DUBLIN–(BUSINESS WIRE)–The “Esports in Asia” report has been added to ResearchAndMarkets.com’s offering.
Asia is home to the largest audience of esports players and fans in the world. This report covers the development of the esports industry across Asia and its implications for the global market.
Esports has emerged as one of the strongest drivers of growth in the gaming industry, and nowhere is this more evident than Asia. For over two decades Asia has led global esports trends, serving as a predictor of developments that have shaped esports around the world. Understanding Asia is key to understanding the future of esports and gaming.
Key takeaways from the analysis:
Esports in Asia generated US $543.8 million in revenue in 2020, representing a 4.9% increase over 2019 despite the challenges of COVID-19 and is on a strong course in 2021.
The industry in the region continues to grow in 2021 and will likely approach or exceed US $600 million in revenue for Asia this year, barring any major disruptions. This would reflect a 10.5% growth over 2020.
The Asia esports market accounts for more than 54% of the nearly US $1 Billion-dollar global esports market.
The value of esports licensing and media rights grew in 2020 as platforms sought content and sponsors sought alternatives to relationships with traditional sports media. Esports’ ability to move to online-only play made them a popular alternative to live media events impacted by new regulations.
Esports viewership in Asia boomed in 2020, growing to 618.4 million esports spectators in 2020. This is a 21% increase over 510m Asian esports spectators in 2019.
We expect licensing and partnerships to be the fastest growing parts of the esports ecosystem as global viewership continues to rise.
Key Topics Covered:
Overview
Revenue and Market Size
Ecosystem, Organizations, and Genres
Major Trends and Updates
COVID-19 Impact
Regional Tournaments
Mobile Esports
Streaming
Collegiate Esports
Women in Esports
Grassroots Communities
China
Southeast Asia
Japan, Korea, and India
Companies Mentioned
Acer
Adidas
Aeon
AfreecaTV
AMD
Applied Co.
Atlas Ventures
AU
AXE
Bandai Namco Entertainment Asia
Benefit Cosmetics
Bigo Live
Bilibili
Bitkraft Esports Ventures
Blizzard
BMW
BOOYAH!
Bounty Fresh
Bumble
Calvin Klein
Capcom
Champion
Churchill Brothers
Clear
Coca Cola
CubeTV
DAMWON
Danawa
Disney
DouYu
EA
EDION
Elecom
Energy Zone
ETAC
Fanta
FC Tokyo
Food Panda
G-SQUARE
G-Tune
Garena
Garnier Men
Geekstar
Globe
GroupM
Hana Bank
Havas Sports & Entertainment
HeyGroup Singapore
HP
Huawei
Huomao
Huya
HyperX
InLogic Software
Intel
ITOCHU
JBL
KakaoTV
KFC
Kimura
Kingston
KLEVV
KT
Kuaishou
Lazada
Lenovo
LG Electronics
Logitech
MAC
McDonald’s
McLaren Automotive
Meji
Mercedes-Benz Korea
Mildom
Mom Co.
Mountain Dew
MSY CEC
NaverTV
Nestle
Netease
Netgear
Niconico
Nidek
Nike
Nikkei BP
NimoTV
Nivea
Nvidia
OCA Osaka School of Design & IT
OMEN
One Championsip
One For All
ONE Store
Openrec.tv
Oppo
Oronamin C
Pocari Sweat
Pringles
PUMA
QTnet
Razer
Rebisco
Red Bull
Rheo
Riot Games
Royale
Samsung
Secret Lab
Seki Furniture
Shakeys
Sharp
Sidiz
SK Telecom
Smart Communications
Sony
StashAway
Steelseries
TechnoBlood
Tencent
Tesco Lotus
TikTok
Tinder
TJ sports
Tumi
Twitch
Ubisoft
V Live
ViewSonic
Vivo
VSPN
Wargaming
WD Black
Xenics Akracing
XSplit
Xten
Yibo Sports
ZETTA meel
Zowie
For more information about this report visit https://www.researchandmarkets.com/r/m8qvus