封面
市场调查报告书
商品编码
1529541

电竞市场:依收益来源、按地区划分

Esports Market, By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights, and Others), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa)

出版日期: | 出版商: Coherent Market Insights | 英文 130 Pages | 商品交期: 2-3个工作天内

价格
简介目录

预计 2024 年全球电竞市场规模为 28.8 亿美元,预估 2031 年将达 109.4 亿美元,2024 年至 2031 年复合年增长率为 21%。

报告范围 报告详情
基准年 2023年 2024年市场规模 28.8亿美元
实际资料 2019-2023 预测期 2024年至2031年
预测 2024-2031 年复合年增长率: 21.00% 2031年价值预测 109.4亿美元
图:2024年电竞市场占有率(按地区)
电子竞技市场-IMG1

近年来,全球电子竞技市场经历了强劲成长。电子竞技是指由个人和团队进行的有组织的专业电玩比赛。它包括多种视频游戏类型,包括格斗游戏、第一人称射击游戏、即时战略游戏和大型多人线上竞技场游戏。网路普及率的提高和高速连接的可用性使得透过大型多人线上游戏和直播平台观看电子竞技赛事成为可能。电子竞技影响者在社群媒体管道上的日益受欢迎进一步推动了粉丝对该行业的参与。科技的快速进步有助于改善举办电竞赛事的基础设施并增强下一代游戏体验。这为品牌透过电竞赞助和行销活动瞄准年轻、精通科技的受众创造了新的机会。

市场动态:

由于多种因素,全球电子竞技市场预计在预测期内将呈现强劲成长。全球电子竞技爱好者和参与者数量的显着增加是关键的成长动力。千禧世代对电玩游戏的兴趣日益浓厚,以及发行商扩大电竞联盟的规模,正在推动市场成长。电视频道和直播平台对着名电竞赛事的媒体报告增加,有助于提高竞技电玩游戏的整体知名度和粉丝支持。在发展中地区,经济实惠的高速网路连线的可用性促进了即时多人游戏。本土和非本土品牌的赞助收入正在增加,他们将电子竞技视为吸引年轻人的有效促销管道。然而,与电子竞技基础设施相关的高成本以及某些游戏中的兴奋剂、赌博和暴力等问题预计会在一定程度上抑制市场。云端游戏解决方案的出现降低了游戏玩家的进入门槛,提供了新的途径。

本研究的主要特点

  • 本报告对全球电子竞技市场进行了详细分析,并给出了以2023年为基准年的预测期(2024-2031)的市场规模和年复合成长率(CAGR%)。
  • 它阐明了各个细分市场的潜在商机,并解释了该市场有吸引力的投资提案矩阵。
  • 它还提供了有关市场驱动因素、限制因素、机会、新产品发布和核准、市场趋势、区域前景、主要企业采取的竞争策略等的主要考察。
  • 它根据公司亮点、产品系列、主要亮点、财务表现和策略等参数,介绍了全球电子竞技市场中主要企业的概况。
  • 该报告的见解使公司负责人和高阶经营团队能够就未来的产品发布、升级、市场扩张和行销策略做出明智的决策。
  • 全球电子竞技市场报告迎合了该行业的各种相关人员,如投资者、供应商、产品製造商、经销商、新进业者和财务分析师。
  • 相关人员可以透过用于分析全球电子竞技市场的各种策略矩阵来促进他们的决策。

目录

第一章 研究目的与前提

  • 研究目的
  • 先决条件
  • 简称

第二章 市场展望

  • 报告说明
    • 市场定义和范围
  • 执行摘要
  • Coherent Opportunity Map(COM)

第三章 市场动态、法规与趋势分析

  • 市场动态
    • 促进因素
    • 抑制因素
    • 市场机会
  • 监管场景
  • 产业动态
  • 併购
  • 新系统的引入/核准
  • COVID-19 大流行的影响

第四章 全球电竞市场,依收益来源划分,2019-2031

  • 赞助
  • 广告
  • 商品及门票
  • 出版商费用
  • 媒体权利
  • 其他的

第五章 全球电竞市场(按地区)2019-2031

  • 北美洲
  • 欧洲
  • 亚太地区
  • 拉丁美洲
  • 中东/非洲

第六章 竞争状况

  • 公司简介
    • Activision Blizzard Inc.
    • Amazon.com Inc.
    • Alphabet Inc.
    • Capcom Co Ltd
    • Electronic Arts Inc.
    • Envy Gaming LLC
    • Epic Games Inc.
    • Esports Entertainment Group Inc
    • Gfinity Plc
    • Gameloft SE
    • HTC Corp
    • Intel Corp
    • Meta Platforms Inc
    • Modern Times Group MTG AB
    • NVIDIA Corp

第7章 命运之轮

  • 命运之轮
  • 分析师观点
  • 一致的机会图

第8章 参考文献与调查方法

  • 参考
  • 调查方法
简介目录
Product Code: CMI4191

The global esports market is estimated to be valued at US$ 2.88 Bn in 2024 and is expected to reach US$ 10.94 Bn by 2031, exhibiting a compound annual growth rate (CAGR) of 21% from 2024 to 2031.

Report Coverage Report Details
Base Year: 2023 Market Size in 2024: US$ 2.88 Bn
Historical Data for: 2019 to 2023 Forecast Period: 2024 to 2031
Forecast Period 2024 to 2031 CAGR: 21.00% 2031 Value Projection: US$ 10.94 Bn
Figure. Esports Market Share (%), By Region 2024
Esports Market - IMG1

The global esports market has been witnessing robust growth in the recent years. Esports refers to organized video game competitions played professionally by individuals and teams. It includes a wide range of video game genres like fighting games, first-person shooters, real-time strategy games, and multiplayer online battle arena games. Increased internet penetration and availability of high-speed connectivity have enabled multiplayer online gaming and spectating of esports events through live streaming platforms. Growing popularity of esports influencers on social media channels has further boosted the fan engagement with the industry. Rapid advancement of technology is helping improve the infrastructure for conducting esports events and powering next-gen gaming experiences. This has opened up new opportunities for brands to target tech-savvy young demographics through esports sponsorships and marketing initiatives.

Market Dynamics:

The global esports market is expected to exhibit strong growth over the forecast period, driven by several factors. Significant rise in the number of esports enthusiasts and participants worldwide is a key growth driver. Growing millennial interest in video games and expansion of esports leagues by publishers are fueling the market growth. Expanding media coverage of prominent esports tournaments on TV channels and live streaming platforms is helping increase the overall visibility and fan following of competitive video gaming. Availability of affordable high-speed internet connectivity in developing regions is facilitating real-time multiplayer gaming. Rising sponsorship revenues from endemic and non-endemic brands who view esports as an effective promotional channel to engage the youth. However, high costs associated with esports infrastructure and issues such as performance-enhancing drugs, gambling, and violence in a few game titles are expected to restrain the market to a certain extent. Emergence of cloud gaming solutions presents new avenues by lowering the entry barrier for gamers.

Key Features of the Study:

  • This report provides in-depth analysis of the global esports market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2024-2031), considering 2023 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players
  • It profiles key players in the global esports market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies
  • Key companies covered as a part of this study include Activision Blizzard Inc., Amazon.com Inc., Alphabet Inc., Capcom Co Ltd, Electronic Arts Inc., Envy Gaming LLC, Epic Games Inc., Esports Entertainment Group Inc, Gfinity Plc, Gameloft SE, HTC Corp, Intel Corp, Meta Platforms Inc, Modern Times Group MTG AB, and NVIDIA Corp
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics
  • The global esports market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global esports market

Detailed Segmentation:

  • By Revenue Source
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
    • Others
  • By Region
    • North America
    • Europe
    • Asia Pacific
    • Latin America
    • Middle East
    • Africa
  • Key Players Insights
    • Activision Blizzard Inc.
    • Amazon.com Inc.
    • Alphabet Inc.
    • Capcom Co Ltd
    • Electronic Arts Inc.
    • Envy Gaming LLC
    • Epic Games Inc.
    • Esports Entertainment Group Inc
    • Gfinity Plc
    • Gameloft SE
    • HTC Corp
    • Intel Corp
    • Meta Platforms Inc
    • Modern Times Group MTG AB
    • NVIDIA Corp

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Revenue Source
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Industry Trend
  • Merger and Acquisitions
  • New System Launches/Approvals
  • Impact of COVID-19 Pandemic

4. Global Esports Market, By Revenue Source, 2019-2031 (US$ Billion)

  • Introduction
    • Market Share Analysis, 2024, 2027 and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Sponsorship
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)
  • Advertising
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)
  • Merchandise & Tickets
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)
  • Publisher Fees
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)
  • Media Rights
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)
  • Others
    • Introduction
    • Market Size and Forecast, 2019-2031, (US$ Billion)

5. Global Esports Market, By Region, 2019-2031 (US$ Billion)

  • Introduction
    • Market Share Analysis, By Region, 2024 and 2031 (%)
  • North America
    • Regional Trends
    • Market Size and Forecast, By Revenue Source, 2019-2031 (US$ Billion)
    • Market Share Analysis, By Country, 2024 and 2031 (%)
      • U.S.
      • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Revenue Source, 2019-2031 (US$ Billion)
    • Market Share Analysis, By Country, 2024 and 2031 (%)
      • U.K.
      • Germany
      • France
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By Revenue Source, 2019-2031 (US$ Billion)
    • Market Share Analysis, By Country, 2024 and 2031 (%)
      • China
      • India
      • Japan
      • ASEAN
      • Australia
      • South Korea
      • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By Revenue Source, 2019-2031 (US$ Billion)
    • Market Share Analysis, By Country, 2024 and 2031 (%)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Middle East & Africa
    • Regional Trends
    • Market Size and Forecast, By Revenue Source, 2019-2031 (US$ Billion)
    • Market Share Analysis, By Country, 2024 and 2031 (%)
      • South Africa
      • GCC Countries
      • Rest of the Middle East & Africa

6. Competitive Landscape

  • Company Profiles
    • Activision Blizzard Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Amazon.com Inc.
    • Alphabet Inc.
    • Capcom Co Ltd
    • Electronic Arts Inc.
    • Envy Gaming LLC
    • Epic Games Inc.
    • Esports Entertainment Group Inc
    • Gfinity Plc
    • Gameloft SE
    • HTC Corp
    • Intel Corp
    • Meta Platforms Inc
    • Modern Times Group MTG AB
    • NVIDIA Corp

7. Wheel of Fortune

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

8. Reference and Research Methodology

  • References
  • Research Methodology
  • About us and Sales Contact