封面
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

出版日期: | 出版商: IMARC | 英文 140 Pages | 商品交期: 2-3個工作天內

價格

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。

電競市場分析:

  • 主要市場促進因素:電子競技市場的成長是由全球網路普及率不斷提高和智慧型手機的普及所推動的,這使得線上遊戲的普及變得更加廣泛。此外,主要品牌和廣告商的大量投資提高了行業內的財務知名度和專業機會。不斷壯大的聯賽和錦標賽進一步吸引了大量的觀眾和參與,從而推動了市場的成長。
  • 主要市場趨勢:塑造電子競技市場前景的一些主要趨勢涉及行動遊戲的日益普及,由於其可訪問性,行動遊戲擴大了受眾群體。虛擬實境和擴增實境 (VR/AR) 的廣泛整合改善了遊戲體驗,使其更加身臨其境。除此之外,直播平台的興起促進了社群參與和即時互動,為玩家和贊助商帶來了更高的觀眾參與度和獲利機會,這反過來又對電競市場預測產生了積極影響。
  • 地理趨勢:亞太地區因其人口眾多且年輕、網路普及率高以及對遊戲的強烈文化親和力而引領市場。中國和韓國等國家擁有完善的遊戲基礎設施,並主辦了一些世界上最大的電子競技比賽。政府的有利支持和對數位基礎設施的投資進一步推動了市場的發展,吸引了全球電子競技公司並培育了充滿活力的競爭格局。
  • 競爭格局:電競產業的一些主要市場參與者包括動視暴雪公司、卡普空有限公司、藝電公司、Epic Games Inc.、FACEIT、Gameloft SE (Vivendi SE)、Gfinity PLC、英特爾公司、 Modern Times Group、Nintendo Co. Ltd.、NVIDIA Corporation、Riot Games Inc.、Valve Corporation 和Zynga Inc. 等。
  • 挑戰與機會:電子競技市場的機會包括擴展到新興市場、透過技術進步提高玩家和觀眾的參與度以及利用贊助和廣告收入。挑戰包括解決網路威脅等問題,確保比賽的公平性和完整性,以及管理職業遊戲玩家的身心健康。在快速成長與永續實踐和監管合規性之間取得平衡也帶來了重大挑戰。

電競市場趨勢:

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。

電子競技市場細分:

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。

按收入模式細分:

  • 媒體權利
  • 廣告和贊助
  • 商品和門票
  • 其他

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。

按平台分類:

  • 基於 PC 的電子競技
  • 基於遊戲機的電子競技
  • 手機和平板電腦

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。

按遊戲分類:

  • 多人線上競技競技場 (MOBA)
  • 玩家對玩家 (PvP)
  • 第一人稱射擊遊戲 (FPS)
  • 即時策略 (RTS)

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。

按地區分類:

  • 北美洲
    • 美國
    • 加拿大
  • 亞太
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
    • 其他
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙
    • 俄羅斯
    • 其他
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 其他
  • 中東和非洲

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。)

  • 電子競技市場競爭格局的特點是主要遊戲開發商、平台提供商和技術公司之間的激烈競爭。這些實體不斷創新,提供引人入勝的沉浸式遊戲體驗,提高用戶參與度和忠誠度。市場在賽事贊助、串流轉播權和球員代言方面進行了大量投資,反映出該行業的利潤豐厚的潛力。夥伴關係和協作很常見,因為公司旨在利用彼此在技術、媒體和受眾範圍方面的優勢。例如,2024 年 5 月,Phoenix Games 宣布以 980 萬美元從 Ionik 收購總部位於印度的 PopReach Games,擴大其業務,擁有超過 100 名專業人士的團隊。此次收購使Phoenix Games 能夠控制下載量超過4.2 億次的免費遊戲組合,包括《藍色小精靈村》、《藍色小精靈魔法比賽》、《時光花園》、《廚房爭奪戰》、《卡米洛王國》 、《萬國之戰》等熱門遊戲。此外,2024 年 6 月,Nodwin Gaming 透過價值 27.1 億盧比(3,030 萬歐元)的股份交換交易收購了德國電競公司 Freaks 4U Gaming 86.49% 的股份,獲得了完整所有權。此次收購旨在增強 Nodwin Gaming 在 PC 遊戲和遊戲發行支援服務方面的能力,同時提供進入已開發市場的機會,提高未來的收入。虛擬實境 (VR) 和擴增實境 (AR) 等先進技術的整合進一步加劇了競爭,因為各公司都在努力打造差異化產品。此外,行動遊戲的興起和全球網路普及率的提高也促成了動態且快速發展的競爭格局。

電競市場新聞:

  • 2023 年 10 月,微軟宣布以 690 億美元(560 億英鎊)完成對《決勝時刻》製造商動視暴雪的收購,這是遊戲產業有史以來最大的交易。根據重新制定的協議,微軟已將透過雲端在遊戲機和個人電腦上發送行動視遊戲的權利交給了法國電玩發行商育碧。
  • 2024 年 7 月,藝電宣布了其下一款足球遊戲 EA SPORTS FC 25 的詳細資訊,該遊戲將於 9 月 27 日在全球發布。這個新模式將在 Football Ultimate Team、俱樂部和開球賽中推出。

本報告回答的關鍵問題

  • 2023年全球電競市場規模有多大
  • 2024-2032年全球電競市場的預期成長率是多少
  • 推動全球電子競技市場的關鍵因素是什麼
  • COVID-19 對全球電競市場有何影響
  • 從收入模式來看,全球電競市場的細分是怎麼樣的
  • 基於遊戲的全球電子競技市場的細分是什麼
  • 全球電競市場的重點區域有哪些
  • 誰是全球電子競技市場的主要參與者/公司

本報告回答的關鍵問題

  • 2023年全球電競市場規模有多大? 2024-2032年全球電競市場的預期成長率是多少?
  • 推動全球電子競技市場的關鍵因素是什麼?
  • COVID-19 對全球電競市場有何影響?
  • 從收入模式來看,全球電競市場的分化是怎麼樣的?
  • 基於遊戲的全球電子競技市場的分化是什麼?
  • 全球電競市場的重點區域有哪些?
  • 誰是全球電子競技市場的主要參與者/公司?

目錄

第1章:前言

第 2 章:範圍與方法

  • 研究目的
  • 利害關係人
  • 數據來源
    • 主要來源
    • 二手資料
  • 市場預測
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第 3 章:執行摘要

第 4 章:簡介

  • 概述
  • 主要行業趨勢

第 5 章:全球電競市場

  • 市場概況
  • 市場表現
  • COVID-19 的影響
  • 市場預測

第 6 章:市場區隔:依收入模式

  • 媒體權利
    • 市場趨勢
    • 市場預測
  • 廣告和贊助
    • 市場趨勢
    • 市場預測
  • 商品和門票
    • 市場趨勢
    • 市場預測
  • 其他
    • 市場趨勢
    • 市場預測

第 7 章:市場區隔:按平台

  • 基於 PC 的電子競技
    • 市場趨勢
    • 市場預測
  • 基於遊戲機的電子競技
    • 市場趨勢
    • 市場預測
  • 手機和平板電腦
    • 市場趨勢
    • 市場預測

第 8 章:市場區隔:按遊戲

  • 多人線上競技競技場 (MOBA)
    • 市場趨勢
    • 市場預測
  • 玩家對玩家 (PvP)
    • 市場趨勢
    • 市場預測
  • 第一人稱射擊遊戲 (FPS)
    • 市場趨勢
    • 市場預測
  • 即時策略 (RTS)
    • 市場趨勢
    • 市場預測

第 9 章:市場區隔:按地區

  • 北美洲
    • 美國
    • 加拿大
  • 亞太
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
    • 其他
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙
    • 俄羅斯
    • 其他
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 其他
  • 中東和非洲
    • 市場趨勢
    • 市場細分:按國家/地區
    • 市場預測

第 10 章:SWOT 分析

  • 概述
  • 優勢
  • 弱點
  • 機會
  • 威脅

第 11 章:價值鏈分析

第 12 章:波特五力分析

  • 概述
  • 買家的議價能力
  • 供應商的議價能力
  • 競爭程度
  • 新進入者的威脅
  • 替代品的威脅

第 13 章:價格分析

第14章:競爭格局

  • 市場結構
  • 關鍵參與者
  • 關鍵參與者簡介
    • Activision Blizzard Inc.
    • Capcom Co. Ltd.
    • Electronic Arts Inc.
    • Epic Games Inc.
    • FACEIT
    • Gameloft SE (Vivendi SE)
    • Gfinity PLC
    • Intel Corporation
    • Modern Times Group
    • Nintendo Co. Ltd.
    • NVIDIA Corporation
    • Riot Games Inc.
    • Valve Corporation
    • Zynga Inc.
Product Code: SR112024A4746

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.

Esports Market Analysis:

  • Major Market Drivers: The Esports market growth is driven by rising global internet penetration and proliferation of smartphones, enabling wider access to online gaming. Moreover, significant investments from key brands and advertisers improve financial visibility and professional opportunities within the industry. The growing organization of leagues and tournaments further attracts substantial viewership and participation, thus propelling market growth.
  • Key Market Trends: Some of the key trends shaping the Esports market outlook involve the rising popularity of mobile gaming, which expands the audience base due to its accessibility. The widespread integration of virtual and augmented reality (VR/AR) improves the gaming experience, making it more immersive. Besides this, the rise of live-streaming platforms fosters community engagement and real-time interaction, driving higher viewer participation and monetization opportunities for players and sponsors, which, in turn, is impacting the esports market forecast positively.
  • Geographical Trends: Asia Pacific leads the market owing to its large and young population, high internet penetration rates, and strong cultural affinity for gaming. Countries such as China and South Korea house well-established gaming infrastructures and host some of the world's largest Esports tournaments. The market is further propelled by favorable government support and investment in digital infrastructure that have attracted global Esports companies and fostered a vibrant competitive landscape.
  • Competitive Landscape: Some of the major market players in the Esports industry include Activision Blizzard Inc., Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., FACEIT, Gameloft SE (Vivendi SE), Gfinity PLC, Intel Corporation, Modern Times Group, Nintendo Co. Ltd., NVIDIA Corporation, Riot Games Inc., Valve Corporation, and Zynga Inc., among many others.
  • Challenges and Opportunities: Opportunities in the Esports market include expanding into emerging markets, enhancing player and audience engagement through technological advancements, and leveraging sponsorship and advertising revenues. Challenges involve addressing issues like cyber threats, ensuring fair play and integrity in competitions, and managing the mental and physical health of professional gamers. Balancing rapid growth with sustainable practices and regulatory compliance also poses significant challenges.

Esports Market Trends:

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.

Esports Market Segmentation:

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.

Breakup by Revenue Model:

  • Media Rights
  • Advertising and Sponsorships
  • Merchandise and Tickets
  • Others

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.

Breakup by Platform:

  • PC-based Esports
  • Consoles-based Esports
  • Mobile and Tablets

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.

Breakup by Games:

  • Multiplayer Online Battle Arena (MOBA)
  • Player vs Player (PvP)
  • First Person Shooters (FPS)
  • Real Time Strategy (RTS)

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.

Breakup by Region:

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa

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.

Competitive Landscape:

  • The esports market research report has also provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the major market players in the Esports industry include Activision Blizzard Inc., Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., FACEIT, Gameloft SE (Vivendi SE), Gfinity PLC, Intel Corporation, Modern Times Group, Nintendo Co. Ltd., NVIDIA Corporation, Riot Games Inc., Valve Corporation, and Zynga Inc.

(Please note that this is only a partial list of the key players, and the complete list is provided in the report.)

  • The competitive landscape of the Esports market is characterized by intense rivalry among major gaming developers, platform providers, and technology companies. These entities constantly innovate to offer engaging and immersive gaming experiences, driving user engagement and loyalty. The market sees significant investment in tournament sponsorships, streaming rights, and player endorsements, reflecting the lucrative potential of the industry. Partnerships and collaborations are common, as companies aim to leverage each other's strengths in technology, media, and audience reach. For instance, in May 2024, Phoenix Games announced the acquisition of India-based PopReach Games from Ionik for $9.8 million, expanding its operations with a team of over 100 professionals. This acquisition grants Phoenix Games control over a portfolio of free-to-play games with more than 420 million downloads, including popular titles like Smurfs Village, Smurf's Magic Match, Gardens of Time, Kitchen Scramble, Kingdoms of Camelot, War of Nations, and the Brain Training app Peak. Furthermore, in June 2024, Nodwin Gaming acquired an 86.49% stake in the German esports firm Freaks 4U Gaming in a ₹271 crore (€30.3 million) share swap deal, securing complete ownership. This acquisition aims to bolster Nodwin Gaming's capabilities in PC gaming and game publishing support services while providing access to developed markets, enhancing future revenues. The integration of advanced technologies such as virtual reality (VR) and augmented reality (AR) further intensifies competition, as firms strive to differentiate their offerings. Additionally, the rise of mobile gaming and increasing global internet penetration contribute to the dynamic and rapidly evolving competitive landscape.

Esports Market News:

  • In October 2023, Microsoft announced that it has completed its $69bn (£56bn) takeover of Call of Duty maker Activision Blizzard in the gaming industry's biggest ever deal. Under the re-worked deal, Microsoft has handed the rights to distribute Activision's games on consoles and PCs over the cloud to French video game publisher Ubisoft.
  • In July 2024, Electronic Arts announced the details of its next football game, EA SPORTS FC 25, which is set to release globally on Sep 27. The game comprises a host of innovations by Rush and FC IQ. This new mode will be available across Football Ultimate Team, Clubs and Kick-Off.

Key Questions Answered in This Report

  • 1. What was the size of the global esports market in 2023?
  • 2. What is the expected growth rate of the global esports market during 2024-2032?
  • 3. What are the key factors driving the global esports market?
  • 4. What has been the impact of COVID-19 on the global esports market?
  • 5. What is the breakup of the global esports market based on the revenue model?
  • 6. What is the breakup of the global esports market based on the games?
  • 7. What are the key regions in the global esports market?
  • 8. Who are the key players/companies in the global esports market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Esports Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Revenue Model

  • 6.1 Media Rights
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Advertising and Sponsorships
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Merchandise and Tickets
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Others
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast

7 Market Breakup by Platform

  • 7.1 PC-based Esports
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Consoles-based Esports
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Mobile and Tablets
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by Games

  • 8.1 Multiplayer Online Battle Arena (MOBA)
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Player vs Player (PvP)
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 First Person Shooters (FPS)
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Real Time Strategy (RTS)
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 United States
      • 9.1.1.1 Market Trends
      • 9.1.1.2 Market Forecast
    • 9.1.2 Canada
      • 9.1.2.1 Market Trends
      • 9.1.2.2 Market Forecast
  • 9.2 Asia-Pacific
    • 9.2.1 China
      • 9.2.1.1 Market Trends
      • 9.2.1.2 Market Forecast
    • 9.2.2 Japan
      • 9.2.2.1 Market Trends
      • 9.2.2.2 Market Forecast
    • 9.2.3 India
      • 9.2.3.1 Market Trends
      • 9.2.3.2 Market Forecast
    • 9.2.4 South Korea
      • 9.2.4.1 Market Trends
      • 9.2.4.2 Market Forecast
    • 9.2.5 Australia
      • 9.2.5.1 Market Trends
      • 9.2.5.2 Market Forecast
    • 9.2.6 Indonesia
      • 9.2.6.1 Market Trends
      • 9.2.6.2 Market Forecast
    • 9.2.7 Others
      • 9.2.7.1 Market Trends
      • 9.2.7.2 Market Forecast
  • 9.3 Europe
    • 9.3.1 Germany
      • 9.3.1.1 Market Trends
      • 9.3.1.2 Market Forecast
    • 9.3.2 France
      • 9.3.2.1 Market Trends
      • 9.3.2.2 Market Forecast
    • 9.3.3 United Kingdom
      • 9.3.3.1 Market Trends
      • 9.3.3.2 Market Forecast
    • 9.3.4 Italy
      • 9.3.4.1 Market Trends
      • 9.3.4.2 Market Forecast
    • 9.3.5 Spain
      • 9.3.5.1 Market Trends
      • 9.3.5.2 Market Forecast
    • 9.3.6 Russia
      • 9.3.6.1 Market Trends
      • 9.3.6.2 Market Forecast
    • 9.3.7 Others
      • 9.3.7.1 Market Trends
      • 9.3.7.2 Market Forecast
  • 9.4 Latin America
    • 9.4.1 Brazil
      • 9.4.1.1 Market Trends
      • 9.4.1.2 Market Forecast
    • 9.4.2 Mexico
      • 9.4.2.1 Market Trends
      • 9.4.2.2 Market Forecast
    • 9.4.3 Others
      • 9.4.3.1 Market Trends
      • 9.4.3.2 Market Forecast
  • 9.5 Middle East and Africa
    • 9.5.1 Market Trends
    • 9.5.2 Market Breakup by Country
    • 9.5.3 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Activision Blizzard Inc.
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
      • 14.3.1.3 Financials
      • 14.3.1.4 SWOT Analysis
    • 14.3.2 Capcom Co. Ltd.
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
      • 14.3.2.3 Financials
      • 14.3.2.4 SWOT Analysis
    • 14.3.3 Electronic Arts Inc.
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
      • 14.3.3.4 SWOT Analysis
    • 14.3.4 Epic Games Inc.
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
    • 14.3.5 FACEIT
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6 Gameloft SE (Vivendi SE)
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
    • 14.3.7 Gfinity PLC
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
      • 14.3.7.3 Financials
    • 14.3.8 Intel Corporation
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio
      • 14.3.8.3 Financials
      • 14.3.8.4 SWOT Analysis
    • 14.3.9 Modern Times Group
      • 14.3.9.1 Company Overview
      • 14.3.9.2 Product Portfolio
      • 14.3.9.3 Financials
    • 14.3.10 Nintendo Co. Ltd.
      • 14.3.10.1 Company Overview
      • 14.3.10.2 Product Portfolio
      • 14.3.10.3 Financials
      • 14.3.10.4 SWOT Analysis
    • 14.3.11 NVIDIA Corporation
      • 14.3.11.1 Company Overview
      • 14.3.11.2 Product Portfolio
      • 14.3.11.3 Financials
      • 14.3.11.4 SWOT Analysis
    • 14.3.12 Riot Games Inc.
      • 14.3.12.1 Company Overview
      • 14.3.12.2 Product Portfolio
    • 14.3.13 Valve Corporation
      • 14.3.13.1 Company Overview
      • 14.3.13.2 Product Portfolio
    • 14.3.14 Zynga Inc.
      • 14.3.14.1 Company Overview
      • 14.3.14.2 Product Portfolio
      • 14.3.14.3 Financials

List of Figures

  • Figure 1: Global: Esports Market: Major Drivers and Challenges
  • Figure 2: Global: Esports Market: Sales Value (in Billion US$), 2018-2023
  • Figure 3: Global: Esports Market Forecast: Sales Value (in Billion US$), 2024-2032
  • Figure 4: Global: Esports Market: Breakup by Revenue Model (in %), 2023
  • Figure 5: Global: Esports Market: Breakup by Platform (in %), 2023
  • Figure 6: Global: Esports Market: Breakup by Games (in %), 2023
  • Figure 7: Global: Esports Market: Breakup by Region (in %), 2023
  • Figure 8: Global: Esports (Media Rights) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 9: Global: Esports (Media Rights) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 10: Global: Esports (Advertising and Sponsorships) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 11: Global: Esports (Advertising and Sponsorships) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 12: Global: Esports (Merchandise and Tickets) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 13: Global: Esports (Merchandise and Tickets) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 14: Global: Esports (Other Revenue Models) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 15: Global: Esports (Other Revenue Models) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 16: Global: Esports (PC-based Esports) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 17: Global: Esports (PC-based Esports) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 18: Global: Esports (Consoles-based Esports) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 19: Global: Esports (Consoles-based Esports) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 20: Global: Esports (Mobile and Tablets) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 21: Global: Esports (Mobile and Tablets) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 22: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 23: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 24: Global: Esports (Player vs Player-PvP) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 25: Global: Esports (Player vs Player-PvP) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 26: Global: Esports (First Person Shooters-FPS) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 27: Global: Esports (First Person Shooters-FPS) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 28: Global: Esports (Real Time Strategy-RTS) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 29: Global: Esports (Real Time Strategy-RTS) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 30: North America: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 31: North America: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 32: United States: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 33: United States: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 34: Canada: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 35: Canada: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 36: Asia-Pacific: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 37: Asia-Pacific: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 38: China: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 39: China: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 40: Japan: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 41: Japan: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 42: India: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 43: India: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 44: South Korea: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 45: South Korea: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 46: Australia: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 47: Australia: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 48: Indonesia: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 49: Indonesia: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 50: Others: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 51: Others: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 52: Europe: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 53: Europe: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 54: Germany: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 55: Germany: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 56: France: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 57: France: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 58: United Kingdom: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 59: United Kingdom: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 60: Italy: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 61: Italy: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 62: Spain: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 63: Spain: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 64: Russia: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 65: Russia: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 66: Others: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 67: Others: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 68: Latin America: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 69: Latin America: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 70: Brazil: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 71: Brazil: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 72: Mexico: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 73: Mexico: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 74: Others: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 75: Others: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 76: Middle East and Africa: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 77: Middle East and Africa: Esports Market: Breakup by Country (in %), 2023
  • Figure 78: Middle East and Africa: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 79: Global: Esports Industry: SWOT Analysis
  • Figure 80: Global: Esports Industry: Value Chain Analysis
  • Figure 81: Global: Esports Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Esports Market: Key Industry Highlights, 2023 and 2032
  • Table 2: Global: Esports Market Forecast: Breakup by Revenue Model (in Million US$), 2024-2032
  • Table 3: Global: Esports Market Forecast: Breakup by Platform (in Million US$), 2024-2032
  • Table 4: Global: Esports Market Forecast: Breakup by Games (in Million US$), 2024-2032
  • Table 5: Global: Esports Market Forecast: Breakup by Region (in Million US$), 2024-2032
  • Table 6: Global: Esports Market: Competitive Structure
  • Table 7: Global: Esports Market: Key Players