Mobile Esports Market By Game Type (Multiplayer Online Battle Arena (MOBA), Battle Royale, First-Person Shooter (FPS), Sports and Racing Games, Card and Strategy Games, Others), By Revenue Source (Sponsorships, Advertising, Tournament Winnings, In-Game Purchases, Merchandising, Streaming Revenue), By Tournament Type (Professional Leagues, Amateur Tournaments, Community Events), By Distribution Channel (Online Platforms {YouTube Gaming, Twitch, Facebook Gaming, Others}, Offline Events {Esports Arenas, Gaming Cafés, Convention Centers}), Global Market Size, Segmental analysis, Regional Overview, Company share analysis, Leading Company Profiles And Market Forecast, 2025 – 2035

Published Date: Jan 2025 | Report ID: MI1856 | 210 Pages

Table of Contents

1. Methodology & Report Coverage

1.1. Definition & Objective

1.2. Market Evaluation & forecast parameter

1.3. Research Methodology

1.4. Data Validation Sources

1.4.1. Secondary Research

1.4.2. Primary Research

2. Market Overview

3. Mobile Esports Market: Market Dynamics

3.1. Executive Summary

3.2. Market Driving Factors

3.2.1. Affordable smartphones have made gaming accessible to a wider audience

3.2.2. Advancements like 5G and broadband expansion enable seamless online gaming experiences

3.2.3. Platforms like Twitch, YouTube Gaming, and Facebook Gaming boost engagement and viewership

3.3. Key industry pitfalls & challenges

3.3.1. Acceptance of gaming as a professional career varies across regions, limiting audience and player growth in some areas

3.3.2. Dependence on in-game purchases and sponsorships makes revenue generation volatile and competitive

3.3.3. Mobile platforms are more vulnerable to hacking, cheating, and data breaches, affecting player trust

3.4. Market Opportunities

3.4.1. Collaboration with PC and console gaming markets can attract a broader audience

3.4.2. Development of mobile-specific Esports titles designed for competitive play

3.4.3. Growing interest from sponsors and advertisers to tap into the young, tech-savvy audience

3.5. Porter’s Five Forces Analysis

3.6. PESTLE Analysis

3.7. Regulatory landscape

3.8. Investment Landscape

3.9. ESG Scenario

3.10. Competitive landscape

3.10.1. Company Market Share

3.10.2. Market Positioning

3.10.3. Strategy framework

3.10.4. Recent Acquisitions & Mergers

4. Mobile Esports Market, Game Type Segment Analysis

4.1. Overview Dynamics

4.1.1. Market Revenue Share, By Game Type, 2025 & 2035

4.1.2. Key Market Trends, Growth Factors, & Opportunities

4.2. Multiplayer Online Battle Arena (MOBA)

4.2.1. Market Size and Forecast, 2025-2035 (USD Billion)

4.3. Battle Royale

4.3.1. Market Size and Forecast, 2025-2035 (USD Billion)

4.4. First-Person Shooter (FPS)

4.4.1. Market Size and Forecast, 2025-2035 (USD Billion)

4.5. Sports and Racing Games

4.5.1. Market Size and Forecast, 2025-2035 (USD Billion)

4.6. Card and Strategy Games

4.6.1. Market Size and Forecast, 2025-2035 (USD Billion)

4.7. Others

4.7.1. Market Size and Forecast, 2025-2035 (USD Billion)

5. Mobile Esports Market, Revenue Source Segment Analysis

5.1. Overview

5.1.1. Market Revenue Share, By Revenue Source, 2025 & 2035

5.1.2. Key Market Trends, Growth Factors, & Opportunities

5.2. Sponsorships

5.2.1. Market Size and Forecast, 2025-2035 (USD Billion)

5.3. Advertising

5.3.1. Market Size and Forecast, 2025-2035 (USD Billion)

5.4. Tournament Winnnigs

5.4.1. Market Size and Forecast, 2025-2035 (USD Billion)

5.5. In-Game Purchases

5.5.1. Market Size and Forecast, 2025-2035 (USD Billion)

5.6. Merchandising

5.6.1. Market Size and Forecast, 2025-2035 (USD Billion)

5.7. Streaming Revenue

5.7.1. Market Size and Forecast, 2025-2035 (USD Billion)

6. Mobile Esports Market, Tournament Type Segment Analysis

6.1. Overview

6.1.1. Market Revenue Share, By Tournament Type, 2025 & 2035

6.1.2. Key Market Trends, Growth Factors, & Opportunities

6.2. Professional Leagues

6.2.1. Market Size and Forecast, 2025-2035 (USD Billion)

6.3. Amateur Tournaments

6.3.1. Market Size and Forecast, 2025-2035 (USD Billion)

6.4. Community Events

6.4.1. Market Size and Forecast, 2025-2035 (USD Billion)

7. Mobile Esports Market, Distribution Channel Segment Analysis

7.1. Overview

7.1.1. Market Revenue Share, By Distribution Channel, 2025 & 2035

7.1.2. Key Market Trends, Growth Factors, & Opportunities

7.2. Online Platforms

7.2.1. YouTube Gaming

7.2.1.1. Market Size and Forecast, 2025-2035 (USD Billion)

7.2.2. Twitch

7.2.2.1. Market Size and Forecast, 2025-2035 (USD Billion)

7.2.3. Facebook Gaming

7.2.3.1. Market Size and Forecast, 2025-2035 (USD Billion)

7.2.4. Others

7.2.4.1. Market Size and Forecast, 2025-2035 (USD Billion)

7.3. Offline Events

7.3.1. Esports Arenas

7.3.1.1. Market Size and Forecast, 2025-2035 (USD Billion)

7.3.2. Gaming Cafes

7.3.2.1. Market Size and Forecast, 2025-2035 (USD Billion)

7.3.3. Convention Centers

7.3.3.1. Market Size and Forecast, 2025-2035 (USD Billion)

8. Mobile Esports Market, Region Segment Analysis

8.1. Overview

8.1.1. Global Market Revenue Share, By Region, 2025 & 2035

8.1.2. Global Market Revenue, By Region, 2025-2035(USD Billion)

8.2. North America

8.2.1. North America Market Revenue, By Country, 2025-2035(USD Billion)

8.2.2. North America Market Revenue, By Game Type, 2025-2035

8.2.3. North America Market Revenue, By Revenue Source, 2025-2035

8.2.4. North America Market Revenue, By Tournament Type, 2025-2035

8.2.5. North America Market Revenue, By Distribution Channel, 2025-2035

8.2.6. The U.S.

8.2.6.1. U.S. Market Revenue, By Game Type, 2025-2035

8.2.6.2. U.S. Market Revenue, By Revenue Source, 2025-2035

8.2.6.3. U.S. Market Revenue, By Tournament Type, 2025-2035

8.2.6.4. U.S. Market Revenue, By Distribution Channel, 2025-2035

8.2.7. Canada

8.2.7.1. Canada Market Revenue, By Game Type, 2025-2035

8.2.7.2. Canada Market Revenue, By Revenue Source, 2025-2035

8.2.7.3. Canada Market Revenue, By Tournament Type, 2025-2035

8.2.7.4. Canada Market Revenue, By Distribution Channel, 2025-2035

8.3. Europe

8.3.1. Europe Market Revenue, By Country, 2025-2035(USD Billion)

8.3.2. Europe Market Revenue, By Game Type, 2025-2035

8.3.3. Europe Market Revenue, By Revenue Source, 2025-2035

8.3.4. Europe Market Revenue, By Tournament Type, 2025-2035

8.3.5. Europe Market Revenue, By Distribution Channel, 2025-2035

8.3.6. Germany

8.3.6.1. Germany Market Revenue, By Game Type, 2025-2035

8.3.6.2. Germany Market Revenue, By Revenue Source, 2025-2035

8.3.6.3. Germany Market Revenue, By Tournament Type, 2025-2035

8.3.6.4. Germany Market Revenue, By Distribution Channel, 2025-2035

8.3.7. France

8.3.7.1. France Market Revenue, By Game Type, 2025-2035

8.3.7.2. France Market Revenue, By Revenue Source, 2025-2035

8.3.7.3. France Market Revenue, By Tournament Type, 2025-2035

8.3.7.4. France Market Revenue, By Distribution Channel, 2025-2035

8.3.8. U.K.

8.3.8.1. U.K. Market Revenue, By Game Type, 2025-2035

8.3.8.2. U.K. Market Revenue, By Revenue Source, 2025-2035

8.3.8.3. U.K. Market Revenue, By Tournament Type, 2025-2035

8.3.8.4. U.K. Market Revenue, By Distribution Channel, 2025-2035

8.3.9. Italy

8.3.9.1. Italy Market Revenue, By Game Type, 2025-2035

8.3.9.2. Italy Market Revenue, By Revenue Source, 2025-2035

8.3.9.3. Italy Market Revenue, By Tournament Type, 2025-2035

8.3.9.4. Italy Market Revenue, By Distribution Channel, 2025-2035

8.3.10. Spain

8.3.10.1. Spain Market Revenue, By Game Type, 2025-2035

8.3.10.2. Spain Market Revenue, By Revenue Source, 2025-2035

8.3.10.3. Spain Market Revenue, By Tournament Type, 2025-2035

8.3.10.4. Spain Market Revenue, By Distribution Channel, 2025-2035

8.3.11. Rest of Europe

8.3.11.1. Rest of Europe Market Revenue, By Game Type, 2025-2035

8.3.11.2. Rest of Europe Market Revenue, By Revenue Source, 2025-2035

8.3.11.3. Rest of Europe Market Revenue, By Tournament Type, 2025-2035

8.3.11.4. Rest of Europe Market Revenue, By Distribution Channel, 2025-2035

8.4. Asia Pacific

8.4.1. Asia Pacific Market Revenue, By Country, 2025-2035(USD Billion)

8.4.2. Asia Pacific Market Revenue, By Game Type, 2025-2035

8.4.3. Asia Pacific Market Revenue, By Revenue Source, 2025-2035

8.4.4. Asia Pacific Market Revenue, By Tournament Type, 2025-2035

8.4.5. Asia Pacific Market Revenue, By Distribution Channel, 2025-2035

8.4.6. China

8.4.6.1. China Market Revenue, By Game Type, 2025-2035

8.4.6.2. China Market Revenue, By Revenue Source, 2025-2035

8.4.6.3. China Market Revenue, By Tournament Type, 2025-2035

8.4.6.4. China Market Revenue, By Distribution Channel, 2025-2035

8.4.7. Japan

8.4.7.1. Japan Market Revenue, By Game Type, 2025-2035

8.4.7.2. Japan Market Revenue, By Revenue Source, 2025-2035

8.4.7.3. Japan Market Revenue, By Tournament Type, 2025-2035

8.4.7.4. Japan Market Revenue, By Distribution Channel, 2025-2035

8.4.8. India

8.4.8.1. India Market Revenue, By Game Type, 2025-2035

8.4.8.2. India Market Revenue, By Revenue Source, 2025-2035

8.4.8.3. India Market Revenue, By Tournament Type, 2025-2035

8.4.8.4. India Market Revenue, By Distribution Channel, 2025-2035

8.4.9. Australia

8.4.9.1. Australia Market Revenue, By Game Type, 2025-2035

8.4.9.2. Australia Market Revenue, By Revenue Source, 2025-2035

8.4.9.3. Australia Market Revenue, By Tournament Type, 2025-2035

8.4.9.4. Australia Market Revenue, By Distribution Channel, 2025-2035

8.4.10. South Korea

8.4.10.1. South Korea Market Revenue, By Game Type, 2025-2035

8.4.10.2. South Korea Market Revenue, By Revenue Source, 2025-2035

8.4.10.3. South Korea Market Revenue, By Tournament Type, 2025-2035

8.4.10.4. South Korea Market Revenue, By Distribution Channel, 2025-2035

8.4.11. Singapore

8.4.11.1. Singapore Market Revenue, By Game Type, 2025-2035

8.4.11.2. Singapore Market Revenue, By Revenue Source, 2025-2035

8.4.11.3. Singapore Market Revenue, By Tournament Type, 2025-2035

8.4.11.4. Singapore Market Revenue, By Distribution Channel, 2025-2035

8.4.12. Rest of Asia Pacific

8.4.12.1. Rest of Asia Pacific Market Revenue, By Game Type, 2025-2035

8.4.12.2. Rest of Asia Pacific Market Revenue, By Revenue Source, 2025-2035

8.4.12.3. Rest of Asia Pacific Market Revenue, By Tournament Type, 2025-2035

8.4.12.4. Rest of Asia Pacific Market Revenue, By Distribution Channel, 2025-2035

8.5. Latin America

8.5.1. Latin America Market Revenue, By Country, 2025-2035(USD Billion)

8.5.2. Latin America Market Revenue, By Game Type, 2025-2035

8.5.3. Latin America Market Revenue, By Revenue Source, 2025-2035

8.5.4. Latin America Market Revenue, By Tournament Type, 2025-2035

8.5.5. Latin America Market Revenue, By Distribution Channel, 2025-2035

8.5.6. Brazil

8.5.6.1. Brazil Market Revenue, By Game Type, 2025-2035

8.5.6.2. Brazil Market Revenue, By Revenue Source, 2025-2035

8.5.6.3. Brazil Market Revenue, By Tournament Type, 2025-2035

8.5.6.4. Brazil Market Revenue, By Distribution Channel, 2025-2035

8.5.7. Argentina

8.5.7.1. Argentina Market Revenue, By Game Type, 2025-2035

8.5.7.2. Argentina Market Revenue, By Revenue Source, 2025-2035

8.5.7.3. Argentina Market Revenue, By Tournament Type, 2025-2035

8.5.7.4. Argentina Market Revenue, By Distribution Channel, 2025-2035

8.5.8. Mexico

8.5.8.1. Mexico Market Revenue, By Game Type, 2025-2035

8.5.8.2. Mexico Market Revenue, By Revenue Source, 2025-2035

8.5.8.3. Mexico Market Revenue, By Tournament Type, 2025-2035

8.5.8.4. Mexico Market Revenue, By Distribution Channel, 2025-2035

8.5.9. Rest of Latin America

8.5.9.1. Rest of Latin America Market Revenue, By Game Type, 2025-2035

8.5.9.2. Rest of Latin America Market Revenue, By Revenue Source, 2025-2035

8.5.9.3. Rest of Latin America Market Revenue, By Tournament Type, 2025-2035

8.5.9.4. Rest of Latin America Market Revenue, By Distribution Channel, 2025-2035

8.6. MEA

8.6.1. MEA Market Revenue, By Country, 2025-2035(USD Billion)

8.6.2. MEA Market Revenue, By Game Type, 2025-2035

8.6.3. MEA Market Revenue, By Revenue Source, 2025-2035

8.6.4. MEA Market Revenue, By Tournament Type, 2025-2035

8.6.5. MEA Market Revenue, By Distribution Channel, 2025-2035

8.6.6. GCC Countries

8.6.6.1. GCC Countries Market Revenue, By Game Type, 2025-2035

8.6.6.2. GCC Countries Market Revenue, By Revenue Source, 2025-2035

8.6.6.3. GCC Countries Market Revenue, By Tournament Type, 2025-2035

8.6.6.4. GCC Countries Market Revenue, By Distribution Channel, 2025-2035

8.6.7. South Africa

8.6.7.1. South Africa Market Revenue, By Game Type, 2025-2035

8.6.7.2. South Africa Market Revenue, By Revenue Source, 2025-2035

8.6.7.3. South Africa Market Revenue, By Tournament Type, 2025-2035

8.6.7.4. South Africa Market Revenue, By Distribution Channel, 2025-2035

8.6.8. Rest of Middle-East & Africa

8.6.8.1. Rest of Middle-East & Africa Market Revenue, By Game Type, 2025-2035

8.6.8.2. Rest of Middle-East & Africa Market Revenue, By Revenue Source, 2025-2035

8.6.8.3. Rest of Middle-East & Africa Market Revenue, By Tournament Type, 2025-2035

8.6.8.4. Rest of Middle-East & Africa Market Revenue, By Distribution Channel, 2025-2035

9. Company Profile

9.1. Tencent

9.1.1. Business Overview

9.1.2. Financial Performance

9.1.3. Product/Service Offerings

9.1.4. Strategies & recent developments

9.1.5. SWOT Analysis

9.2. Activision Blizzard

9.2.1. Business Overview

9.2.2. Financial Performance

9.2.3. Product/Service Offerings

9.2.4. Strategies & recent developments

9.2.5. SWOT Analysis

9.3. Electronic Arts (EA)

9.3.1. Business Overview

9.3.2. Financial Performance

9.3.3. Product/Service Offerings

9.3.4. Strategies & recent developments

9.3.5. SWOT Analysis

9.4. Riot Games

9.4.1. Business Overview

9.4.2. Financial Performance

9.4.3. Product/Service Offerings

9.4.4. Strategies & recent developments

9.4.5. SWOT Analysis

9.5. Supercell

9.5.1. Business Overview

9.5.2. Financial Performance

9.5.3. Product/Service Offerings

9.5.4. Strategies & recent developments

9.5.5. SWOT Analysis

9.6. Epic Games

9.6.1. Business Overview

9.6.2. Financial Performance

9.6.3. Product/Service Offerings

9.6.4. Strategies & recent developments

9.6.5. SWOT Analysis

9.7. NetEase

9.7.1. Business Overview

9.7.2. Financial Performance

9.7.3. Product/Service Offerings

9.7.4. Strategies & recent developments

9.7.5. SWOT Analysis

9.8. Ubisoft

9.8.1. Business Overview

9.8.2. Financial Performance

9.8.3. Product/Service Offerings

9.8.4. Strategies & recent developments

9.8.5. SWOT Analysis

9.9. Samsung Electronics

9.9.1. Business Overview

9.9.2. Financial Performance

9.9.3. Product/Service Offerings

9.9.4. Strategies & recent developments

9.9.5. SWOT Analysis

9.10. Google

9.10.1. Business Overview

9.10.2. Financial Performance

9.10.3. Product/Service Offerings

9.10.4. Strategies & recent developments

9.10.5. SWOT Analysis

9.11. Apple

9.11.1. Business Overview

9.11.2. Financial Performance

9.11.3. Product/Service Offerings

9.11.4. Strategies & recent developments

9.11.5. SWOT Analysis

9.12. Microsoft

9.12.1. Business Overview

9.12.2. Financial Performance

9.12.3. Product/Service Offerings

9.12.4. Strategies & recent developments

9.12.5. SWOT Analysis

9.13. SEA Group (Garena)

9.13.1. Business Overview

9.13.2. Financial Performance

9.13.3. Product/Service Offerings

9.13.4. Strategies & recent developments

9.13.5. SWOT Analysis

9.14. VNG Corporation

9.14.1. Business Overview

9.14.2. Financial Performance

9.14.3. Product/Service Offerings

9.14.4. Strategies & recent developments

9.14.5. SWOT Analysis

9.15. Playtika

9.15.1. Business Overview

9.15.2. Financial Performance

9.15.3. Product/Service Offerings

9.15.4. Strategies & recent developments

9.15.5. SWOT Analysis``

 

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