市場調查報告書
商品編碼
1607674
電子競技市場規模、佔有率、成長分析,按串流媒體類型、串流媒體收益、遊戲類型、地區 - 產業預測,2024-2031Esports Market Size, Share, Growth Analysis, By Streaming Type (Live, On-demand), By Revenue Streaming (Media Rights, Advertisement), By Gaming Genre, By Region - Industry Forecast 2024-2031 |
2022年全球電競市場規模預計為12.2億美元,從2023年的14.4億美元成長到2031年的54.8億美元,預測期(2024-2031)預計複合年成長率為21%。
電子競技市場正在經歷顯著成長,這主要是由於線上大型多人視訊遊戲的日益普及。 YouTube、Facebook 和 Twitch 等主要線上串流媒體平台在全球電競普及方面發揮了關鍵作用,吸引了大量觀眾將時間和金錢投入到這個競爭激烈的舞台上。這種快速成長是由人口年輕化、生活方式的改變、產業意識的提高以及大量投資所推動的。先進遊戲技術的傳播、智慧型手機的使用以及網路連線的增強正在進一步擴大遊戲玩家群體。有趣的是,即使在新冠肺炎 (COVID-19) 大流行期間,由於體力活動受到社交距離的限制,線上遊戲已成為一種流行的消遣方式,而促進社交互動和推廣電子競技正在推動需求。許多國家也提供免費的電競平台,以在這些困難時期吸引本國公民。
Global Esports Market size was valued at USD 1.22 billion in 2022 and is poised to grow from USD 1.44 billion in 2023 to USD 5.48 billion by 2031, growing at a CAGR of 21% in the forecast period (2024-2031).
The Esports market is experiencing significant growth, primarily driven by the rising popularity of online multiplayer video games. Key online streaming platforms like YouTube, Facebook, and Twitch are pivotal in promoting Esports globally, attracting vast audiences who invest both time and money in this competitive arena. This surge is fueled by a young demographic, shifting lifestyles, and increased awareness surrounding the industry, coupled with substantial investments. The proliferation of advanced gaming technologies, smartphone usage, and enhanced internet connectivity has further expanded the gamer base. Interestingly, even amidst the COVID-19 pandemic, as social distancing limits physical activities, online gaming has emerged as a popular pastime, promoting social interaction and driving demand for Esports. Many countries are also providing free access to E-sports platforms to engage the public during these challenging times.
Top-down and bottom-up approaches were used to estimate and validate the size of the Global Esports market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.
Global Esports Market Segmental Analysis
Global Esports Market is segmented by Streaming Type, Revenue Streaming, Gaming Genre and region. Based on Streaming Type, the market is segmented into Live, On-demand. Based on Revenue Streaming, the market is segmented into Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, Others. Based on Gaming Genre, the market is segmented into Real-Time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-Playing Games, Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.
Driver of the Global Esports Market
The global esports market is driven by a myriad of factors, including heightened awareness of video games and the growing popularity of esports events. Major corporations are making long-term investments while increasing the number of tournaments with substantial prize pools, enhancing market opportunities throughout the forecast period. Furthermore, the widespread adoption of smartphones in developing nations, fueled by rising per capita income, affordability, and access to budget-friendly options with impressive features, contributes to this trend. With over two billion gamers worldwide, representing 26% of the global population, the escalating demand for esports events paves the way for exciting prospects in the industry.
Restraints in the Global Esports Market
The global esports market faces significant restraints primarily due to the absence of comprehensive gambling policies and the need for standardization across the sector. As the esports industry continues to evolve, organizations and participants encounter numerous challenges, particularly in verifying the legitimacy of tournaments. The increase in competitions has been paralleled by a rise in scams and fraudulent activities, complicating matters for authentic tournament organizers. Furthermore, the lack of uniformity in regulations presents ongoing difficulties for players, teams, and tournaments, particularly regarding advertising, sponsorship agreements, and contractual obligations, ultimately hindering the sector's overall growth potential.
Market Trends of the Global Esports Market
The global esports market is witnessing unprecedented growth, driven by a surge in investment and revenue fueled by the expanding social media landscape and live streaming platforms. Services like Twitch and YouTube Gaming have created vibrant communities, granting fans an interactive experience with their favorite players and teams. This direct engagement enhances fan loyalty and broadens the audience base, further accelerating market growth. Additionally, esports organizations such as FaZe Clan are diversifying their revenue streams through merchandise and lifestyle branding, showcasing a trend where traditional esports entities are transcending their core activities to capitalize on broader market opportunities, solidifying their relevance in popular culture.