封面
市场调查报告书
商品编码
1390861

2023-2028 年按收入模式、平台、游戏(多人线上竞技场、玩家对玩家、第一人称射击游戏、即时策略)和地区分類的电子竞技市场报告

Esports Market Report by Revenue Model, Platform, Games (Multiplayer Online Battle Arena, Player vs Player, First Person Shooters, Real Time Strategy ), and Region 2023-2028

出版日期: | 出版商: IMARC | 英文 145 Pages | 商品交期: 2-3个工作天内

价格

抽象的

2022年全球电竞市场规模达14亿美元。展望未来, IMARC Group预计到2028年市场规模将达到47亿美元,2022-2028年复合年增长率(CAGR)为22.37%。新兴国家高速网路的普及率不断提高、电子竞技在年轻人中日益普及以及电子竞技联赛和锦标赛的正规化是推动该市场的一些主要因素。

电子竞技是电子竞技的缩写,指的是快速发展的竞技视频游戏领域,个人或团队在各种视频游戏中相互竞争。它涵盖多种类型,例如第一人称射击游戏、即时策略游戏和多人线上竞技场游戏。职业选手参加有组织的比赛,这些比赛通常在网路上甚至在电视上转播,吸引了数百万观众。电子竞技锦标赛提供大量现金奖励、赞助和代言,进一步提升了该行业的合法性。各组织正在建立正式的联赛和赛事,并受一套标准化规则的约束,以促进公平竞争并确保该行业的持续成长。因此,电子竞技正迅速发展成为一种主流娱乐和体育活动,受众范围不断扩大,经济影响力不断增强。

不断扩大的年轻人口,越来越多地被电子竞技作为观众和参与者所吸引,加上网路使用者的增加,将在预测期内刺激市场成长。大公司透过赞助和认可的方式进入是另一个主要的成长诱导因素,因为这些合作为产业注入了大量的财政资源,促进了更有组织、更引人注目的活动,吸引了更多的观众。此外,转播电竞赛事的媒体版权变得越来越有利可图,创造了在某些方面可以与传统运动相媲美的收入来源。主流媒体管道和专门的电子竞技网络越来越多地抢购此类权利,进一步促进了市场成长。此外,电子竞技联赛和锦标赛的正规化以及一套标准化的规则和结构化的比赛,使新手更容易理解和参与这项运动。与此一致的是,收入来源的多样化,包括商品推销、游戏内购买和数位广告,正在扩大该行业的财务基础,从而推动市场成长。除此之外,社会越来越接受视频游戏作为合法的职业道路和体育活动,这为更广泛的机构支持和更广泛的市场扩张打开了大门,为全球电子竞技市场的持续成功和成长做出了贡献。

电子竞技市场趋势/驱动因素:

网路普及率提高

新兴国家高速网路存取的扩展正在对电子竞技市场产生正面影响。网路的普及使得更多的人能够参与和观看电子竞技,从而增加了玩家基础和观众。这种成长在东南亚、拉丁美洲和非洲等地区尤其明显,这些地区精通科技的年轻人可以更直接获得可靠的网路服务。随着互联网变得更加经济实惠和易于访问,电子竞技的潜在市场不断扩大,为广告商、赞助商和活动组织者提供了更多机会来利用这一不断增长的人群。

电子竞技在年轻人中的受欢迎程度上升

电子竞技在年轻一代中拥有大量追随者,而传统媒体和体育运动很难接触到这一群体。这一代不仅参与游戏,还参与直播、讨论,甚至围绕电子竞技创作内容,实际上成为了该行业的布道者。许多教育机构开始将电子竞技纳入其课程,进一步验证其可信度并增加另一层机构支援。年轻人的持续参与确保了长期的粉丝基础,确保了市场的持续成长。年轻人对产业参与度的提高影响了当前的市场动态,同时塑造了电子竞技的未来轨迹。

科技的快速进步

技术的不断进步不断提高视频游戏和线上体验的品质。高清 (HD) 图形、即时资料分析以及增强和虚拟实境 (AR/VR) 使游戏更具互动性和吸引力。同时,云端运算能力的崛起使得无缝多人互动成为可能,即使对于分布在全球各地的用户也是如此。网路速度也在不断发展,5G网路的扩展改善了延迟问题,使即时竞技游戏更加流畅。这些技术改进改善了游戏玩家的体验,使观看更具吸引力,从而提高了串流媒体和广播活动的收视率。因此,尖端技术在吸引更广泛、更专注的电竞受众方面发挥着至关重要的作用。

电竞产业细分:

IMARC Group提供了全球电竞市场报告各细分市场主要趋势的分析,以及 2023 年至 2028 年全球、区域和国家层面的预测。我们的报告根据收入模式、平台和游戏对市场进行了分类。

按收入模式细分:

媒体权利

广告和赞助

商品和门票

其他的

广告和赞助是最受欢迎的收入模式

该报告根据收入模式对市场进行了详细的细分和分析。这包括媒体权、广告和赞助、商品和门票等。根据该报告,广告和赞助占据了最大的部分。

推动广告和赞助领域的主要因素包括电子竞技赛事中观众的高参与度,这为广告商提供了一个理想的平台来接触大量且集中的目标受众。这些观众通常代表较年轻的人群,传统上很难透过传统媒体管道接触到他们,这使得他们对行销人员特别有价值。除此之外,赞助还提供了一种共生关係。公司获得品牌曝光度,而电子竞技赛事则获得举办高品质、有吸引力的比赛所需的财务支持。

此外,电子竞技的即时性促进了创新的广告技术,例如可以在直播期间动态插入的游戏内品牌和互动广告。与传统广告媒体相比,这些现代方法通常会带来更好的保留和转换。此外,电子竞技的全球影响力确保广告商和赞助商可以跨不同文化和语言有效地传达讯息,从而提高投资回报。除此之外,联赛的正规化和比赛的标准化为长期广告和赞助承诺提供了可靠且一致的平台,从而支持了细分市场的成长。

按平台划分:

基于 PC 的电子竞技

基于游戏机的电子竞技

手机和平板电脑

报告还提供了基于该平台的详细市场细分和分析。这包括基于 PC 的电子竞技、基于游戏机的电子竞技以及行动装置和平板电脑。

基于 PC 的电子竞技涉及个人电脑 (PC) 的使用,它是电子竞技的传统平台,并且在玩家数量和收入方面继续占据主导地位。许多流行的电子竞技游戏,例如“英雄联盟”、“反恐精英:全球攻势”和“Dota 2”,主要是基于 PC 的。该细分市场受益于 PC 的卓越硬体功能,可提供高品质的图形和更流畅的游戏体验,从而吸引了一群认真、有竞争力的玩家群。个人电脑还提供更容易的升级能力,使玩家能够跟上技术进步,而无需购买新系统。

以游戏机为基础的电竞利用 PlayStation、Xbox 和 Nintendo Switch 等游戏机平台,这些平台在市场上也占有重要地位。 《火箭联盟》、《FIFA》和《决胜时刻》等游戏是这一领域的热门游戏。虽然基于游戏机的电子竞技通常不会提供与 PC 相同程度的硬体定制,但它们提供了更标准化的游戏体验。这可以创造公平的竞争环境,让新人更容易参加比赛。游戏机通常也被认为更适合家庭使用,从而扩大了潜在受众。

手机和平板电脑游戏在全球迅速受到重视。 《Mobile Legends》、《Clash Royale》和《PUBG Mobile》等游戏为可能无法使用 PC 或游戏机的更广泛人群打开了电竞的大门。行动装置的便携性和易用性使个人更容易在旅途中参与电子竞技。虽然该平台可能无法提供与 PC 或游戏机相同程度的游戏复杂性,但其增强的可近性和便利性正在促进该细分市场的成长。

按游戏划分:

多人线上竞技竞技场 (MOBA)

玩家对玩家 (PvP)

第一人称射击游戏 (FPS)

即时策略 (RTS)

第一人称射击游戏(FPS)占据大部分市场份额

该报告根据游戏对市场进行了详细的细分和分析。这包括多人线上竞技场 (MOBA)、玩家对玩家 (PvP)、第一人称射击游戏 (FPS) 和即时策略 (RTS)。根据该报告,第一人称射击游戏 (FPS) 代表了最大的细分市场。

第一人称射击游戏 (FPS) 类型因其对玩家和观众的高参与度和刺激性而闻名。快节奏、以动作为导向的游戏玩法营造出激动人心的比赛和引人入胜的场面,有助于提高观众数量和观众保留率。 FPS 游戏中的真人元素也非常适合动态评论和分析,进一步增强观众体验。此外,第一人称射击游戏在游戏世界中有着悠久的历史,使其成为较成熟且易于理解的电竞类型之一。像《反恐精英》这样的游戏已经流行了几十年,为它们奠定了坚实的玩家、粉丝和机构知识基础。这种长期稳定性吸引了寻求可靠投资和保证受众的赞助商和广告商。

此外,FPS 游戏通常需要个人技能和团队策略的结合,这使得它们吸引了广泛的玩家——从擅长单人游戏的玩家到喜欢协作游戏的玩家。个人和团队目标的平衡有助于形成多维度的竞争场景。此外,即使对于不熟悉该类型或特定游戏机制的人来说,FPS 游戏也相对容易上手。这种易于理解的特性使其更容易被普通观众所接受,吸引了普通观众和忠实粉丝。第一人称射击游戏在电竞领域提供了一个令人兴奋、易于理解且具有深度吸引力的类别,推动了市场成长。

按地区划分:

北美洲

美国

加拿大

亚太

中国

日本

印度

韩国

澳洲

印尼

其他的

欧洲

德国

法国

英国

义大利

西班牙

俄罗斯

其他的

拉丁美洲

巴西

墨西哥

其他的

中东和非洲

亚太地区在市场上表现出明显的主导地位

市场研究报告还对所有主要区域市场进行了全面分析,其中包括北美(美国和加拿大);亚太地区(中国、日本、印度、韩国、澳洲、印尼等);欧洲(德国、法国、英国、义大利、西班牙、俄罗斯等);拉丁美洲(巴西、墨西哥等);以及中东和非洲。报告显示,亚太地区占据最大的市场份额。

亚太地区占据了最大的市场份额,因为该地区人口密度高,拥有庞大的休閒和铁桿游戏玩家基础。该地区也是韩国、中国和日本等电竞早期采用者的所在地,其中韩国经常被认为是现代电竞的发源地。这些国家拥有成熟的基础设施,并支持游戏作为一项职业活动,包括专用体育场和广泛的训练设施。

另一个贡献因素是网路普及率和行动科技的巨大成长,使游戏和电子竞技更容易被更广泛的受众所接受。无所不在的网咖(尤其是在中国)为游戏提供了公共环境,鼓励更多人参与。此外,与其他地区相比,亚太地区对游戏作为合法运动和职业道路的文化接受度更高,有些国家甚至在教育课程中提供电子竞技。

此外,某些亚太国家的强​​有力的政府支持和有利的法规进一步刺激了市场成长。除此之外,该地区的当地企业赞助和媒体版权也很强劲,因为企业逐渐认识到将其品牌与快速发展的行业联繫起来的价值,将亚太地区定位为电子竞技的领先区域市场。

竞争格局:

随着主要参与者采取一系列策略来扩大其足迹和影响力,该市场正在经历显着成长。这些玩家正在与主流媒体和串流媒体服务建立合作伙伴关係,以扩大电子竞技内容的分发,从而增加收视率和收入来源。也积极寻求与大公司的赞助协议,为赛事和团队注入资金。此外,这些行业领导者也广泛投资于人才引进和发展,寻找有前途的球员,为他们的阵容增添竞争优势。他们还透过探索商品销售、游戏内购买甚至虚拟货币来实现收入多元化。为了进一步使行业专业化,他们正在为建立正式联盟和标准化规则做出贡献,旨在使电子竞技更容易为主流观众所接受和理解。总体而言,电子竞技领域的主要参与者致力于透过创新、策略合作以及致力于提升行业的专业性和可信度来推动成长。

市场研究报告对市场竞争格局进行了全面分析。也提供了所有主要公司的详细资料。市场上的一些主要参与者包括:

动视暴雪公司

卡普空有限公司

艺电公司

史诗游戏公司

面对它

Gameloft SE(维旺迪 SE)

Gfinity PLC

英特尔公司

摩登时代集团

任天堂有限公司

英伟达公司

防暴游戏公司

阀门公司

Zynga 公司

最近的发展:

2021 年 8 月,为品牌打造游戏和游戏化体验的领导者 Gameloft SE 与德国电竞製作和组织公司 ESL Gaming 合作。此次合作旨在改善行动电竞驱动的品牌赞助解决方案。

2021 年 7 月,英特尔公司与国际奥委会 (IOC) 合作举办了一场重要的虚拟比赛,作为奥运的拉开序幕。这场电竞赛事原定于奥运前一个月在波兰卡托维兹举行。

本报告回答的关键问题

  • 2022年全球电竞市场规模有多大
  • 2023-2028年全球电竞市场的预期成长率是多少
  • 推动全球电子竞技市场的关键因素是什么
  • COVID-19 对全球电竞市场有何影响
  • 从收入模式来看,全球电竞市场的细分是怎么样的
  • 基于游戏的全球电子竞技市场的细分是什么
  • 全球电竞市场的重点区域有哪些
  • 谁是全球电子竞技市场的主要参与者/公司

本报告回答的关键问题

  • 2022年全球电竞市场规模有多大?
  • 2023-2028年全球电竞市场的预期成长率是多少?
  • 推动全球电子竞技市场的关键因素是什么?
  • COVID-19 对全球电竞市场有何影响?
  • 从收入模式来看,全球电竞市场的分化是怎么样的?
  • 基于游戏的全球电子竞技市场的分化是什么?
  • 全球电竞市场的重点区域有哪些?
  • 谁是全球电子竞技市场的主要参与者/公司?

目录

第一章:前言

第 2 章:范围与方法

  • 研究目的
  • 利害关係人
  • 资料来源
    • 主要资源
    • 二手资料
  • 市场预测
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第 3 章:执行摘要

第 4 章:简介

  • 概述
  • 主要行业趋势

第 5 章:全球电竞市场

  • 市场概况
  • 市场业绩
  • COVID-19 的影响
  • 市场预测

第 6 章:依收入模式分類的市场区隔

  • 媒体权利
    • 市场走向
    • 市场预测
  • 广告和赞助
    • 市场走向
    • 市场预测
  • 商品和门票
    • 市场走向
    • 市场预测
  • 其他的
    • 市场走向
    • 市场预测

第 7 章:按平台分類的市场区隔

  • 基于 PC 的电子竞技
    • 市场走向
    • 市场预测
  • 基于游戏机的电子竞技
    • 市场走向
    • 市场预测
  • 手机和平板电脑
    • 市场走向
    • 市场预测

第 8 章:游戏市场区隔

  • 多人线上竞技竞技场 (MOBA)
    • 市场走向
    • 市场预测
  • 玩家对玩家 (PvP)
    • 市场走向
    • 市场预测
  • 第一人称射击游戏 (FPS)
    • 市场走向
    • 市场预测
  • 即时策略 (RTS)
    • 市场走向
    • 市场预测

第 9 章:按地区分類的市场区隔

  • 北美洲
    • 美国
      • 市场走向
      • 市场预测
    • 加拿大
      • 市场走向
      • 市场预测
  • 亚太
    • 中国
      • 市场走向
      • 市场预测
    • 日本
      • 市场走向
      • 市场预测
    • 印度
      • 市场走向
      • 市场预测
    • 韩国
      • 市场走向
      • 市场预测
    • 澳洲
      • 市场走向
      • 市场预测
    • 印尼
      • 市场走向
      • 市场预测
    • 其他的
      • 市场走向
      • 市场预测
  • 欧洲
    • 德国
      • 市场走向
      • 市场预测
    • 法国
      • 市场走向
      • 市场预测
    • 英国
      • 市场走向
      • 市场预测
    • 义大利
      • 市场走向
      • 市场预测
    • 西班牙
      • 市场走向
      • 市场预测
    • 俄罗斯
      • 市场走向
      • 市场预测
    • 其他的
      • 市场走向
      • 市场预测
  • 拉丁美洲
    • 巴西
      • 市场走向
      • 市场预测
    • 墨西哥
      • 市场走向
      • 市场预测
    • 其他的
      • 市场走向
      • 市场预测
  • 中东和非洲
    • 市场走向
    • 按国家/地区分類的市场细分
    • 市场预测

第 10 章:SWOT 分析

  • 概述
  • 优势
  • 弱点
  • 机会
  • 威胁

第 11 章:价值链分析

第 12 章:波特五力分析

  • 概述
  • 买家的议价能力
  • 供应商的议价能力
  • 竞争程度
  • 新进入者的威胁
  • 替代品的威胁

第 13 章:价格分析

第14章:竞争格局

  • 市场结构
  • 关键参与者
  • 关键参与者简介
    • 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: SR112023A4746

Abstract

The global esports market size reached US$ 1.4 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 4.7 Billion by 2028, exhibiting a growth rate (CAGR) of 22.37% during 2022-2028. The rising penetration of high-speed internet in emerging nations, the growing popularity of esports among the younger population, and the formalization of Esports leagues and tournaments are some of the major factors propelling the market.

Esports, short for electronic sports, refers to the rapidly growing field of competitive video gaming, where individuals or teams compete against each other in various video game titles. It spans a wide array of genres, such as first-person shooters, real-time strategy, and multiplayer online battle arena games. Professional players participate in organized competitions, which are often streamed online and even broadcast on television, garnering millions of viewers. Esports tournaments offer substantial cash prizes, sponsorships, and endorsements, further elevating the legitimacy of the sector. Organizations are establishing formal leagues and events, governed by a set of standardized rules, to foster fair competition and ensure the sector's sustained growth. As a result, Esports is rapidly evolving into a mainstream entertainment and sporting activity, with a broadening audience and increasing economic impact.

The expanding younger population, which is increasingly attracted to Esports as viewers and participants, coupled with the rise in internet users, will stimulate market growth during the forecast period. The entrance of large corporations through sponsorships and endorsements represents another major growth-inducing factor as these collaborations infuse substantial financial resources into the industry, facilitating more organized, high-profile events that draw greater viewership. Furthermore, media rights for broadcasting Esports events are becoming more lucrative, creating a revenue stream that rivals traditional sports in some aspects. Such rights are increasingly being snapped up by mainstream media channels as well as dedicated Esports networks, further augmenting the market growth. Additionally, the formalization of Esports leagues and tournaments with a standardized set of rules and structured competitions, make it easier for newcomers to understand and engage with the sport. In line with this, the diversification of revenue streams, including merchandising, in-game purchases, and digital advertising, is broadening the financial base of the industry, thereby propelling market growth. Besides this, the increasing social acceptance of video gaming as a legitimate professional path and sporting activity has opened doors for more extensive institutional support and wider market expansion, contributing to the ongoing success and growth of the global Esports market.

Esports Market Trends/Drivers:

Increase in Internet Penetration Rates

The expansion of access to high-speed internet across emerging nations is positively influencing the Esports market. Internet penetration allows a higher number of individuals to participate in and watch Esports, thereby increasing both the player base and the audience. This growth is particularly noticeable in regions like Southeast Asia, Latin America, and Africa, where the young, tech-savvy population is gaining more straightforward access to reliable internet services. As the internet becomes more affordable and easily accessible, the potential market for Esports enlarges, offering more opportunities for advertisers, sponsors, and event organizers to tap into this growing demographic.

Rise in Esports Popularity Among Youth

Esports enjoys a massive following among the younger generation, a demographic that is notoriously difficult for traditional media and sports to reach. This generation engages in playing as well as in streaming, discussing, and even creating content around Esports, effectively becoming evangelists for the industry. Many educational institutions are starting to incorporate Esports into their programs, further validating its credibility and adding another layer of institutional support. The rising involvement of youth secures a long-term fan base, ensuring sustained growth for the market. This heightened engagement of the young population with the industry influences current market dynamics while shaping the future trajectory of Esports.

Rapid Technological Advancements

Continual advancements in technology have been incessant in elevating the quality of video games and online experiences. High-definition (HD) graphics, real-time data analytics, and augmented and virtual reality (AR/VR) are making games more interactive and engaging. Simultaneously, the rise in cloud computing capabilities enables seamless multiplayer interactions, even for users distributed across the globe. Internet speed has also evolved, with the expansion of 5G networks improving latency issues, making real-time competitive gaming smoother. These technological enhancements improve the gamer's experience and make viewing more engaging, driving up viewership numbers for streamed and broadcasted events. As a result, cutting-edge technology is playing a crucial role in attracting a broader and more dedicated audience to Esports.

Esports Industry Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global esports market report, along with forecasts at the global, regional and country levels from 2023-2028. 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 represent the most popular revenue model

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.

The main factors that are propelling the advertising and sponsorships segment include the high level of viewer engagement in Esports events, which offers an ideal platform for advertisers to reach a target audience that is both large and focused. These viewers often represent a younger demographic, which is traditionally difficult to reach through conventional media channels, making them particularly valuable to marketers. Besides this, sponsorships offer a symbiotic relationship; companies receive brand exposure, whereas Esports events gain the financial support needed to host high-quality, attractive competitions.

In addition, the real-time nature of e-sports facilitates innovative advertising techniques such as in-game branding and interactive ads that can be dynamically inserted during live streams. These modern methods often lead to better retention and conversion compared to traditional advertising mediums. Also, the global reach of Esports ensures that both advertisers and sponsors can communicate their messages effectively across different cultures and languages, enhancing their return on investment. Apart from this, the formalization of leagues and the standardization of competitions provide a reliable and consistent platform for long-term advertising and sponsorship commitments, thus supporting the segment growth.

Breakup by Platform:

PC-based Esports

Consoles-based Esports

Mobile and Tablets

A detailed breakup and analysis of the market based on the platform has also been provided in the report. This includes PC-based esports, consoles-based esports, and mobile and tablets.

PC-based esports involve the use of personal computers (PCs), which serve as the traditional platform for Esports and continue to dominate in terms of both player numbers and revenue. Numerous popular Esports titles, such as "League of Legends," "Counter-Strike: Global Offensive," and "Dota 2," are primarily PC-based. This segment benefits from the superior hardware capabilities of PCs, allowing for high-quality graphics and smoother gameplay, which in turn attracts a serious, competitive player base. PCs also offer easier upgradability, enabling players to keep up with technological advances without purchasing a new system.

Console-based esports utilize console platforms like PlayStation, Xbox, and Nintendo Switch, which also have a significant presence in the market. Games such as "Rocket League," "FIFA," and "Call of Duty" are popular titles in this segment. While consoles-based e-sports generally do not offer the same level of hardware customization as PCs, they provide a more standardized gaming experience. This can level the playing field and make it easier for newcomers to enter competitions. Consoles are also often seen as more family-friendly, broadening the potential audience.

Mobile and tablet gaming has rapidly gained prominence across the globe. Titles like "Mobile Legends," "Clash Royale," and "PUBG Mobile" have opened up Esports to a broader demographic that may not have access to PCs or consoles. The portability and ease of use of mobile devices make it easier for individuals to engage with Esports on-the-go. While this platform may not provide the same level of gameplay complexity as PCs or consoles, its enhanced accessibility and convenience are fostering the growth of this segment.

Breakup by Games:

Multiplayer Online Battle Arena (MOBA)

Player vs Player (PvP)

First Person Shooters (FPS)

Real Time Strategy (RTS)

First person shooters (FPS) account for the majority of the market share

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.

The first-person shooters (FPS) genre is known for its high level of engagement and excitement, both for players and viewers. The fast-paced, action-oriented gameplay makes for thrilling competitions and compelling spectacles, contributing to higher viewer numbers and greater audience retention. The live-action element in FPS games also lends itself well to dynamic commentary and analysis, further enhancing the viewer experience. Additionally, the FPS genre has a long history in the gaming world, making it one of the more mature and well-understood types of Esports. Titles like "Counter-Strike" have been popular for decades, giving them a strong foundation of players, fans, and institutional knowledge. This long-term stability attracts sponsors and advertisers looking for a reliable investment with a guaranteed audience.

Moreover, FPS games often require a combination of individual skill and team strategy, making them appealing to a broad range of players-from those who excel in solo performance to those who prefer collaborative gameplay. The balance of individual and team-based objectives contributes to a multi-dimensional competitive scene. Also, FPS games are relatively easy to follow even for people who are not familiar with the genre or specific game mechanics. This ease of understanding makes it more accessible to a general audience, attracting casual viewers as well as dedicated fans. FPS games offer an exciting, comprehensible, and deeply engaging category within the Esports landscape, thus fueling market growth.

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 exhibits a clear dominance in the market

The market research report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia-Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific accounted for the largest market share.

Asia Pacific held the biggest share in the market since the region has a high population density, creating a large base of both casual and hardcore gamers. The region is also home to countries, such as South Korea, China, and Japan, that have been early adopters of Esports, with South Korea often cited as the birthplace of the modern Esports scene. These nations have mature infrastructures that support gaming as a professional endeavor, including dedicated stadiums and extensive training facilities.

Another contributing aspect is the tremendous growth in internet penetration and mobile technology, making gaming and Esports more accessible to a broader audience. The ubiquity of internet cafes, particularly in China, provides a communal setting for gaming, encouraging more people to participate. Also, the cultural acceptance of gaming as a legitimate sport and career path is higher in Asia Pacific compared to other regions, with some countries even offering Esports in educational curriculums.

Additionally, strong government support and favorable regulations in certain Asia Pacific countries further stimulate market growth. Besides this, local corporate sponsorships and media rights in the region are robust as companies are recognizing the value of associating their brands with a rapidly growing industry, positioning Asia Pacific as the leading regional market for esports.

Competitive Landscape:

The market is experiencing significant growth as key players are engaging in a range of strategies to expand their footprint and influence. These players are forming partnerships with mainstream media outlets and streaming services to widen the distribution of Esports content, thereby increasing both viewership and revenue streams. Sponsorship deals with major corporations are also being aggressively pursued to infuse capital into events and teams. Additionally, these industry leaders are extensively investing in talent acquisition and development, scouting for promising players to add a competitive edge to their rosters. They are also diversifying revenue by exploring merchandise sales, in-game purchases, and even virtual currencies. To professionalize the industry further, they are contributing to the establishment of formal leagues and standardized rules, aiming to make Esports more accessible and understandable to mainstream audiences. Overall, key players operating in the esports domain are focused on driving growth through innovation, strategic collaborations, and a commitment to elevating the industry's professionalism and credibility.

The market research report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market 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

Zynga Inc.

Recent Developments:

In August 2021, Gameloft SE, a leader in the creation of gaming and gamified experiences for brands, partnered with ESL Gaming, a German electronic sports production and organizer company. This collaboration aimed to improve mobile esports-driven sponsoring solutions for brands.

In July 2021, Intel Corporation collaborated with the International Olympic Committee (IOC) to host one of the major virtual competitions as a kickoff to the Olympic Games. The electronic sports event was scheduled to be held in Katowice, Poland, a month before the Olympic Games.

Key Questions Answered in This Report

  • 1. What was the size of the global esports market in 2022?
  • 2. What is the expected growth rate of the global esports market during 2023-2028?
  • 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$), 2017-2022
  • Figure 3: Global: Esports Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Esports Market: Breakup by Revenue Model (in %), 2022
  • Figure 5: Global: Esports Market: Breakup by Platform (in %), 2022
  • Figure 6: Global: Esports Market: Breakup by Games (in %), 2022
  • Figure 7: Global: Esports Market: Breakup by Region (in %), 2022
  • Figure 8: Global: Esports (Media Rights) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 9: Global: Esports (Media Rights) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 10: Global: Esports (Advertising and Sponsorships) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 11: Global: Esports (Advertising and Sponsorships) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 12: Global: Esports (Merchandise and Tickets) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 13: Global: Esports (Merchandise and Tickets) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 14: Global: Esports (Other Revenue Models) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 15: Global: Esports (Other Revenue Models) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 16: Global: Esports (PC-based Esports) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 17: Global: Esports (PC-based Esports) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 18: Global: Esports (Consoles-based Esports) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 19: Global: Esports (Consoles-based Esports) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 20: Global: Esports (Mobile and Tablets) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 21: Global: Esports (Mobile and Tablets) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 22: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 23: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 24: Global: Esports (Player vs Player-PvP) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 25: Global: Esports (Player vs Player-PvP) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 26: Global: Esports (First Person Shooters-FPS) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 27: Global: Esports (First Person Shooters-FPS) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 28: Global: Esports (Real Time Strategy-RTS) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 29: Global: Esports (Real Time Strategy-RTS) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 30: North America: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 31: North America: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 32: United States: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 33: United States: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 34: Canada: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 35: Canada: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 36: Asia-Pacific: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 37: Asia-Pacific: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 38: China: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 39: China: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 40: Japan: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 41: Japan: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 42: India: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 43: India: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 44: South Korea: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 45: South Korea: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 46: Australia: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 47: Australia: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 48: Indonesia: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 49: Indonesia: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 50: Others: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 51: Others: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 52: Europe: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 53: Europe: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 54: Germany: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 55: Germany: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 56: France: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 57: France: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 58: United Kingdom: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 59: United Kingdom: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 60: Italy: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 61: Italy: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 62: Spain: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 63: Spain: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 64: Russia: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 65: Russia: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 66: Others: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 67: Others: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 68: Latin America: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 69: Latin America: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 70: Brazil: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 71: Brazil: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 72: Mexico: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 73: Mexico: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 74: Others: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 75: Others: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 76: Middle East and Africa: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 77: Middle East and Africa: Esports Market: Breakup by Country (in %), 2022
  • Figure 78: Middle East and Africa: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • 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, 2022 and 2028
  • Table 2: Global: Esports Market Forecast: Breakup by Revenue Model (in Million US$), 2023-2028
  • Table 3: Global: Esports Market Forecast: Breakup by Platform (in Million US$), 2023-2028
  • Table 4: Global: Esports Market Forecast: Breakup by Games (in Million US$), 2023-2028
  • Table 5: Global: Esports Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Esports Market: Competitive Structure
  • Table 7: Global: Esports Market: Key Players