市場調查報告書
商品編碼
1561488
2024-2032 年按收入模式、平台、遊戲(多人線上競技場、玩家對玩家、第一人稱射擊遊戲、即時策略)和地區分類的電競市場報告Esports Market Report by Revenue Model, Platform, Games (Multiplayer Online Battle Arena, Player vs Player, First Person Shooters, Real Time Strategy ), and Region 2024-2032 |
2023年全球電競市場IMARC Group達18億美元。該市場主要由網際網路普及率不斷提高、遊戲技術的重大創新、直播平台的日益普及以及贊助商和廣告商的有利投資推動。
提高網路滲透率
網路的快速普及和全球高速網路的普及促進了線上遊戲社群和錦標賽的發展。例如,到 2024 年,將有 53.5 億人(佔全球人口的 66.2%)使用網路。過去一年,網路使用者數量增加了 1.8%,到 2023 年首次上網人數將達到 9,700 萬人。高速網路連線可實現無縫串流媒體和競技遊戲,吸引更多參與者和觀眾加入電競生態系統。
贊助商和廣告商的投資不斷增加
主要品牌和廣告商的大力財政支持推動了職業電子競技的發展。這項投資為錦標賽獎金、選手薪資和基礎設施開發提供資金,使電子競技成為一個利潤豐厚的職業選擇,並提高了其知名度和可信度。例如,2024年6月,國際奧委會(IOC)提議透過「奧林匹克電競運動會」將電競納入全球運動界。該提案將在 2024 年巴黎奧運會期間舉行的國際奧委會第 142 屆會議上進行討論。電子競技在 2022 年杭州亞運會上首次作為正式獎牌運動項目。此類重大事件有助於大幅增加全球電子競技市場價值。
人們越來越認知到電子競技是一項合法運動
人們擴大接受電子競技作為一項有組織的聯賽和錦標賽的競技運動,這推動了電子競技的需求及其巨大的受歡迎程度。這種認知導致了吸引參與者和觀眾的結構化競賽的形成。例如,2024 年 7 月,Skyesports 在欽奈主辦了印度首屆線下錦標賽——電競革命決賽對決。這類備受矚目的賽事的成功舉辦展示了電子競技的專業化,吸引了大量媒體報道並提高了觀眾參與度。這反過來又使電子競技合法化為主流娛樂和專業途徑,進一步推動市場擴張。例如,2024年4月,NODWIN Gaming宣布與全球電競聯合會(GEF)合作,成為南亞和中亞、非洲、中東以及東南亞部分地區主要新興市場的投資組合管理公司(PMC) 。此次合作旨在利用 NODWIN Gaming 在這些地區的專業知識和領導力,推動全球遊戲和電子競技的發展。該協議標誌著諾德溫在全球擴大影響力和促進電子競技發展的努力中的一個重要里程碑,這反過來有望增加電子競技市場的收入。
IMARC Group提供了每個細分市場的主要趨勢的分析,以及 2024-2032 年全球、區域和國家層面的預測。我們的報告根據收入模式、平台和遊戲對市場進行了分類。
廣告和贊助佔大部分市場佔有率
該報告根據收入模式對市場進行了詳細的細分和分析。這包括媒體權、廣告和贊助、商品和門票等。根據該報告,廣告和贊助佔據了最大的部分。
廣告和贊助佔據了電子競技市場的大部分佔有率,因為它們為賽事和玩家提供了重要的財務支持和知名度。品牌在電競領域投入巨資,透過賽事贊助、團隊合作和遊戲內廣告吸引年輕、活躍的受眾。這些投資為錦標賽、球員薪資和促銷活動提供資金,推動了產業的成長。電子競技的高收視率和粉絲參與度使其成為尋求與精通技術的人群建立聯繫的廣告商的一個有吸引力的平台。
例如,2024 年 6 月,肯德基印度公司與《Battlegrounds Mobile India》(BGMI) 的創建者 Krafton India 合作,提供獨家遊戲內獎勵。此次合作推出「Winner Winner Chicken Lunch」促銷活動,為BGMI玩家購買KFC Zinger Box提供遊戲內獎勵。該舉措的目標是遊戲在印度年輕人中日益普及,預計到 2025 年,印度年輕用戶將達到 7.5 億。
報告還提供了基於該平台的詳細市場細分和分析。這包括基於 PC 的電子競技、基於遊戲機的電子競技以及行動裝置和平板電腦。
基於 PC 的電子競技由個人電腦的先進功能驅動,提供卓越的圖形、處理能力和客製化選項,增強遊戲體驗。遊戲的流行,加上高速網路和強大的硬體支援競技遊戲和直播,吸引了專業遊戲玩家和觀眾。此外,已建立的電腦遊戲基礎設施有利於社區參與和錦標賽組織,從而有利於市場成長。 PC 硬體和周邊的持續創新也推動了該細分市場的成長,滿足休閒和專業遊戲玩家的需求。
PlayStation 和 Xbox 等遊戲機的廣泛可及性和方便用戶使用性推動了基於遊戲機的電子競技。這些平台透過標準化硬體提供無縫的遊戲體驗,確保不同遊戲的效能一致。此外,遊戲機與直播串流服務和社群媒體的整合增強了觀眾的參與度和獲利機會。此外,獨家遊戲發布以及與主要遊戲賽事和聯盟的合作夥伴關係推動了基於遊戲機的電子競技的普及和市場成長。
根據全球電競市場洞察,智慧型手機和平板電腦的滲透率不斷提高,使遊戲能夠接觸到更廣泛的受眾,這主要推動了行動和平板電腦市場的發展,因為行動裝置的便利性和便攜性使玩家可以隨時隨地進行遊戲,吸引了休閒玩家以及競技遊戲玩家等。除此之外,較低的進入門檻(例如成本和易用性)也有助於行動遊戲的廣泛採用。此外,行動技術的進步(例如改進的圖形和處理能力)可以增強整體遊戲體驗並支援行動電子競技的發展。
第一人稱射擊遊戲 (FPS) 代表領先的細分市場
該報告根據遊戲對市場進行了詳細的細分和分析。這包括多人線上競技場 (MOBA)、玩家對玩家 (PvP)、第一人稱射擊遊戲 (FPS) 和即時策略 (RTS)。根據該報告,第一人稱射擊遊戲 (FPS) 佔據了最大的細分市場。
第一人稱射擊遊戲 (FPS) 因其快節奏的動作、戰略深度以及對玩家和觀眾的廣泛吸引力而代表了領先的電子競技細分市場。 《決勝時刻》、《反恐精英》和《鬥陣特攻》等遊戲已經建立了龐大的忠實粉絲群和職業聯盟。這些遊戲的競爭性和基於技能的性質以及頻繁的更新讓觀眾保持參與。例如,《反恐精英 2》於 2023 年 9 月推出,標誌著該遊戲史上最大的技術飛躍,並計劃在未來幾年推出新功能和更新。此外,FPS 遊戲具有動態視覺效果,非常適合直播並吸引大量贊助和廣告收入。
亞太地區引領市場,佔最大的電競市場佔有率
該報告還對所有主要區域市場進行了全面分析,其中包括北美(美國和加拿大);歐洲(德國、法國、英國、義大利、西班牙、俄羅斯等);亞太地區(中國、日本、印度、韓國、澳洲、印尼等);拉丁美洲(巴西、墨西哥等);以及中東和非洲。報告稱,亞太地區是電子競技最大的區域市場。
亞太地區因其龐大且精通技術的人口和較高的網路普及率而在電子競技市場領域處於領先地位。該地區對遊戲有著濃厚的文化親和力,中國和韓國等國家舉辦了大型比賽並培養了職業團隊。例如,2023年9月,中國在杭州舉辦了第十九屆亞運會,這是中國最大的電競賽事,由騰訊主導。這項活動標誌著競技電子遊戲首次有資格在奧運會上獲得獎牌。騰訊的目標是利用電子競技來增強其娛樂產品組合,並在經濟挑戰中恢復民族自豪感。該公司還在杭州開發了一家電競酒店,反映了年輕人日益成長的生活方式趨勢。儘管電子競技市場最近出現低迷,但中國仍然是一個關鍵參與者,擁有 4 億粉絲推動著行業向前發展,並對電子競技市場的成長產生了重大影響。
政府對數位基礎設施的大力支持和投資增強了競爭格局。例如,2024 年5 月,南亞領先的遊戲產業盛會印度遊戲開發者大會(IGDC) 宣布計劃將開發者日活動擴大到印度七個主要城市:德里、浦那、艾哈邁達巴德、科欽、金奈、古瓦哈提、和加爾各答。此次擴張旨在在印度培養一個充滿活力和包容性的遊戲開發生態系統,提供網路、技能提升機會和人才展示。 IGDC 也宣布成立印度遊戲開發者協會 (GDAI),為開發者提供宣傳、教育資源、專業發展和促進行業道德實踐等方面的支持。此外,主要電子競技公司的存在和強大的遊戲生態系統也有助於該地區在全球電子競技市場中佔據主導地位。
(請注意,這只是關鍵參與者的部分列表,報告中提供了完整列表。)
The global esports market size reached US$ 1.8 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 8.2 Billion by 2032, exhibiting a growth rate (CAGR) of 18% during 2024-2032. The market is primarily driven by rising internet penetration, significant innovations in gaming technology, increasing popularity of live-streaming platforms, and favorable investments from sponsors and advertisers.
Increasing Internet Penetration
The rapid penetration of internet and increasing accessibility to high-speed internet globally facilitates the growth of online gaming communities and tournaments. For instance, in 2024, 5.35 billion people, representing 66.2 percent of the global population, are using the internet. Over the past year, the number of internet users has increased by 1.8 percent, with 97 million individuals going online for the first time in 2023. As the internet's capabilities evolve and adapt to people's lifestyles, the number of users is expected to set to rise rapidly. High-speed internet connections enable seamless streaming and competitive gameplay, attracting more participants and viewers to the Esports ecosystem.
Rising Investments from Sponsors and Advertisers
Significant financial support from major brands and advertisers boosts the professional Esports landscape. This investment funds tournament prizes, player salaries, and infrastructure development, making Esports a lucrative career option and enhancing its visibility and credibility. For instance, in June 2024, the International Olympic Committee (IOC) proposed the inclusion of Esports in the global sporting community through the "Olympic Esports Games." This proposal will be discussed at the 142nd IOC Session during the Paris 2024 Olympics. Esports made its debut as an official medal sport at the Asian Games 2022 in Hangzhou. Such significant events aids in substantially increasing the esports market value around the globe.
Growing Recognition of Esports as a Legitimate Sport
The growing acceptance of Esports as a competitive sport with organized leagues and tournaments drives the esports demand and its immense popularity. This recognition has led to the formation of structured competitions that attract both participants and spectators. For instance, in July 2024, Skyesports hosted India's first LAN tournament, the Finals Esports Revolution Showdown, in Chennai. The successful execution of such high-profile events showcases the professionalization of Esports, drawing significant media coverage and increasing viewer engagement. This, in turn, legitimizes Esports as a mainstream entertainment and professional avenue, further fueling market expansion. For instance, in April 2024, NODWIN Gaming announced its partnership with the Global Esports Federation (GEF) to become the Portfolio Management Company (PMC) for key emerging markets in South and Central Asia, Africa, the Middle East, and parts of Southeast Asia. This collaboration aims to drive the growth of gaming and esports globally, leveraging NODWIN Gaming's expertise and leadership in these regions. The agreement marks a significant milestone in NODWIN's efforts to expand its influence and promote esports development worldwide, which, in turn, is expected to boost the esports market revenue.
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the global, regional, and country levels for 2024-2032. Our report has categorized the market based on revenue model, platform, and games.
Advertising and sponsorships account for the majority of the market share
The report has provided a detailed breakup and analysis of the market based on the revenue model. This includes media rights, advertising and sponsorships, merchandise and tickets, and others. According to the report, advertising and sponsorships represented the largest segment.
Advertising and sponsorships account for the majority of the Esports market share as they provide significant financial support and visibility for events and players. Brands invest heavily in Esports to reach a young, engaged audience through event sponsorships, team partnerships, and in-game advertisements. These investments fund tournaments, player salaries, and promotional activities, driving the industry's growth. The high viewership and fan engagement in Esports make it an attractive platform for advertisers seeking to connect with a tech-savvy demographic.
For instance, in June 2024, KFC India partnered with Krafton India, the creators of Battlegrounds Mobile India (BGMI), to offer exclusive in-game rewards. This collaboration introduces the "Winner Winner Chicken Lunch" promotion, providing BGMI players with in-game rewards when they purchase a KFC Zinger Box. The initiative targets the growing popularity of gaming among young Indians, a demographic expected to reach 750 million users by 2025. Such initiatives prove to be crucial for positively influencing the esports market dynamics.
A detailed breakup and analysis of the market based on the platform have also been provided in the report. This includes PC-based Esports, consoles-based Esports, and mobile and tablets.
PC-based Esports are driven by the advanced capabilities of personal computers, offering superior graphics, processing power, and customization options that enhance the gaming experience. The popularity of titles, along with high-speed internet and powerful hardware support competitive play and live streaming, attracting professional gamers and audiences. Additionally, the established infrastructure of PC gaming facilitates community engagement and tournament organization, thus favoring the market growth. The continuous innovation in PC hardware and peripherals also propels this segment's growth, catering to both casual and professional gamers.
Consoles-based Esports are propelled by the widespread accessibility and user-friendly nature of gaming consoles like PlayStation and Xbox. These platforms offer a seamless gaming experience with standardized hardware, ensuring consistent performance across different games. Moreover, the integration of consoles with live streaming services and social media enhances viewer engagement and monetization opportunities. Moreover, exclusive game releases and partnerships with major gaming events and leagues drive the popularity and market growth of console-based Esports.
According to the global Esports market insights, the trend of increasing penetration of smartphones and tablets, making gaming accessible to a broader audience, is primarily driving the mobile and tablet segment as the convenience and portability of mobile devices enable gaming anytime and anywhere, attracting casual and competitive gamers alike. Besides this, the lower entry barriers, such as cost and ease of use, contribute to the widespread adoption of mobile gaming. Additionally, advancements in mobile technology, such as improved graphics and processing capabilities, enhance the overall gaming experience and support the growth of mobile-based Esports.
First person shooters (FPS) represents the leading market segment
The report has provided a detailed breakup and analysis of the market based on the games. This includes multiplayer online battle arena (MOBA), player vs player (PvP), first person shooters (FPS), and real time strategy (RTS). According to the report, first person shooters (FPS) represented the largest segment.
First person shooters (FPS) represent the leading Esports market segment due to their high-paced action, strategic depth, and broad appeal to both players and viewers. Games like Call of Duty, Counter-Strike, and Overwatch have established large, dedicated fan bases and professional leagues. The competitive and skill-based nature of these games, along with frequent updates keep the audience engaged. For instance, in September 2023, Counter-Strike 2 was launched, marking the largest technical leap in the game's history with new features and updates planned for years ahead. Additionally, FPS games are visually dynamic, making them ideal for live streaming and attracting substantial sponsorship and advertising revenues.
Asia Pacific leads the market, accounting for the largest Esports market share
The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific represents the largest regional market for Esports.
Asia Pacific leads the Esports market segment due to its large, tech-savvy population and high internet penetration rates. The region boasts strong cultural affinity for gaming, with countries like China and South Korea hosting major tournaments and nurturing professional teams. For instance, in September 2023, China hosted its biggest Esports event at the 19th Asian Games in Hangzhou, with Tencent leading the charge. This event marked the first time competitive video games were eligible for medals at the Games. Tencent aims to leverage esports to enhance its entertainment portfolio and restore national pride amid economic challenges. The company also developed an Esports hotel in Hangzhou, reflecting the growing lifestyle trend among young people. Despite a recent downturn in the Esports market, China remains a key player, with 400 million fans driving the industry forward and impacting the Esports market growth significantly.
Significant government support and investments in digital infrastructure enhance the competitive scene. For instance, in May 2024, the India Game Developer Conference (IGDC), South Asia's leading game industry event, announced its plan to expand the Developer Day program to seven key Indian cities: Delhi, Pune, Ahmedabad, Cochin, Chennai, Guwahati, and Kolkata. This expansion aims to foster a vibrant and inclusive game development ecosystem across India, offering networking, upskilling opportunities, and talent showcases. IGDC also announced the formation of the Game Developers Association of India (GDAI) to support developers with advocacy, educational resources, professional development, and the promotion of ethical practices in the industry. Additionally, the presence of major Esports companies and a robust gaming ecosystem contribute to the region's dominance in the global Esports market.
(Please note that this is only a partial list of the key players, and the complete list is provided in the report.)