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市場調查報告書
商品編碼
1529541

電競市場:依收益來源、按地區分類

Esports Market, By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights, and Others), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa)

出版日期: | 出版商: Coherent Market Insights | 英文 130 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

預計 2024 年全球電競市場規模為 28.8 億美元,預估 2031 年將達 109.4 億美元,2024 年至 2031 年複合年成長率為 21%。

報告範圍 報告詳情
基準年 2023年 2024年市場規模 28.8億美元
實際資料 2019-2023 預測期 2024年至2031年
預測 2024-2031 年複合年成長率: 21.00% 2031年價值預測 109.4億美元
圖:2024年電競市場佔有率(按地區)
電子競技市場-IMG1

近年來,全球電子競技市場經歷了強勁成長。電子競技是指由個人和團隊進行的有組織的專業電玩比賽。它包括多種電動遊戲類型,包括格鬥遊戲、第一人稱射擊遊戲、即時戰略遊戲和大型多人線上競技場遊戲。網路普及率的提高和高速連接的可用性使得透過大型多人線上遊戲和直播平台觀看電子競技賽事成為可能。電子競技影響者在社群媒體管道上的日益受歡迎進一步推動了粉絲對該行業的參與。科技的快速進步有助於改善舉辦電競賽事的基礎設施並增強下一代遊戲體驗。這為品牌透過電競贊助和行銷活動瞄準年輕、精通科技的受眾創造了新的機會。

市場動態:

由於多種因素,全球電子競技市場預計在預測期內將呈現強勁成長。全球電子競技愛好者和參與者數量的顯著增加是關鍵的成長動力。千禧世代對電玩遊戲的興趣日益濃厚,以及發行商擴大電競聯盟的規模,正在推動市場成長。電影片道和直播平台對著名電競賽事的媒體報告增加,有助於提高競技電玩遊戲的整體知名度和粉絲支持。在發展中地區,經濟實惠的高速網路連線的可用性促進了即時多人遊戲。本土和非本土品牌的贊助收入正在增加,他們將電子競技視為吸引年輕人的有效促銷管道。然而,與電子競技基礎設施相關的高成本以及某些遊戲中的興奮劑、賭博和暴力等問題預計會在一定程度上抑制市場。雲端遊戲解決方案的出現降低了遊戲玩家的進入門檻,提供了新的途徑。

本研究的主要特點

  • 本報告對全球電子競技市場進行了詳細分析,並給出了以2023年為基準年的預測期(2024-2031)的市場規模和年複合成長率(CAGR%)。
  • 它闡明了各個細分市場的潛在商機,並解釋了該市場有吸引力的投資提案矩陣。
  • 它還提供了有關市場促進因素、限制因素、機會、新產品發布和核准、市場趨勢、區域前景、主要企業採取的競爭策略等的主要考察。
  • 它根據公司亮點、產品系列、主要亮點、財務表現和策略等參數,介紹了全球電子競技市場中主要企業的概況。
  • 該報告的見解使公司負責人和高階經營團隊能夠就未來的產品發布、升級、市場擴張和行銷策略做出明智的決策。
  • 全球電子競技市場報告迎合了該行業的各種相關人員,如投資者、供應商、產品製造商、經銷商、新進業者和財務分析師。
  • 相關人員可以透過用於分析全球電子競技市場的各種策略矩陣來促進他們的決策。

目錄

第1章 研究目的與前提

  • 研究目的
  • 先決條件
  • 簡稱

第2章 市場展望

  • 報告說明
    • 市場定義和範圍
  • 執行摘要
  • Coherent Opportunity Map(COM)

第3章 市場動態、法規與趨勢分析

  • 市場動態
    • 促進因素
    • 抑制因素
    • 市場機會
  • 監管場景
  • 產業動態
  • 併購
  • 新系統的引入/核准
  • COVID-19 大流行的影響

第4章 全球電競市場,依收益來源分類,2019-2031

  • 贊助
  • 廣告
  • 商品及門票
  • 出版商費用
  • 媒體權利
  • 其他

第5章 全球電競市場(按地區)2019-2031

  • 北美洲
  • 歐洲
  • 亞太地區
  • 拉丁美洲
  • 中東/非洲

第6章 競爭狀況

  • 公司簡介
    • Activision Blizzard Inc.
    • Amazon.com Inc.
    • Alphabet Inc.
    • Capcom Co Ltd
    • Electronic Arts Inc.
    • Envy Gaming LLC
    • Epic Games Inc.
    • Esports Entertainment Group Inc
    • Gfinity Plc
    • Gameloft SE
    • HTC Corp
    • Intel Corp
    • Meta Platforms Inc
    • Modern Times Group MTG AB
    • NVIDIA Corp

第7章 命運之輪

  • 命運之輪
  • 分析師觀點
  • 一致的機會圖

第8章 參考文獻與調查方法

  • 參考
  • 調查方法
簡介目錄
Product Code: CMI4191

The global esports market is estimated to be valued at US$ 2.88 Bn in 2024 and is expected to reach US$ 10.94 Bn by 2031, exhibiting a compound annual growth rate (CAGR) of 21% from 2024 to 2031.

Report Coverage Report Details
Base Year: 2023 Market Size in 2024: US$ 2.88 Bn
Historical Data for: 2019 to 2023 Forecast Period: 2024 to 2031
Forecast Period 2024 to 2031 CAGR: 21.00% 2031 Value Projection: US$ 10.94 Bn
Figure. Esports Market Share (%), By Region 2024
Esports Market - IMG1

The global esports market has been witnessing robust growth in the recent years. Esports refers to organized video game competitions played professionally by individuals and teams. It includes a wide range of video game genres like fighting games, first-person shooters, real-time strategy games, and multiplayer online battle arena games. Increased internet penetration and availability of high-speed connectivity have enabled multiplayer online gaming and spectating of esports events through live streaming platforms. Growing popularity of esports influencers on social media channels has further boosted the fan engagement with the industry. Rapid advancement of technology is helping improve the infrastructure for conducting esports events and powering next-gen gaming experiences. This has opened up new opportunities for brands to target tech-savvy young demographics through esports sponsorships and marketing initiatives.

Market Dynamics:

The global esports market is expected to exhibit strong growth over the forecast period, driven by several factors. Significant rise in the number of esports enthusiasts and participants worldwide is a key growth driver. Growing millennial interest in video games and expansion of esports leagues by publishers are fueling the market growth. Expanding media coverage of prominent esports tournaments on TV channels and live streaming platforms is helping increase the overall visibility and fan following of competitive video gaming. Availability of affordable high-speed internet connectivity in developing regions is facilitating real-time multiplayer gaming. Rising sponsorship revenues from endemic and non-endemic brands who view esports as an effective promotional channel to engage the youth. However, high costs associated with esports infrastructure and issues such as performance-enhancing drugs, gambling, and violence in a few game titles are expected to restrain the market to a certain extent. Emergence of cloud gaming solutions presents new avenues by lowering the entry barrier for gamers.

Key Features of the Study:

  • This report provides in-depth analysis of the global esports market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2024-2031), considering 2023 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players
  • It profiles key players in the global esports market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies
  • Key companies covered as a part of this study include Activision Blizzard Inc., Amazon.com Inc., Alphabet Inc., Capcom Co Ltd, Electronic Arts Inc., Envy Gaming LLC, Epic Games Inc., Esports Entertainment Group Inc, Gfinity Plc, Gameloft SE, HTC Corp, Intel Corp, Meta Platforms Inc, Modern Times Group MTG AB, and NVIDIA Corp
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics
  • The global esports market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global esports market

Detailed Segmentation:

  • By Revenue Source
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
    • Others
  • By Region
    • North America
    • Europe
    • Asia Pacific
    • Latin America
    • Middle East
    • Africa
  • Key Players Insights
    • Activision Blizzard Inc.
    • Amazon.com Inc.
    • Alphabet Inc.
    • Capcom Co Ltd
    • Electronic Arts Inc.
    • Envy Gaming LLC
    • Epic Games Inc.
    • Esports Entertainment Group Inc
    • Gfinity Plc
    • Gameloft SE
    • HTC Corp
    • Intel Corp
    • Meta Platforms Inc
    • Modern Times Group MTG AB
    • NVIDIA Corp

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Revenue Source
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Industry Trend
  • Merger and Acquisitions
  • New System Launches/Approvals
  • Impact of COVID-19 Pandemic

4. Global Esports Market, By Revenue Source, 2019-2031 (US$ Billion)

  • Introduction
    • Market Share Analysis, 2024, 2027 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Sponsorship
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)
  • Advertising
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)
  • Merchandise & Tickets
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)
  • Publisher Fees
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)
  • Media Rights
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)
  • Others
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)

5. Global Esports Market, By Region, 2019-2031 (US$ Billion)

  • Introduction
    • Market Share Analysis, By Region, 2024 and 2031 (%)
  • North America
    • Regional Trends
    • Market Size and Forecast, By Revenue Source, 2019-2031 (US$ Billion)
    • Market Share Analysis, By Country, 2024 and 2031 (%)
      • U.S.
      • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Revenue Source, 2019-2031 (US$ Billion)
    • Market Share Analysis, By Country, 2024 and 2031 (%)
      • U.K.
      • Germany
      • France
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By Revenue Source, 2019-2031 (US$ Billion)
    • Market Share Analysis, By Country, 2024 and 2031 (%)
      • China
      • India
      • Japan
      • ASEAN
      • Australia
      • South Korea
      • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By Revenue Source, 2019-2031 (US$ Billion)
    • Market Share Analysis, By Country, 2024 and 2031 (%)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Middle East & Africa
    • Regional Trends
    • Market Size and Forecast, By Revenue Source, 2019-2031 (US$ Billion)
    • Market Share Analysis, By Country, 2024 and 2031 (%)
      • South Africa
      • GCC Countries
      • Rest of the Middle East & Africa

6. Competitive Landscape

  • Company Profiles
    • Activision Blizzard Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Amazon.com Inc.
    • Alphabet Inc.
    • Capcom Co Ltd
    • Electronic Arts Inc.
    • Envy Gaming LLC
    • Epic Games Inc.
    • Esports Entertainment Group Inc
    • Gfinity Plc
    • Gameloft SE
    • HTC Corp
    • Intel Corp
    • Meta Platforms Inc
    • Modern Times Group MTG AB
    • NVIDIA Corp

7. Wheel of Fortune

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

8. Reference and Research Methodology

  • References
  • Research Methodology
  • About us and Sales Contact