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市場調查報告書
商品編碼
1544595

電子競技市場、機會、成長動力、產業趨勢分析與預測,2024-2032

Esports Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 220 Pages | 商品交期: 2-3個工作天內

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簡介目錄

由於數位媒體的快速擴張以及線上遊戲在不同年齡層中的日益普及,預計 2024 年至 2032 年間,電子競技市場規模的複合年成長率將超過 15%。

高速網路和先進的遊戲技術使電子競技變得更加容易接觸和參與,吸引了廣泛的觀眾。將電子競技融入主流娛樂(從電視廣播到主要品牌贊助),提高了其知名度和吸引力,推動了收視率和參與度的成長。例如,2024 年 7 月,AFK Gaming 推出了「AFK Gaming Insights」的測試版,被譽為印度首個優質分析儀表板。該平台提供即時資料和分析,幫助用戶、品牌和利害關係人做出明智的決策。

有組織的競爭性聯賽,例如英雄聯盟冠軍系列賽 (LCS) 和守望先鋒聯賽,為高水準玩家和團隊競爭提供了結構化平台。企業贊助、廣告交易和獎金池也顯著增加,不僅增加了經濟激勵,還提高了電競運動員的職業地位。

整個產業分為串流媒體類型、收入串流、遊戲類型和地區。

根據收入流,預計到 2032 年,贊助領域的電子競技市場規模將出現大幅複合年成長率。在認知到潛力後,各大品牌和企業擴大涉足電子競技贊助領域,旨在與活躍且多樣化的遊戲受眾建立聯繫,以獲得利潤豐厚的行銷機會。

從遊戲類型來看,格鬥遊戲領域的電競市場將在2024年至2032年間呈指數級成長,這得益於其競技本質和忠實粉絲基礎。 《街頭霸王》、《鐵拳》和《真人快打》等經典遊戲已經鞏固了它們在競技遊戲中的地位,提供了激烈的比賽,吸引了大量觀眾並提高了參與度。

由於網路普及率的迅速提高和行動遊戲的日益普及,預計亞太地區電子競技產業將在 2024 年至 2032 年期間顯著成長。 《PUBG Mobile》和《Arena of Valor》等行動電競遊戲在吸引大量受眾和培育競技遊戲文化方面尤其受歡迎。政府的支持性政策和投資,例如專用的遊戲場和培訓設施,將進一步促進區域市場的成長。

目錄

第 1 章:方法與範圍

第 2 章:執行摘要

第 3 章:產業洞察

  • 產業生態系統分析
  • 供應商矩陣
  • 利潤率分析
  • 技術與創新格局
  • 專利分析
  • 重要新聞和舉措
  • 監管環境
  • 衝擊力
    • 成長動力
      • 人氣和收視率不斷上升
      • 增加媒體報道
      • 專業化和基礎設施發展
      • 跨產業合作
      • 青年參與與文化轉變
    • 產業陷阱與挑戰
      • 永續性和盈利能力
      • 監管和法律問題
  • 成長潛力分析
  • 波特的分析
  • PESTEL分析

第 4 章:競爭格局

  • 介紹
  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第 5 章:市場估計與預測:按串流媒體類型,2021 - 2032 年

  • 居住
  • 視訊點播

第 6 章:市場估計與預測:按收入流分類,2021 - 2032 年

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

第 7 章:市場估計與預測:按遊戲類型,2021 - 2032 年

  • 即時策略遊戲
  • 第一人稱射擊遊戲
  • 格鬥遊戲
  • 多人線上戰鬥競技場遊戲
  • 其他

第 8 章:市場估計與預測:按地區,2021 - 2032

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳新銀行
    • 亞太地區其他地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地區
  • MEA
    • 阿拉伯聯合大公國
    • 南非
    • 沙烏地阿拉伯
    • MEA 的其餘部分

第 9 章:公司簡介

  • 100 Thieves
  • Activision Publishing, Inc.
  • Caffeine
  • DLive Entertainment Pte. Ltd.
  • Electronic Arts Inc.
  • Esports Holding GmbH
  • Evil Geniuses
  • FaZe Clan
  • Fnatic Ltd.
  • Gameloft
  • Gfinity plc
  • HTC Corporation
  • Intel Corporation
  • Modern Times Group
  • Nintendo
  • NVIDIA Corporation
  • OPTIC Gaming
  • Riot Games, Inc.
  • SK Gaming
  • Sony Group Corporation
  • Tencent Holding Limited
  • TSM
  • Twitch Interactive, Inc.
  • Valve Corporation
  • X1 Entertainment Group
簡介目錄
Product Code: 10128

Esports Market size is projected to witness over 15% CAGR between 2024 and 2032 owing to the rapid expansion of digital media and the increasing popularity of online gaming among diverse age groups.

High-speed internet and advanced gaming technologies have made esports more accessible and engaging, drawing in a wide audience. The integration of esports into mainstream entertainment, from television broadcasts to major brand sponsorships, boosts its visibility and appeal, fueling growth in both viewership and participation. For instance, in July 2024, AFK Gaming launched the beta version of 'AFK Gaming Insights,' hailed as India's inaugural premium analytics dashboard. This platform offers real-time data and analytics, aiding users, brands, and stakeholders in making informed decisions.

Organized competitive leagues, like the League of Legends Championship Series (LCS) and Overwatch League, offer structured platforms for high-level player and team competition. There has also been a notable surge in corporate sponsorships, advertising deals, and prize pools for not only adding financial incentives but also elevating the professional stature of esports athletes.

The overall industry is classified into streaming type, revenue streaming, gaming genre, and region.

Based on revenue streaming, the esports market size from the sponsorship segment is projected to observe a substantial CAGR through 2032. This surge is fueled by substantial financial injections, bolstering the visibility and legitimacy of esports events and teams. Recognizing the potential, major brands and corporations are increasingly diving into esports sponsorships, aiming to connect with the engaged and diverse gaming audience for lucrative marketing opportunities.

With respect to gaming genre, the esports market from the fighting games segment will expand exponentially between 2024 and 2032. This is attributed to its competitive essence and loyal fan base. Classics like "Street Fighter," "Tekken," and "Mortal Kombat" have cemented their status in competitive gaming, delivering intense matches that captivate large audiences and drive significant engagement.

Asia Pacific esports industry is anticipated to grow at a notable pace over 2024-2032 attributed to rapidly increasing internet penetration and the rising popularity of mobile gaming. Mobile esports titles, such as "PUBG Mobile" and "Arena of Valor," have become particularly popular in attracting massive audiences and fostering a competitive gaming culture. Supportive government policies and investments, such as dedicated gaming arenas and training facilities, will further contribute to the regional market growth.

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Market scope and definition
  • 1.2 Base estimates and calculations
  • 1.3 Forecast calculation
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis, 2021 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Vendor matrix
  • 3.3 Profit margin analysis
  • 3.4 Technology and innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news and initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Rising popularity and viewership
      • 3.8.1.2 Increased media coverage
      • 3.8.1.3 Professionalization and infrastructure development
      • 3.8.1.4 Cross-industry collaborations
      • 3.8.1.5 Youth engagement and cultural shift
    • 3.8.2 Industry pitfalls and challenges
      • 3.8.2.1 Sustainability and profitability
      • 3.8.2.2 Regulatory and legal issues
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
    • 3.10.1 Supplier power
    • 3.10.2 Buyer power
    • 3.10.3 Threat of new entrants
    • 3.10.4 Threat of substitutes
    • 3.10.5 Industry rivalry
  • 3.11 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates and Forecast, By Streaming Type, 2021 - 2032 (USD Billion)

  • 5.1 Live
  • 5.2 Video-on-demand

Chapter 6 Market Estimates and Forecast, By Revenue Streaming, 2021 - 2032 (USD Billion)

  • 6.1 Sponsorship
  • 6.2 Advertising
  • 6.3 Merchandise and tickets
  • 6.4 Publisher fees
  • 6.5 Media rights
  • 6.6 Others

Chapter 7 Market Estimates and Forecast, By Gaming Genre, 2021 - 2032 (USD billion)

  • 7.1 Real-time strategy games
  • 7.2 First person shooter games
  • 7.3 Fighting games
  • 7.4 Multiplayer online battle arena games
  • 7.5 Others

Chapter 8 Market Estimates and Forecast, By Region, 2021 - 2032 (USD Billion)

  • 8.1 Key trends
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
  • 8.3 Europe
    • 8.3.1 UK
    • 8.3.2 Germany
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 India
    • 8.4.3 Japan
    • 8.4.4 South Korea
    • 8.4.5 ANZ
    • 8.4.6 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Mexico
    • 8.5.3 Rest of Latin America
  • 8.6 MEA
    • 8.6.1 UAE
    • 8.6.2 South Africa
    • 8.6.3 Saudi Arabia
    • 8.6.4 Rest of MEA

Chapter 9 Company Profiles

  • 9.1 100 Thieves
  • 9.2 Activision Publishing, Inc.
  • 9.3 Caffeine
  • 9.4 DLive Entertainment Pte. Ltd.
  • 9.5 Electronic Arts Inc.
  • 9.6 Esports Holding GmbH
  • 9.7 Evil Geniuses
  • 9.8 FaZe Clan
  • 9.9 Fnatic Ltd.
  • 9.10 Gameloft
  • 9.11 Gfinity plc
  • 9.12 HTC Corporation
  • 9.13 Intel Corporation
  • 9.14 Modern Times Group
  • 9.15 Nintendo
  • 9.16 NVIDIA Corporation
  • 9.17 OPTIC Gaming
  • 9.18 Riot Games, Inc.
  • 9.19 SK Gaming
  • 9.20 Sony Group Corporation
  • 9.21 Tencent Holding Limited
  • 9.22 TSM
  • 9.23 Twitch Interactive, Inc.
  • 9.24 Valve Corporation
  • 9.25 X1 Entertainment Group