100+ datasets found
  1. đŸ•č eSports_Sensors_Dataset

    • kaggle.com
    zip
    Updated Jul 16, 2024
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    mexwell (2024). đŸ•č eSports_Sensors_Dataset [Dataset]. https://www.kaggle.com/datasets/mexwell/esports-sensors-dataset
    Explore at:
    zip(88066598 bytes)Available download formats
    Dataset updated
    Jul 16, 2024
    Authors
    mexwell
    Description

    A repository with sensor data collected from 10 players in 22 matches in League of Legends. The sensor data collected include:

    • Hand/head/chair movements.
    • Heart rate.
    • Muscle activity.
    • Gaze movement on the monitor.
    • Galvanic skin response(GSR).
    • Electroencephalography (EEG).
    • Mouse and keyboard activity.
    • Facial skin temperature.
    • Environmental data.

    The data were collected for one team of 5 people simultaneously. We also provide in-game logs and meta information for each match.

    Please find more details and analysis in the paper.

    @article{smerdov2020collection, title={Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports Dataset}, author={Smerdov, Anton and Zhou, Bo and Lukowicz, Paul and Somov, Andrey}, journal={arXiv preprint arXiv:2011.00958}, year={2020} }

    Acknowlegement

    Foto von Florian Olivo auf Unsplash

  2. i

    League of Legends Esports Player Game Data (2019-2024)

    • ieee-dataport.org
    Updated Jan 16, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Maxime De Bois (2025). League of Legends Esports Player Game Data (2019-2024) [Dataset]. https://ieee-dataport.org/documents/league-legends-esports-player-game-data-2019-2024
    Explore at:
    Dataset updated
    Jan 16, 2025
    Authors
    Maxime De Bois
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    2019

  3. E

    E-sports Data Service Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 3, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Market Report Analytics (2025). E-sports Data Service Report [Dataset]. https://www.marketreportanalytics.com/reports/e-sports-data-service-56082
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Apr 3, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The esports data service market is experiencing rapid growth, fueled by the escalating popularity of esports globally. While precise figures for market size and CAGR were not provided, a reasonable estimation based on industry reports suggests a market valued at approximately $500 million in 2025, exhibiting a Compound Annual Growth Rate (CAGR) of 25% during the forecast period (2025-2033). This robust growth is driven by several key factors. Firstly, the increasing professionalization of esports necessitates sophisticated data analysis for player performance enhancement, team strategy optimization, and informed decision-making by organizations. Secondly, the rise of esports betting and fantasy esports further amplifies the demand for accurate and timely data. Thirdly, advancements in data collection technologies, including machine learning and AI, enhance data quality and analytical capabilities, driving market expansion. The market is segmented by application (enterprise, club, others) and type of service (data collection, data analysis, others), with the enterprise segment and data analysis services currently dominating. North America and Europe represent major market shares, though Asia-Pacific is expected to witness substantial growth due to the burgeoning esports scene in regions like China and South Korea. However, challenges such as data security concerns and the need for standardized data formats pose restraints to the market's growth. The competitive landscape is dynamic, with major players like Sportradar, OddsMatrix, and Bayes Esports holding significant market shares. Smaller, specialized companies are also emerging, focusing on niche services or specific esports titles. The future will likely witness increased consolidation, strategic partnerships, and technological innovation within the market. Expansion into new regions, particularly in developing economies with strong esports communities, presents a significant opportunity for growth. Furthermore, the integration of advanced analytics, including predictive modeling and real-time data visualization, will be critical for companies seeking a competitive edge in this rapidly evolving market. This growth trajectory is expected to continue as esports further penetrate the mainstream, fostering greater demand for comprehensive and insightful data services.

  4. E

    E-sports Data Service Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 23, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Data Insights Market (2025). E-sports Data Service Report [Dataset]. https://www.datainsightsmarket.com/reports/e-sports-data-service-1986800
    Explore at:
    ppt, pdf, docAvailable download formats
    Dataset updated
    May 23, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The esports data services market is experiencing robust growth, driven by the escalating popularity of esports globally and the increasing demand for comprehensive data analytics within the industry. The market, estimated at $500 million in 2025, is projected to exhibit a Compound Annual Growth Rate (CAGR) of 25% from 2025 to 2033, reaching a substantial market size. This growth is fueled by several key drivers, including the rising number of esports tournaments and leagues, the increasing sophistication of esports betting markets, and the expanding use of data analytics for team performance optimization and player scouting. Key trends shaping the market include the development of advanced data analytics platforms capable of processing real-time data streams, the integration of artificial intelligence (AI) and machine learning (ML) for predictive analytics, and the rising demand for personalized and customized data solutions. Despite its significant potential, the market faces certain restraints. These include the high cost of data acquisition and processing, concerns surrounding data privacy and security, and the potential for data manipulation or fraud within the competitive esports ecosystem. The market is segmented by service type (live data, historical data, analytics solutions), data type (player statistics, team performance, tournament outcomes), and end-users (esports teams, media companies, betting operators, technology providers). Leading companies such as Sportradar, OddsMatrix, and others are vying for market share through innovation, strategic partnerships, and the development of comprehensive data solutions. The geographic distribution of the market shows strong growth in North America and Europe, but significant untapped potential exists in Asia and other emerging regions. The forecast period of 2025-2033 promises further expansion as esports continues to penetrate mainstream media and attract wider audiences.

  5. E

    E-sports Data Service Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 15, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Archive Market Research (2025). E-sports Data Service Report [Dataset]. https://www.archivemarketresearch.com/reports/e-sports-data-service-58623
    Explore at:
    doc, ppt, pdfAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Archive Market Research
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The esports data service market is experiencing robust growth, driven by the escalating popularity of esports globally and the increasing demand for data-driven insights within the industry. While precise figures for market size and CAGR were not provided, a reasonable estimation, based on industry reports and the observed growth in related sectors like esports betting and media, suggests a 2025 market size of approximately $500 million. Considering the rapid expansion of esports viewership and the growing sophistication of analytics in professional and amateur leagues, a conservative Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033 is plausible. This would translate to a market value exceeding $2 billion by 2033. This growth is fueled by several key drivers. The need for advanced analytics to optimize team performance, scout talent, and enhance fan engagement is paramount. Enterprises are increasingly using esports data for marketing and sponsorship strategies, while clubs utilize it for player recruitment and training optimization. The market is segmented into data collection and analysis services, catering to enterprises, clubs, and other stakeholders. Key players like Sportradar, OddsMatrix, and Bayes Esports are at the forefront of innovation, constantly developing new data solutions and analytical tools. Regional growth will vary, with North America and Europe expected to dominate initially due to established esports infrastructures and high levels of investment. However, rapid expansion in Asia-Pacific, particularly in China and India, promises significant future growth. While challenges remain, such as data security and the standardization of data collection methods, the overall market outlook for esports data services remains exceptionally positive.

  6. Worldwide eSports viewer numbers 2020-2025, by type

    • statista.com
    Updated Jan 16, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Worldwide eSports viewer numbers 2020-2025, by type [Dataset]. https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/
    Explore at:
    Dataset updated
    Jan 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The eSports market has boomed in recent years with more and more viewers tuning in to watch their favorite games being played by some of the best gamers in the world. By 2025, there are expected to be over 318 million eSports enthusiasts worldwide, a significant increase from the 215.2 million in 2020. Additionally, some 322.7 million people are forecast to be occasional viewers of eSports by 2025.

    Leading eSports tournaments The most watched eSports event of all time is the 2021 Free Fire World Series, a Garena Free Fire tournament hosted by Singapore. With millions of viewers tuning in to watch expert gamers battle it out, it is unsurprising that large sums of money are at stake. The International 2021, which was the tenth edition of the annual DOTA 2 world championship, had a combined prize pool of over 40 million U.S. dollars. In addition, the cumulative prize pool for DOTA 2 tournaments around the world in 2021 stood at a huge 47.8 million U.S. dollars.

  7. Number of eSports games players worldwide 2017

    • statista.com
    Updated Jan 16, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Number of eSports games players worldwide 2017 [Dataset]. https://www.statista.com/statistics/506923/esports-games-number-players-global/
    Explore at:
    Dataset updated
    Jan 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Aug 2017
    Area covered
    Worldwide
    Description

    The statistic presents information on the number of players of selected eSports games worldwide as of August 2017. According to the data, League of Legends was a leader based on number of eSports players. In the presented period the game had a player base of 100 million, while World of Tanks ranked fifth with 12.3 million players in the measured period. eSports players – additional information eSports is profitable, not only for the industry as a whole, but also for individual players. As of March 2017, the highest earnings were those of an American professional gamer, Saahil Arora, better known among his peers as "UNiVeRsE". He started his adventure with eSports as part of a team Evil Geniuses in 2012 playing DOTA 2, but truly kicked-off his career as an offlaner in team Dignitas during the International 3 in 2013. Later in the year he agreed to a contract buyout settlement which allowed him to rejoin Evil Geniuses. Throughout his recorded gaming career, UNiVeRsE has earned 2.72 million U.S. dollars. Among female players, the profits are significantly smaller. To date, the highest earning woman in eSports, Sasha Hostyn from Canada, who goes by "Scarlett" in the gaming industry, has made 171 thousand U.S. dollars in the course of her eSports career. Hostyn began her professional eSports journey with StarCraft II in 2012 and her skills were awarded with nicknames such as "the queen of StarCraft II". In 2015 Scarlett started a transition to DOTA 2 but eventually in late 2016 returned to StarCraft as a member of Team Expert. Based on social media presence and engagement, it is evident that eSports players are among the celebrities of the online world. For example, in January 2016, Lee Sang-hyeok, a player from South Korea, was the leading player, by number of fans on Facebook, with 806 thousand people following his profile. This figure falls roughly somewhere between the Facebook fan base of Colorado Avalanche and San Jose Sharks NHL teams.

  8. Esports Performance Rankings and Results

    • kaggle.com
    Updated Dec 12, 2022
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    The Devastator (2022). Esports Performance Rankings and Results [Dataset]. https://www.kaggle.com/datasets/thedevastator/unlocking-collegiate-esports-performance-with-bu/suggestions
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Dec 12, 2022
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    The Devastator
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    Esports Performance Rankings and Results

    Performance Rankings and Results from Multiple Esports Platforms

    By [source]

    About this dataset

    This dataset provides a detailed look into the world of competitive video gaming in universities. It covers a wide range of topics, from performance rankings and results across multiple esports platforms to the individual team and university rankings within each tournament. With an incredible wealth of data, fans can discover statistics on their favorite teams or explore the challenges placed upon university gamers as they battle it out to be the best. Dive into the information provided and get an inside view into the world of collegiate esports tournaments as you assess all things from Match ID, Team 1, University affiliations, Points earned or lost in each match and special Seeds or UniSeeds for exceptional teams. Of course don't forget about exploring all the great Team Names along with their corresponding websites for further details on stats across tournaments!

    More Datasets

    For more datasets, click here.

    Featured Notebooks

    • 🚹 Your notebook can be here! 🚹!

    How to use the dataset

    Download Files First, make sure you have downloaded the CS_week1, CS_week2, CS_week3 and seeds datasets on Kaggle. You will also need to download the currentRankings file for each week of competition. All files should be saved using their originally assigned name in order for your analysis tools to read them properly (ie: CS_week1.csv).

    Understand File Structure Once all data has been collected and organized into separate files on your desktop/laptop computer/mobile device/etc., it's time to become familiar with what type of information is included in each file. The main folder contains three main data files: week1-3 and seedings. The week1-3 contain teams matched against one another according to university, point score from match results as well as team name and website URL associated with university entry; whereas the seedings include a ranking system amongst university entries which are accompanied by information regarding team names, website URLs etc.. Furthermore, there is additional file featured which contains currentRankings scores for each individual player/teams for an first given period of competition (ie: first week).

    Analyzing Data Now that everything is set up on your end it’s time explore! You can dive deep into trends amongst universities or individual players in regards to specific match performances or standings overall throughout weeks of competition etc
 Furthermore you may also jumpstart insights via further creation of graphs based off compiled date from sources taken from BUECTracker dataset! For example let us say we wanted compare two universities- let's say Harvard University v Cornell University - against one another since beginning of event i we shall extract respective points(column),dates(column)(found under result tab) ,regions(csilluminating North America vs Europe etc)general stats such as maps played etc.. As well any other custom ideas which would come along in regards when dealing with similar datasets!

    Research Ideas

    • Analyze the performance of teams and identify areas for improvement for better performance in future competitions.
    • Assess which esports platforms are the most popular among gamers.
    • Gain a better understanding of player rankings across different regions, based on rankings system, to create targeted strategies that could boost individual players' scoring potential or team overall success in competitive gaming events

    Acknowledgements

    If you use this dataset in your research, please credit the original authors. Data Source

    License

    License: CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication No Copyright - You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission. See Other Information.

    Columns

    File: CS_week1.csv | Column name | Description | |:---------------|:----------------------------------------------| | Match ID | Unique identifier for each match. (Integer) | | Team 1 | Name of the first team in the match. (String) | | University | University associated with the team. (String) |

    File: CS_week1_currentRankings.csv | Column name | Description | |:--------------|:-----------------------------------------------------------|...

  9. Esport_Earnings

    • kaggle.com
    Updated Jan 18, 2021
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Rushikesh Hiray (2021). Esport_Earnings [Dataset]. https://www.kaggle.com/rushikeshhiray/esport-earnings/metadata
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Jan 18, 2021
    Dataset provided by
    Kaggle
    Authors
    Rushikesh Hiray
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    Esports (also known as electronic sports, e-sports, or eSports) is a form of sport competition using video games.Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events. Source - https://www.esportsearnings.com/games/browse-by-genre Please Upvote

  10. E Sports Data Service Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Oct 5, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dataintelo (2024). E Sports Data Service Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/e-sports-data-service-market
    Explore at:
    csv, pdf, pptxAvailable download formats
    Dataset updated
    Oct 5, 2024
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    E Sports Data Service Market Outlook



    The global eSports data service market size was valued at approximately USD 1.1 billion in 2023 and is forecasted to reach USD 2.5 billion by 2032, exhibiting a compound annual growth rate (CAGR) of 9.2% during the period. This robust growth is driven by the increasing popularity of eSports, advancements in data analytics technologies, and greater investments from major stakeholders in the gaming industry.



    The primary growth factor driving the eSports data service market is the rapid expansion of the eSports industry itself. With millions of fans and players worldwide, eSports has become a major entertainment sector, rivalling traditional sports in popularity. This growth necessitates advanced data services to analyze player performance, enhance game strategies, and improve viewer engagement. The mushrooming number of eSports tournaments and leagues, coupled with escalating prize pools, further accentuates the demand for reliable data services to ensure fair play and elevate the competitive experience.



    Another significant driver is the advent of sophisticated data analytics and artificial intelligence (AI) technologies. These technologies enable real-time data processing and more profound insights into gameplay, which in turn help in better decision-making for teams and game developers. AI-driven analytics can predict player behavior, optimize game mechanics, and personalize viewer experiences, making data services indispensable for staying competitive in the rapidly evolving eSports landscape.



    Additionally, the increasing involvement of non-endemic sponsors and advertisers is propelling the market. Brands outside the gaming world are recognizing the vast potential of eSports to reach younger, tech-savvy audiences. Effective data services help these sponsors and advertisers measure the impact of their investments, tailor their marketing strategies, and engage more effectively with fans. The growing trend of digital advertising within live streams and social media platforms further boosts the need for comprehensive data analytics.



    From a regional perspective, North America and Asia Pacific dominate the eSports data service market. North America, with its well-established gaming culture and robust technological infrastructure, is particularly significant. Asia Pacific, led by countries like China and South Korea, is experiencing exponential growth due to the region's massive player base and government support for the eSports sector. Europe's market also shows promise, driven by increasing investments and a growing number of professional teams.



    Component Analysis



    The eSports data service market is segmented by components into software, hardware, and services. The software segment encompasses various applications, including data analytics platforms, real-time reporting tools, and AI-driven insights. This segment is crucial as software solutions provide the foundational infrastructure for data collection, processing, and analysis. The continuous advancements in machine learning and big data technologies are making software more sophisticated, allowing for more granular and accurate insights. The need for customizable software solutions that cater to the unique requirements of different eSports organizations is driving growth in this segment.



    Hardware components, while not as extensive as software, play a vital role in the eSports data service ecosystem. This segment includes high-performance servers, data storage solutions, and edge computing devices that facilitate real-time data processing. The growing demand for low-latency data transmission and high-speed processing capabilities is steering investments in advanced hardware solutions. Companies are increasingly focusing on integrating hardware and software seamlessly to provide end-to-end solutions for eSports data analytics, thereby enhancing overall performance and reliability.



    The services segment comprises consulting, implementation, and support services. Consulting services help eSports organizations identify their data needs and develop strategies to leverage data analytics effectively. Implementation services ensure that the chosen software and hardware solutions are seamlessly integrated into existing systems, while support services provide ongoing maintenance and troubleshooting. The increasing complexity of data analytics solutions and the need for specialized expertise are driving the demand for comprehensive service offerings in this market. Companies are also focusing on offering managed services to provide continuo

  11. e

    Research Data for The Thrill of Competition: Esports and Competitive Gaming

    • scholar-lgztf.lolm.eu.org
    csv, json
    Updated Jul 13, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dr. Stephanie Rogers (2025). Research Data for The Thrill of Competition: Esports and Competitive Gaming [Dataset]. http://doi.org/10.1069/ljt4q8136432636-data
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 13, 2025
    Authors
    Dr. Stephanie Rogers
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on The Thrill of Competition: Esports and Competitive Gaming by Dr. Stephanie Rogers

  12. Esports Market Analysis, Size, and Forecast 2025-2029: North America (US and...

    • technavio.com
    Updated Mar 15, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Technavio (2025). Esports Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, Spain, and UK), Middle East and Africa (UAE), APAC (China, India, Japan, and South Korea), South America (Brazil), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/esports-market-industry-analysis
    Explore at:
    Dataset updated
    Mar 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Snapshot img

    Esports Market Size 2025-2029

    The esports market size is forecast to increase by USD 4.34 billion at a CAGR of 21.2% between 2024 and 2029.

    The market is experiencing significant growth, driven by increasing brand engagement and the surge in esports betting. Brands are recognizing the value of esports as a powerful marketing tool to reach the coveted millennial and Gen Z demographics. Sports events offer unique opportunities for brand activation and fan engagement, with sponsorships, product placements, and team collaborations becoming increasingly common. Additionally, the global esports betting market is projected to reach substantial growth, fueled by the rise in popularity of esports and the increasing legalization of online gambling. However, the market also faces challenges, including the escalating costs of game development and the need for standardized regulations to ensure ethical business practices.
    Game developers are under pressure to continuously release new titles and updates to maintain player engagement and stay competitive, driving up development costs. Regulations surrounding esports betting vary widely across jurisdictions, creating complexities for businesses operating in multiple markets. Companies seeking to capitalize on the market's opportunities must navigate these challenges effectively, focusing on innovation, cost management, and regulatory compliance.
    

    What will be the Size of the Esports Market during the forecast period?

    Request Free Sample

    The market continues to evolve, with dynamic interactions between various sectors shaping its growth and development. Esports demographics expand as new audiences discover the excitement of competitive gaming, leading to increased esports participation and engagement. Esports media outlets adapt to cater to this growing audience, providing comprehensive coverage of esports events, trends, and player profiles. Esports development is driven by innovative strategies and infrastructure, enabling the creation of immersive gaming experiences and advanced training facilities. Esports management teams leverage technology to optimize operations and enhance fan experiences, while esports ecosystems foster collaboration and growth across the industry.
    Esports trends emerge and evolve, with a focus on sustainability, accessibility, and ethical practices. Esports franchises and teams form strategic partnerships, while esports content and platforms monetize their offerings through various revenue streams, including advertising, sponsorships, merchandise sales, and analytics. Esports governance and regulations aim to ensure fair play and ethical conduct, while esports betting and disruption introduce new challenges and opportunities for innovation. Esports education and talent development programs foster the next generation of gaming professionals, ensuring the continued growth and vitality of the esports industry.
    

    How is this Esports Industry segmented?

    The esports industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Revenue Stream
    
      Sponsorships
      Media rights
      Publisher fees
      Advertising
      Merchandise and ticket sales
    
    
    Genre
    
      MOBA
      FPS
      RTS
      Others
    
    
    Device
    
      Smart phone and smart TV
      Gaming console
      Desktop / laptop / tablets
    
    
    Audience Type
    
      Players
      Spectators
      Casual Gamers
    
    
    Event Type
    
      Tournaments
      Exhibitions
      Online-Only
      LAN
    
    
    Platform
    
      PC-Specific
      Console-Specific
      Mobile-Specific
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        Spain
        UK
    
    
      Middle East and Africa
    
        UAE
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      South America
    
        Brazil
    
    
      Rest of World (ROW)
    

    By Revenue Stream Insights

    The sponsorships segment is estimated to witness significant growth during the forecast period.

    Esports, a dynamic and evolving industry, encompasses various entities that fuel its growth and engagement. Training programs hone the skills of esports athletes, ensuring they remain at the top of their game. Regulations and ethics establish a fair and competitive environment, while broadcasting platforms deliver immersive experiences to a global audience. Esports strategies and marketing tactics attract sponsors, who invest in teams, franchises, and events to reach the highly engaged demographic. Esports infrastructure, including arenas and studios, provides the necessary resources for players and teams to thrive. Sustainability initiatives and betting regulations ensure the industry's long-term viability.

    Esports communities foster a sense of belonging and passion among fans, driving participation and merchandise sales. Esports content and platforms offer endless oppor

  13. Online Gaming Market Analysis APAC, North America, Europe, South America,...

    • technavio.com
    Updated Jan 15, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Technavio (2025). Online Gaming Market Analysis APAC, North America, Europe, South America, Middle East and Africa - US, China, Canada, Germany, Japan, UK, France, South Korea, India, Italy - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/online-gaming-market-industry-analysis
    Explore at:
    Dataset updated
    Jan 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    South Korea, Canada, United States, Japan, Global
    Description

    Snapshot img

    Online Gaming Market Size 2025-2029

    The online gaming market size is forecast to increase by USD 120.2 million, at a CAGR of 18.8% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing popularity of e-sports and the widespread adoption of the free-to-play business model. The rise of e-sports has transformed gaming from a solitary pastime into a social and competitive experience, attracting millions of viewers and participants worldwide. The free-to-play model, which allows users to access games without upfront costs, has made online gaming more accessible than ever before, expanding the market's reach and increasing engagement. However, the market also faces challenges, primarily due to the high infrastructural requirements for supporting the massive user base and complex games.
    Ensuring seamless gameplay, low latency, and uninterrupted connectivity necessitates substantial investments in server capacity, network infrastructure, and data centers. Companies must navigate these challenges to provide an optimal gaming experience and retain their user base, making strategic partnerships, technological innovations, and operational efficiency crucial for success.
    

    What will be the Size of the Online Gaming Market during the forecast period?

    Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
    Request Free Sample

    The market continues to evolve, with dynamic market dynamics shaping its various sectors. User experience is paramount, with graphics settings and user interface optimized for seamless gameplay. Game engines, such as Unreal, drive innovation in game design, offering advanced features for esports tournaments and virtual reality gaming. Community management and player engagement are crucial, with cloud gaming and esports players relying on reliable network connections and low latency. Data security and cloud computing are essential for game accessibility and player data protection. Esports teams and leagues leverage game analytics and player behavior analysis for game optimization and performance improvement.

    Influencer marketing and social media marketing are integral to game marketing strategies, while game design elements like game mechanics, level design, and character design require continuous refinement for player retention. Game content remains king, with game development teams striving for game balance and game server infrastructure ensuring optimal frame rates. Accessibility features cater to diverse player needs, while augmented reality and battle royale games push the boundaries of the immersive gaming experience. Competitive gaming and account security are top priorities, with game analytics and player data essential for maintaining fair play and ensuring player privacy. The market's continuous evolution underscores its adaptability and resilience, with ongoing advancements in technology and player preferences shaping its future.

    How is this Online Gaming Industry segmented?

    The online gaming industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Platform
    
      PC
      Console
      Mobile
    
    
    Type
    
      Action
      Adventure
      Puzzle
      Arcade
      Others
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        UK
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      Rest of World (ROW)
    

    .

    By Platform Insights

    The pc segment is estimated to witness significant growth during the forecast period.

    The market encompasses various entities that shape its dynamics and trends. The subscription model allows gamers unlimited access to a vast library of games, fostering a dedicated user base. User experience is paramount, with graphics settings and user interface customization enhancing immersion. Game engines like Unreal power visually stunning experiences, while influencer marketing fuels community engagement. Network latency and game optimization ensure seamless gameplay, and in-game economies offer unique virtual goods and services. Cloud computing, game streaming, and virtual reality expand accessibility, while game design elements, such as frame rate, game balance, and character design, captivate players. Data security safeguards sensitive user information, and game analytics provide valuable insights into player behavior.

    Esports tournaments, leagues, and teams foster competitive gaming, and social media marketing amplifies game exposure. Game development, optimization, and performance are crucial for maintaining player retention. Accessibility features cater to diverse user needs, and game content caters to various genres and preferences. Game marketing strategies, including level

  14. E

    E-sports Games Developing Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 19, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Data Insights Market (2025). E-sports Games Developing Report [Dataset]. https://www.datainsightsmarket.com/reports/e-sports-games-developing-1974244
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    May 19, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global esports games development market is experiencing robust growth, driven by the increasing popularity of esports, advancements in game technology, and the expanding reach of streaming platforms. The market's size in 2025 is estimated at $15 billion, reflecting a significant expansion from its historical performance. A Compound Annual Growth Rate (CAGR) of 15% is projected from 2025 to 2033, indicating a substantial increase in market value. Key drivers include the rise of mobile gaming, the increasing investment in esports infrastructure (arenas, leagues, and broadcasting), and the growing professionalization of esports athletes and teams. Significant trends include the integration of blockchain technology for in-game assets, the expansion of esports into new genres beyond traditional shooters and MOBAs, and the increasing adoption of cloud gaming technologies. While challenges remain, such as regulatory hurdles around gambling and loot boxes, and concerns about player burnout and mental health, the overall trajectory of the market remains strongly positive. The market is segmented by application (online and offline) and game type (free-to-play and pay-to-play). Online esports clearly dominates, leveraging the inherent accessibility and scalability of digital distribution. The free-to-play model also enjoys significant traction, broadening accessibility and driving user acquisition. Key players like Valve, Riot Games, NetEase, and Tencent are at the forefront, constantly innovating and expanding their game portfolios to maintain market share. Regional dominance currently lies with North America and Asia, but growth in other regions, particularly in developing markets in Asia-Pacific and Latin America, is expected to accelerate, expanding the market's geographic footprint substantially over the forecast period. The continuous development of increasingly sophisticated and engaging games, coupled with growing media coverage and fan engagement, points towards sustained expansion for the foreseeable future.

  15. E Sports Data Api Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dataintelo (2025). E Sports Data Api Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/e-sports-data-api-market
    Explore at:
    csv, pdf, pptxAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    E Sports Data API Market Outlook



    The global E Sports Data API market size was valued at approximately USD 1.2 billion in 2023 and is projected to reach around USD 4.5 billion by 2032, growing at a compound annual growth rate (CAGR) of 15.7% during the forecast period. This robust growth can be attributed to the increasing popularity of eSports, the surge in demand for real-time data and analytics, and the burgeoning interest in eSports betting and fantasy sports. Several additional factors, including advancements in technology and a growing number of partnerships within the industry, are also significantly contributing to market expansion.



    One of the primary growth drivers of the E Sports Data API market is the rising popularity and acceptance of eSports across the globe. eSports has evolved from a niche market into a mainstream entertainment industry, attracting millions of viewers and generating substantial revenue. The proliferation of internet connectivity and the increasing use of smartphones have further facilitated the growth of the eSports sector, subsequently boosting the demand for comprehensive data APIs that can deliver real-time analytics and insights. This demand is not limited to professional teams and players but extends to broadcasters, sponsors, and betting companies who are increasingly relying on data to enhance engagement and inform strategic decisions.



    Another significant factor contributing to the market's growth is the advancements in data analytics and artificial intelligence. These technologies enable the collection, processing, and interpretation of vast amounts of data generated during eSports events. Advanced analytics helps in player performance analysis, game strategy formulation, and enhancing viewer experience. The integration of AI and machine learning algorithms into data APIs allows for more accurate predictions, personalized content, and improved game outcomes. As these technologies continue to evolve, the capabilities of eSports data APIs are expected to become more sophisticated, driving further market growth.



    The burgeoning interest in eSports betting and fantasy sports is also playing a pivotal role in the growth of the E Sports Data API market. Betting companies and fantasy sports platforms are increasingly utilizing data APIs to offer real-time odds, player statistics, and game outcomes to their users. This not only enhances the user experience but also drives engagement and revenue for these platforms. As more regions legalize eSports betting and the fantasy sports market continues to grow, the demand for reliable and comprehensive data APIs is expected to rise significantly.



    Regionally, North America holds a significant share of the E Sports Data API market, driven by the strong presence of major eSports organizations, technological advancements, and high consumer spending on gaming and entertainment. However, the Asia Pacific region is anticipated to witness the highest growth rate during the forecast period, fueled by the increasing popularity of eSports, a large pool of gamers, and supportive government initiatives. Europe also presents substantial growth opportunities due to the growing number of eSports tournaments and a strong focus on technological innovation within the region.



    The evolution of E-sports Game Products has been instrumental in shaping the landscape of the eSports industry. These products, ranging from gaming peripherals to specialized software, enhance the gaming experience for both players and spectators. With the continuous advancements in technology, E-sports Game Products are becoming more sophisticated, offering features that improve gameplay, increase engagement, and provide better analytics. The demand for these products is not only driven by professional gamers but also by casual players who seek to elevate their gaming experience. As the eSports industry continues to grow, the market for E-sports Game Products is expected to expand, offering new opportunities for innovation and development.



    Component Analysis



    The E Sports Data API market is primarily segmented into software and services. The software segment dominates the market as it encompasses various platforms and tools that facilitate the collection, analysis, and dissemination of eSports data. These software solutions are essential for providing real-time analytics, player performance metrics, and game insights. The continuous advancements in software technologies, such as AI and machine learning, are

  16. r

    Data from: Experiences with esports betting and skin gambling: Exposure,...

    • researchdata.edu.au
    • acquire.cqu.edu.au
    Updated Dec 7, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Nancy Greer (2023). Experiences with esports betting and skin gambling: Exposure, access, motivations and impacts: DATASET [Dataset]. http://doi.org/10.25946/23805603.V1
    Explore at:
    Dataset updated
    Dec 7, 2023
    Dataset provided by
    Central Queensland University
    Authors
    Nancy Greer
    Description

    The last decade has ushered in a convergence of video gaming and gambling activities. The aim of this thesis was to examine three gambling products related to video games that emerged in the 2010s but are only beginning to be explored in the literature: esports cash betting, esports skin betting, and skin gambling. Esports cash betting involves gambling money on video gaming competitions (esports), typically through regulated online wagering operators or dedicated esports betting providers. In contrast, esports skin betting involves using virtual video game items known as “skins” as opposed to cash to bet on esports; usually facilitated through unregulated online operators. Lastly, these unregulated online operators also often enable skin gambling, where skins are gambled on games of chance, such as roulette, coin-flip, and jackpots (Grove 2016a, 2016b). The main themes explored in this thesis were derived from research on other gambling products. These themes include exposure and accessibility to the three novel gambling activities, motivations for engagement, impacts such as gambling-related harm, and involvement in other forms of monetary gambling. The research entailed three main stages, with earlier stages informing the design of subsequent activities, inclusive of a literature review, qualitative interviews, and a quantitative cross-sectional online survey.

    The literature review conducted in Stage 1 provides an historical overview of esports betting and skin gambling, and reviews current knowledge. It highlights the growing popularity of these newer forms of gambling, particularly amongst young males. These activities are also advertised heavily to young people. The review discusses concerns that esports betting and skin gambling may contribute to the development of problem gambling, and to underage gambling, as well as industry and government responses to these issues.

    The qualitative interviews in Stage 2 were conducted with 30 young male esports bettors and skin gamblers. The interviews explored their experiences of exposure and accessibility to these activities, and the impacts of their engagement. A thematic analysis identified 13 subthemes. Key findings indicated that: 1) gambling with skins provides easily accessible betting options for underage gamblers, 2) skin gambling and esports betting contribute to gambling problems and harm, 3) gambling with skins often precedes engagement in monetary gambling, and 4) esports potentially normalises gambling among youth.

    Finally, the quantitative survey in Stage 3 collected data from 737 adult esports bettors and skin gamblers, and the findings were explored in two chapters. The first chapter examined a conceptual model linking video game involvement, video game-related gambling, traditional monetary gambling, and consequent gambling problems and harm. The findings suggested that skin gambling on games of chance was directly linked to gambling problems and harm, while cash betting on esports was only indicative of interest in many forms of potentially harmful gambling. The second chapter explored differences in motivations for engaging in esports cash betting, esports skin betting, and skin gambling on games of chance, and whether these motivations differed by product. It also explored whether the different motivations were associated with gambling frequency, problems, and harm. The results indicated that financial gain and enhancement (e.g., excitement, more enjoyment when watching esports) were the main motivations for all activities, while skin acquisition was an additional motivation for esports skin betting and skin gambling. The competition/challenge motivation for esports skin betting and skin gambling was associated with more frequent gambling, but nevertheless this did not necessarily lead to greater observed gambling problems or harm. Finally, for skin gambling on games of chance, the financial gain motivation was associated with more frequent esports skin betting, and also with greater problem gambling severity and gambling-related harm. A consistent finding for all three activities was that greater motivation for regulating internal states (i.e., to escape, to improve mood) was associated with greater problem gambling severity and experiencing more gambling-related harms regardless of the activity.

    This research program contributes to knowledge on the emerging phenomena of esports cash betting, esports skin betting and skin gambling, by documenting their historical development and analysing the experiences, motivations, and potential consequences of participation in these activities. The findings highlight the potential risks and harms associated with these forms of gambling, particularly skin gambling, and the need for more research and regulation to protect vulnerable individuals who engage in these novel forms, such as young people. The findings have the potential to inform education and public health programs, support resources, consumer protection frameworks, and harm minimisation strategies. Skin betting and gambling are often provided outside a strong regulatory framework, and thus these findings are pertinent to an understanding of what, if any, changes in governance should be made.

  17. S

    Sports Data Service Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 15, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Archive Market Research (2025). Sports Data Service Report [Dataset]. https://www.archivemarketresearch.com/reports/sports-data-service-58618
    Explore at:
    doc, ppt, pdfAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Archive Market Research
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global sports data service market is experiencing robust growth, driven by the increasing popularity of sports globally, advancements in data analytics, and the rising demand for data-driven insights by sports teams, leagues, and media organizations. The market, valued at $3.146 billion in 2025, is projected to exhibit significant expansion over the forecast period (2025-2033). While the precise CAGR is unavailable, considering the rapid technological advancements and expanding use cases within the sports industry, a conservative estimate places the CAGR between 12% and 15% for this period. This growth is fueled by several key factors. The proliferation of wearable technology and sophisticated tracking systems provides an unprecedented volume of granular data, offering valuable insights into player performance, team strategies, and fan engagement. Advanced analytics capabilities allow teams and organizations to leverage this data to enhance decision-making, improve training regimens, and optimize marketing efforts. The increasing sophistication of fantasy sports platforms and the burgeoning esports sector are also substantial contributors to market growth. The market is segmented by service type (data collection, analysis, and others) and application (professional clubs, state management agencies, and others), each demonstrating unique growth trajectories. The professional club segment is expected to remain a dominant force due to the high value placed on competitive advantage. The geographical distribution of the market is diverse, with North America and Europe currently holding significant shares. However, rapid growth is anticipated in the Asia-Pacific region, fueled by increasing internet penetration, rising disposable incomes, and the increasing popularity of various sports. The competitive landscape is characterized by a mix of established players and emerging companies, leading to innovation and price competitiveness. Despite the challenges posed by data security concerns and the need for continuous technological upgrades, the overall market outlook remains positive, promising significant growth opportunities for stakeholders across the value chain. The market’s expansion reflects a broader trend towards data-driven decision-making within the sports industry, ultimately enhancing the fan experience and driving the overall growth of the sports ecosystem.

  18. e

    Research Data for The Rise of Esports Culture

    • research-l8qya.lolm.eu.org
    csv, json
    Updated Jul 12, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dr. Ashley Adams (2025). Research Data for The Rise of Esports Culture [Dataset]. https://research-l8qya.lolm.eu.org/en/key=xgr3f367220610143816/
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 12, 2025
    Authors
    Dr. Ashley Adams
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on The Rise of Esports Culture by Dr. Ashley Adams

  19. P

    SC2EGSet: StarCraft II Esport Game State Dataset Dataset

    • paperswithcode.com
    Updated Jul 6, 2022
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Andrzej BiaƂecki; Natalia Jakubowska; PaweƂ Dobrowolski; Piotr BiaƂecki; Leszek KrupiƄski; Andrzej Szczap; Robert BiaƂecki; Jan Gajewski (2022). SC2EGSet: StarCraft II Esport Game State Dataset Dataset [Dataset]. https://paperswithcode.com/dataset/sc2egset-starcraft-ii-esport-game-state
    Explore at:
    Dataset updated
    Jul 6, 2022
    Authors
    Andrzej BiaƂecki; Natalia Jakubowska; PaweƂ Dobrowolski; Piotr BiaƂecki; Leszek KrupiƄski; Andrzej Szczap; Robert BiaƂecki; Jan Gajewski
    Description

    SC2EGSet: StarCraft II Esport Game State Dataset

    Pre-processed data that was generated from the SC2ReSet: StarCraft II Esports Replaypack Set

    Data Modeling

    Our aplication programing interface (API) implementation supports downloading, unpacking, loading and data access features. Please refer to: https://github.com/Kaszanas/SC2EGSet_Dataset

    License Information

    This dataset is licensed under the following license: Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)

  20. S

    Chinese Esports Video's Danmaku Comments Entity-Level Sentiment Analysis...

    • scidb.cn
    Updated Jan 2, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Yuxiang Liao (2024). Chinese Esports Video's Danmaku Comments Entity-Level Sentiment Analysis Dataset [Dataset]. http://doi.org/10.57760/sciencedb.14660
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Jan 2, 2024
    Dataset provided by
    Science Data Bank
    Authors
    Yuxiang Liao
    License

    CC0 1.0 Universal Public Domain Dedicationhttps://creativecommons.org/publicdomain/zero/1.0/
    License information was derived automatically

    Description

    This dataset is a Chinese entity level sentiment analysis dataset, containing 124574 Chinese esports bullet comments crawled from the 2023 League of Legends professional league and mid season invitational match videos on the Bilibili bullet screen video website. After data cleaning, 14272 raw data were obtained, which were divided into training and testing sets in an 8:2 ratio. This dataset also ensures that under the same polarity distribution, 80%, 60%, 40%, and 20% of the data are selected for downsampling processing.

Share
FacebookFacebook
TwitterTwitter
Email
Click to copy link
Link copied
Close
Cite
mexwell (2024). đŸ•č eSports_Sensors_Dataset [Dataset]. https://www.kaggle.com/datasets/mexwell/esports-sensors-dataset
Organization logo

đŸ•č eSports_Sensors_Dataset

Sensor data collected from 10 players in 22 matches in League of Legends

Explore at:
zip(88066598 bytes)Available download formats
Dataset updated
Jul 16, 2024
Authors
mexwell
Description

A repository with sensor data collected from 10 players in 22 matches in League of Legends. The sensor data collected include:

  • Hand/head/chair movements.
  • Heart rate.
  • Muscle activity.
  • Gaze movement on the monitor.
  • Galvanic skin response(GSR).
  • Electroencephalography (EEG).
  • Mouse and keyboard activity.
  • Facial skin temperature.
  • Environmental data.

The data were collected for one team of 5 people simultaneously. We also provide in-game logs and meta information for each match.

Please find more details and analysis in the paper.

@article{smerdov2020collection, title={Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports Dataset}, author={Smerdov, Anton and Zhou, Bo and Lukowicz, Paul and Somov, Andrey}, journal={arXiv preprint arXiv:2011.00958}, year={2020} }

Acknowlegement

Foto von Florian Olivo auf Unsplash

Search
Clear search
Close search
Google apps
Main menu