封面
市场调查报告书
商品编码
1544595

电子竞技市场、机会、成长动力、产业趋势分析与预测,2024-2032

Esports Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 220 Pages | 商品交期: 2-3个工作天内

价格
简介目录

由于数位媒体的快速扩张以及线上游戏在不同年龄层中的日益普及,预计 2024 年至 2032 年间,电子竞技市场规模的复合年增长率将超过 15%。

高速网路和先进的游戏技术使电子竞技变得更加容易接触和参与,吸引了广泛的观众。将电子竞技融入主流娱乐(从电视广播到主要品牌赞助),提高了其知名度和吸引力,推动了收视率和参与度的成长。例如,2024 年 7 月,AFK Gaming 推出了「AFK Gaming Insights」的测试版,被誉为印度首个优质分析仪表板。该平台提供即时资料和分析,帮助用户、品牌和利害关係人做出明智的决策。

有组织的竞争性联赛,例如英雄联盟冠军系列赛 (LCS) 和守望先锋联赛,为高水准玩家和团队竞争提供了结构化平台。企业赞助、广告交易和奖金池也显着增加,不仅增加了经济激励,还提高了电竞运动员的职业地位。

整个产业分为串流媒体类型、收入串流、游戏类型和地区。

根据收入流,预计到 2032 年,赞助领域的电子竞技市场规模将出现大幅复合年增长率。在认识到潜力后,各大品牌和企业越来越多地涉足电子竞技赞助领域,旨在与活跃且多样化的游戏受众建立联繫,以获得利润丰厚的营销机会。

从游戏类型来看,格斗游戏领域的电竞市场将在2024年至2032年间呈指数级增长,这得益于其竞技本质和忠实粉丝基础。 《街头霸王》、《铁拳》和《真人快打》等经典游戏已经巩固了它们在竞技游戏中的地位,提供了激烈的比赛,吸引了大量观众并提高了参与度。

由于网路普及率的迅速提高和行动游戏的日益普及,预计亚太地区电子竞技产业将在 2024 年至 2032 年期间显着成长。 《PUBG Mobile》和《Arena of Valor》等行动电竞游戏在吸引大量受众和培育竞技游戏文化方面尤其受欢迎。政府的支持性政策和投资,例如专用的游戏场和培训设施,将进一步促进区域市场的成长。

目录

第 1 章:方法与范围

第 2 章:执行摘要

第 3 章:产业洞察

  • 产业生态系统分析
  • 供应商矩阵
  • 利润率分析
  • 技术与创新格局
  • 专利分析
  • 重要新闻和倡议
  • 监管环境
  • 衝击力
    • 成长动力
      • 人气和收视率不断上升
      • 增加媒体报道
      • 专业化和基础设施发展
      • 跨产业合作
      • 青年参与与文化转变
    • 产业陷阱与挑战
      • 永续性和盈利能力
      • 监管和法律问题
  • 成长潜力分析
  • 波特的分析
  • PESTEL分析

第 4 章:竞争格局

  • 介绍
  • 公司市占率分析
  • 竞争定位矩阵
  • 战略展望矩阵

第 5 章:市场估计与预测:按串流媒体类型,2021 - 2032 年

  • 居住
  • 视讯点播

第 6 章:市场估计与预测:按收入流分类,2021 - 2032 年

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

第 7 章:市场估计与预测:按游戏类型,2021 - 2032 年

  • 即时策略游戏
  • 第一人称射击游戏
  • 格斗游戏
  • 多人线上战斗竞技场游戏
  • 其他的

第 8 章:市场估计与预测:按地区,2021 - 2032

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳新银行
    • 亚太地区其他地区
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地区
  • MEA
    • 阿联酋
    • 南非
    • 沙乌地阿拉伯
    • MEA 的其余部分

第 9 章:公司简介

  • 100 Thieves
  • Activision Publishing, Inc.
  • Caffeine
  • DLive Entertainment Pte. Ltd.
  • Electronic Arts Inc.
  • Esports Holding GmbH
  • Evil Geniuses
  • FaZe Clan
  • Fnatic Ltd.
  • Gameloft
  • Gfinity plc
  • HTC Corporation
  • Intel Corporation
  • Modern Times Group
  • Nintendo
  • NVIDIA Corporation
  • OPTIC Gaming
  • Riot Games, Inc.
  • SK Gaming
  • Sony Group Corporation
  • Tencent Holding Limited
  • TSM
  • Twitch Interactive, Inc.
  • Valve Corporation
  • X1 Entertainment Group
简介目录
Product Code: 10128

Esports Market size is projected to witness over 15% CAGR between 2024 and 2032 owing to the rapid expansion of digital media and the increasing popularity of online gaming among diverse age groups.

High-speed internet and advanced gaming technologies have made esports more accessible and engaging, drawing in a wide audience. The integration of esports into mainstream entertainment, from television broadcasts to major brand sponsorships, boosts its visibility and appeal, fueling growth in both viewership and participation. For instance, in July 2024, AFK Gaming launched the beta version of 'AFK Gaming Insights,' hailed as India's inaugural premium analytics dashboard. This platform offers real-time data and analytics, aiding users, brands, and stakeholders in making informed decisions.

Organized competitive leagues, like the League of Legends Championship Series (LCS) and Overwatch League, offer structured platforms for high-level player and team competition. There has also been a notable surge in corporate sponsorships, advertising deals, and prize pools for not only adding financial incentives but also elevating the professional stature of esports athletes.

The overall industry is classified into streaming type, revenue streaming, gaming genre, and region.

Based on revenue streaming, the esports market size from the sponsorship segment is projected to observe a substantial CAGR through 2032. This surge is fueled by substantial financial injections, bolstering the visibility and legitimacy of esports events and teams. Recognizing the potential, major brands and corporations are increasingly diving into esports sponsorships, aiming to connect with the engaged and diverse gaming audience for lucrative marketing opportunities.

With respect to gaming genre, the esports market from the fighting games segment will expand exponentially between 2024 and 2032. This is attributed to its competitive essence and loyal fan base. Classics like "Street Fighter," "Tekken," and "Mortal Kombat" have cemented their status in competitive gaming, delivering intense matches that captivate large audiences and drive significant engagement.

Asia Pacific esports industry is anticipated to grow at a notable pace over 2024-2032 attributed to rapidly increasing internet penetration and the rising popularity of mobile gaming. Mobile esports titles, such as "PUBG Mobile" and "Arena of Valor," have become particularly popular in attracting massive audiences and fostering a competitive gaming culture. Supportive government policies and investments, such as dedicated gaming arenas and training facilities, will further contribute to the regional market growth.

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Market scope and definition
  • 1.2 Base estimates and calculations
  • 1.3 Forecast calculation
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis, 2021 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Vendor matrix
  • 3.3 Profit margin analysis
  • 3.4 Technology and innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news and initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Rising popularity and viewership
      • 3.8.1.2 Increased media coverage
      • 3.8.1.3 Professionalization and infrastructure development
      • 3.8.1.4 Cross-industry collaborations
      • 3.8.1.5 Youth engagement and cultural shift
    • 3.8.2 Industry pitfalls and challenges
      • 3.8.2.1 Sustainability and profitability
      • 3.8.2.2 Regulatory and legal issues
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
    • 3.10.1 Supplier power
    • 3.10.2 Buyer power
    • 3.10.3 Threat of new entrants
    • 3.10.4 Threat of substitutes
    • 3.10.5 Industry rivalry
  • 3.11 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates and Forecast, By Streaming Type, 2021 - 2032 (USD Billion)

  • 5.1 Live
  • 5.2 Video-on-demand

Chapter 6 Market Estimates and Forecast, By Revenue Streaming, 2021 - 2032 (USD Billion)

  • 6.1 Sponsorship
  • 6.2 Advertising
  • 6.3 Merchandise and tickets
  • 6.4 Publisher fees
  • 6.5 Media rights
  • 6.6 Others

Chapter 7 Market Estimates and Forecast, By Gaming Genre, 2021 - 2032 (USD billion)

  • 7.1 Real-time strategy games
  • 7.2 First person shooter games
  • 7.3 Fighting games
  • 7.4 Multiplayer online battle arena games
  • 7.5 Others

Chapter 8 Market Estimates and Forecast, By Region, 2021 - 2032 (USD Billion)

  • 8.1 Key trends
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
  • 8.3 Europe
    • 8.3.1 UK
    • 8.3.2 Germany
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 India
    • 8.4.3 Japan
    • 8.4.4 South Korea
    • 8.4.5 ANZ
    • 8.4.6 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Mexico
    • 8.5.3 Rest of Latin America
  • 8.6 MEA
    • 8.6.1 UAE
    • 8.6.2 South Africa
    • 8.6.3 Saudi Arabia
    • 8.6.4 Rest of MEA

Chapter 9 Company Profiles

  • 9.1 100 Thieves
  • 9.2 Activision Publishing, Inc.
  • 9.3 Caffeine
  • 9.4 DLive Entertainment Pte. Ltd.
  • 9.5 Electronic Arts Inc.
  • 9.6 Esports Holding GmbH
  • 9.7 Evil Geniuses
  • 9.8 FaZe Clan
  • 9.9 Fnatic Ltd.
  • 9.10 Gameloft
  • 9.11 Gfinity plc
  • 9.12 HTC Corporation
  • 9.13 Intel Corporation
  • 9.14 Modern Times Group
  • 9.15 Nintendo
  • 9.16 NVIDIA Corporation
  • 9.17 OPTIC Gaming
  • 9.18 Riot Games, Inc.
  • 9.19 SK Gaming
  • 9.20 Sony Group Corporation
  • 9.21 Tencent Holding Limited
  • 9.22 TSM
  • 9.23 Twitch Interactive, Inc.
  • 9.24 Valve Corporation
  • 9.25 X1 Entertainment Group