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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,2024-2031

Esports 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

出版日期: | 出版商: SkyQuest | 英文 157 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

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。

目錄

介紹

  • 研究目的
  • 調查範圍
  • 定義

調查方法

  • 資訊採購
  • 二手資料和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 按細分市場的機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制因素和挑戰
  • 波特分析及影響
    • 競爭公司之間的敵對關係
    • 替代品的威脅
    • 買方議價能力
    • 新進入者的威脅
    • 供應商的議價能力

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2023)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 價格分析
  • 技術進步
  • 監管環境
  • 案例研究
  • 客戶和購買標準分析

電子競技市場規模:依串流媒體類型和複合年成長率(2024-2031)

  • 市場概況
  • 居住
  • 視訊點播

電子競技市場規模:依串流媒體收益及複合年成長率分類(2024-2031)

  • 市場概況
  • 媒體權利
  • 廣告
  • 贊助
  • 門票及商品
  • 遊戲發行商費用
  • 其他
    • 應用程式內購買
    • 其他

電競市場規模:依遊戲類型及複合年成長率(2024-2031)

  • 市場概況
  • 即時戰略遊戲
  • 第一人稱射擊遊戲
  • 格鬥遊戲
  • MOBA遊戲
  • MMORPG
  • 其他
    • 種族
    • 電競模擬器
    • 其他

電子競技市場規模及複合年成長率(2024-2031)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 西班牙
    • 法國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 中東/非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東/非洲

競爭資訊

  • 前5名企業對比
  • 主要企業市場定位(2023年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2023)
  • 主要企業簡介
    • 公司簡介
    • 產品系列分析
    • 按細分市場分類的佔有率分析
    • 收益與前一年同期比較(2021-2023)

主要企業簡介

  • Modern Times Group(MTG)
  • Activision Blizzard
  • Electronic Arts(EA)
  • Epic Games
  • Riot Games
  • Valve Corporation
  • Capcom
  • Faceit
  • Gfinity PLC
  • Natus Vincere(NAVI)
  • T1 Entertainment & Sports
  • 100 Thieves
  • Gen.G Esports
  • Cloud9
  • Team Liquid
  • Fnatic
  • FaZe Clan
  • OG Esports
  • Envy Gaming
  • SK Gaming I

結論和建議

簡介目錄
Product Code: SQMIG50I2005

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.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Driver & Opportunities
    • Restraints & Challenges
  • Porters Analysis & Impact
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2023
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technological Advancement
  • Regulatory Landscape
  • Case Studies
  • Customer & Buying Criteria Analysis

Global Esports Market Size by Streaming Type & CAGR (2024-2031)

  • Market Overview
  • Live
  • Video-on-demand

Global Esports Market Size by Revenue Streaming & CAGR (2024-2031)

  • Market Overview
  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Game Publisher Fees
  • Others
    • In-app Purchase
    • Others

Global Esports Market Size by Gaming Genre & CAGR (2024-2031)

  • Market Overview
  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others
    • Racing
    • eSports Simulators
    • Others

Global Esports Market Size & CAGR (2024-2031)

  • North America, (Streaming Type, Revenue Streaming, Gaming Genre)
    • US
    • Canada
  • Europe, (Streaming Type, Revenue Streaming, Gaming Genre)
    • UK
    • Germany
    • Spain
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific, (Streaming Type, Revenue Streaming, Gaming Genre)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America, (Streaming Type, Revenue Streaming, Gaming Genre)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa, (Streaming Type, Revenue Streaming, Gaming Genre)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2023
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2021-2023)

Key Company Profiles

  • Modern Times Group (MTG)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Activision Blizzard
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts (EA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Riot Games
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Capcom
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Faceit
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Gfinity PLC
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Natus Vincere (NAVI)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • T1 Entertainment & Sports
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 100 Thieves
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Gen.G Esports
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cloud9
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Team Liquid
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Fnatic
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • FaZe Clan
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • OG Esports
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Envy Gaming
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SK Gaming I
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendation