Asia Esports Market Report 2021: A Market with $543.8 Million in Revenue in 2020 – ResearchAndMarkets.com

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

Facebook

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