esport Market by Type (Real-time strategy(RTS), First-person shooter(FPS), Multiplayer online battle arena(MOBA)), By Application (Online, Offline) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 250429 4200 Service & Software 377 213 Pages 5 (43)
                                          

Market Overview:


The global mobile esports market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The growth in the market can be attributed to various factors such as increasing demand for mobile games, rising popularity of esports, and growing number of smartphone users. In terms of type, the real-time strategy (RTS) segment is expected to hold the largest share in the global mobile esports market during the forecast period. This can be attributed to RTS games being easy to play and understand for new players, thereby resulting in their increased popularity. In terms of application, online segment is expected to hold a larger share in the global mobile esports market during the forecast period.


Global Mobile Esport Industry Outlook


Product Definition:


Mobile esports is a term used to describe competitive gaming that is played on mobile devices, such as smartphones and tablets. The importance of mobile esports is that it provides an opportunity for gamers to compete in tournaments and leagues while on the go. This can be important for players who are unable to play traditional PC or console games due to time or location restrictions.


Real-time strategy(RTS):


Real-time strategy games are played on a computer with the help of mouse and keyboards. The players take command of an army to fight against another player or the computer in real-time. These games have witnessed significant growth over the past few years owing to their ability to provide strategic depth, challenge, and variety along with offering innovative game play mechanics.


The global real-time strategy market size was valued at USD 2,542 million in 2015.


First-person shooter(FPS):


FPS is a type of game where the player can control the character by using a controller, keyboard, or mouse. The first-person perspective allows gamers to view the screen from their own character’s point of view. In mobile esports market, FPS games are gaining popularity due to its competitive nature and easy accessibility for players having no prior gaming experience.


The global First-person shooter (FPS) market size was valued at USD 2.91 billion in 2018.


Application Insights:


The global mobile esport market has two major applications, online and offline. The online segment held the largest share of over 70.0% in 2017 owing to the increasing penetration of smartphones globally. Furthermore, an increase in internet cafes and Wi-Fi hot spots has enabled players to connect from remote locations which further enhances their interest in e-sports.


Offline application is expected to expand at the fastest CAGR of XX% from 2018 to 2030 due largely on a rise in popularity among youth & students across various regions including Asia Pacific and Middle East & Africa on account of easy accessibility provided by schools/universities with gaming stations for student competitions as well as recreational purposes leading to increased adoption rate for MOBA games such as League Of Legends (LoL), Dota 2 or Heroes Of The Storm (HoTS) among all age groups especially amongst male students which is anticipated to boost esport tournaments conducted based on these games significantly over the forecast period.


Regional Analysis:


North America dominated the global market in terms of revenue share in 2017. The region is expected to maintain its dominance over the forecast period owing to high disposable income and increased adoption of technology among millennials. Asia Pacific is anticipated to register significant growth over the next eight years due to increasing awareness about esports, growing popularity of online games, and availability of cheap internet data packs for gamers. Furthermore, rising number major tournaments hosted in countries such as China & Japan are projected to drive regional growth. Latin America also has a potential market for mobile esport as many companies are launching their own esports leagues or tournaments with free-to-play models across Brazil and Mexico since 2016; however; there is no official data regarding viewership numbers from these regions due to lack of regulation for streaming platforms or tournament organizers.


Growth Factors:


  • Increased availability of high-speed internet, especially in developing countries.
  • Proliferation of smartphones and other mobile devices.
  • Rising popularity of competitive gaming among millennials and Gen Zers.
  • Growing investment by tech companies and other stakeholders in the mobile esports market space.

Scope Of The Report

Report Attributes

Report Details

Report Title

Mobile Esport Market Research Report

By Type

Real-time strategy(RTS), First-person shooter(FPS), Multiplayer online battle arena(MOBA)

By Application

Online, Offline

By Companies

Sony, EA, Tencent, Netmarble, DeNA, mixi, Activision Blizzard, Ubisoft

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

213

Number of Tables & Figures

150

Customization Available

Yes, the report can be customized as per your need.


Global Mobile Esport Market Report Segments:

The global Mobile Esport market is segmented on the basis of:

Types

Real-time strategy(RTS), First-person shooter(FPS), Multiplayer online battle arena(MOBA)

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Online, Offline

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Sony
  2. EA
  3. Tencent
  4. Netmarble
  5. DeNA
  6. mixi
  7. Activision Blizzard
  8. Ubisoft

Global Mobile Esport Market Overview


Highlights of The Mobile Esport Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Real-time strategy(RTS)
    2. First-person shooter(FPS)
    3. Multiplayer online battle arena(MOBA)
  1. By Application:

    1. Online
    2. Offline
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Mobile Esport Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Mobile Esport Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Mobile esport is a term used to describe competitive video gaming that takes place on mobile devices. Mobile games are often more casual in nature than console or PC games, and they can be played on a variety of devices, including phones, tablets, and laptops. Mobile esports competitions typically take the form of short tournaments with cash prizes awarded to the winners.

Some of the major companies in the mobile esport market are Sony, EA, Tencent, Netmarble, DeNA, mixi, Activision Blizzard, Ubisoft.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Mobile Esport Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Mobile Esport Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Mobile Esport Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Mobile Esport Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Mobile Esport Market Size & Forecast, 2018-2028       4.5.1 Mobile Esport Market Size and Y-o-Y Growth       4.5.2 Mobile Esport Market Absolute $ Opportunity

Chapter 5 Global Mobile Esport Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Mobile Esport Market Size Forecast by Type
      5.2.1 Real-time strategy(RTS)
      5.2.2 First-person shooter(FPS)
      5.2.3 Multiplayer online battle arena(MOBA)
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Mobile Esport Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Mobile Esport Market Size Forecast by Applications
      6.2.1 Online
      6.2.2 Offline
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Mobile Esport Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Mobile Esport Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Mobile Esport Analysis and Forecast
   9.1 Introduction
   9.2 North America Mobile Esport Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Mobile Esport Market Size Forecast by Type
      9.6.1 Real-time strategy(RTS)
      9.6.2 First-person shooter(FPS)
      9.6.3 Multiplayer online battle arena(MOBA)
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Mobile Esport Market Size Forecast by Applications
      9.10.1 Online
      9.10.2 Offline
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Mobile Esport Analysis and Forecast
   10.1 Introduction
   10.2 Europe Mobile Esport Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Mobile Esport Market Size Forecast by Type
      10.6.1 Real-time strategy(RTS)
      10.6.2 First-person shooter(FPS)
      10.6.3 Multiplayer online battle arena(MOBA)
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Mobile Esport Market Size Forecast by Applications
      10.10.1 Online
      10.10.2 Offline
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Mobile Esport Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Mobile Esport Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Mobile Esport Market Size Forecast by Type
      11.6.1 Real-time strategy(RTS)
      11.6.2 First-person shooter(FPS)
      11.6.3 Multiplayer online battle arena(MOBA)
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Mobile Esport Market Size Forecast by Applications
      11.10.1 Online
      11.10.2 Offline
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Mobile Esport Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Mobile Esport Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Mobile Esport Market Size Forecast by Type
      12.6.1 Real-time strategy(RTS)
      12.6.2 First-person shooter(FPS)
      12.6.3 Multiplayer online battle arena(MOBA)
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Mobile Esport Market Size Forecast by Applications
      12.10.1 Online
      12.10.2 Offline
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Mobile Esport Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Mobile Esport Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Mobile Esport Market Size Forecast by Type
      13.6.1 Real-time strategy(RTS)
      13.6.2 First-person shooter(FPS)
      13.6.3 Multiplayer online battle arena(MOBA)
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Mobile Esport Market Size Forecast by Applications
      13.10.1 Online
      13.10.2 Offline
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Mobile Esport Market: Competitive Dashboard
   14.2 Global Mobile Esport Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Sony
      14.3.2 EA
      14.3.3 Tencent
      14.3.4 Netmarble
      14.3.5 DeNA
      14.3.6 mixi
      14.3.7 Activision Blizzard
      14.3.8 Ubisoft

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