封面
市场调查报告书
商品编码
1561488

2024-2032 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)和地区分類的电竞市场报告

Esports Market Report by Revenue Model, Platform, Games (Multiplayer Online Battle Arena, Player vs Player, First Person Shooters, Real Time Strategy ), and Region 2024-2032

出版日期: | 出版商: IMARC | 英文 140 Pages | 商品交期: 2-3个工作天内

价格

2023年全球电竞市场IMARC Group达18亿美元。该市场主要由互联网普及率不断提高、游戏技术的重大创新、直播平台的日益普及以及赞助商和广告商的有利投资推动。

电竞市场分析:

  • 主要市场驱动因素:电子竞技市场的成长是由全球网路普及率不断提高和智慧型手机的普及所推动的,这使得线上游戏的普及变得更加广泛。此外,主要品牌和广告商的大量投资提高了行业内的财务知名度和专业机会。不断壮大的联赛和锦标赛进一步吸引了大量的观众和参与,从而推动了市场的成长。
  • 主要市场趋势:塑造电子竞技市场前景的一些主要趋势涉及行动游戏的日益普及,由于其可访问性,行动游戏扩大了受众群体。虚拟实境和扩增实境 (VR/AR) 的广泛整合改善了游戏体验,使其更加身临其境。除此之外,直播平台的兴起促进了社群参与和即时互动,为玩家和赞助商带来了更高的观众参与度和获利机会,这反过来又对电竞市场预测产生了积极影响。
  • 地理趋势:亚太地区因其人口众多且年轻、网路普及率高以及对游戏的强烈文化亲和力而引领市场。中国和韩国等国家拥有完善的游戏基础设施,并主办了一些世界上最大的电子竞技比赛。政府的有利支持和对数位基础设施的投资进一步推动了市场的发展,吸引了全球电子竞技公司并培育了充满活力的竞争格局。
  • 竞争格局:电竞产业的一些主要市场参与者包括动视暴雪公司、卡普空有限公司、艺电公司、Epic Games Inc.、FACEIT、Gameloft SE (Vivendi SE)、Gfinity PLC、英特尔公司、 Modern Times Group、Nintendo Co. Ltd.、NVIDIA Corporation、Riot Games Inc.、Valve Corporation 和Zynga Inc. 等。
  • 挑战与机会:电子竞技市场的机会包括扩展到新兴市场、透过技术进步提高玩家和观众的参与度以及利用赞助和广告收入。挑战包括解决网路威胁等问题,确保比赛的公平性和完整性,以及管理职业游戏玩家的身心健康。在快速成长与永续实践和监管合规性之间取得平衡也带来了重大挑战。

电竞市场趋势:

提高网路渗透率

网路的快速普及和全球高速网路的普及促进了线上游戏社群和锦标赛的发展。例如,到 2024 年,将有 53.5 亿人(占全球人口的 66.2%)使用网路。过去一年,网路使用者数量增加了 1.8%,到 2023 年首次上网人数将达到 9,700 万人。高速网路连线可实现无缝串流媒体和竞技游戏,吸引更多参与者和观众加入电竞生态系统。

赞助商和广告商的投资不断增加

主要品牌和广告商的大力财政支持推动了职业电子竞技的发展。这项投资为锦标赛奖金、选手薪资和基础设施开发提供资金,使电子竞技成为一个利润丰厚的职业选择,并提高了其知名度和可信度。例如,2024年6月,国际奥委会(IOC)提议透过「奥林匹克电竞运动会」将电竞纳入全球运动界。该提案将在 2024 年巴黎奥运会期间举行的国际奥委会第 142 届会议上进行讨论。电子竞技在 2022 年杭州亚运会上首次作为正式奖牌运动项目。此类重大事件有助于大幅增加全球电子竞技市场价值。

人们越来越认识到电子竞技是一项合法运动

人们越来越多地接受电子竞技作为一项有组织的联赛和锦标赛的竞技运动,这推动了电子竞技的需求及其巨大的受欢迎程度。这种认识导致了吸引参与者和观众的结构化竞赛的形成。例如,2024 年 7 月,Skyesports 在钦奈主办了印度首届线下锦标赛——电竞革命决赛对决。这类备受瞩目的赛事的成功举办展示了电子竞技的专业化,吸引了大量媒体报道并提高了观众参与度。这反过来又使电子竞技合法化为主流娱乐和专业途径,进一步推动市场扩张。例如,2024年4月,NODWIN Gaming宣布与全球电竞联合会(GEF)合作,成为南亚和中亚、非洲、中东以及东南亚部分地区主要新兴市场的投资组合管理公司(PMC) 。此次合作旨在利用 NODWIN Gaming 在这些地区的专业知识和领导力,推动全球游戏和电子竞技的发展。该协议标誌着诺德温在全球扩大影响力和促进电子竞技发展的努力中的一个重要里程碑,这反过来有望增加电子竞技市场的收入。

电子竞技市场细分:

IMARC Group提供了每个细分市场的主要趋势的分析,以及 2024-2032 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

广告和赞助占大部分市场份额

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。

广告和赞助占据了电子竞技市场的大部分份额,因为它们为赛事和玩家提供了重要的财务支持和知名度。品牌在电竞领域投入巨资,透过赛事赞助、团队合作和游戏内广告吸引年轻、活跃的受众。这些投资为锦标赛、球员薪资和促销活动提供资金,推动了产业的成长。电子竞技的高收视率和粉丝参与度使其成为寻求与精通技术的人群建立联繫的广告商的一个有吸引力的平台。

例如,2024 年 6 月,肯德基印度公司与《Battlegrounds Mobile India》(BGMI) 的创建者 Krafton India 合作,提供独家游戏内奖励。此次合作推出「Winner Winner Chicken Lunch」促销活动,为BGMI玩家购买KFC Zinger Box提供游戏内奖励。该倡议的目标是游戏在印度年轻人中日益普及,预计到 2025 年,印度年轻用户将达到 7.5 亿。

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 的电子竞技由个人电脑的先进功能驱动,提供卓越的图形、处理能力和客製化选项,增强游戏体验。游戏的流行,加上高速网路和强大的硬体支援竞技游戏和直播,吸引了专业游戏玩家和观众。此外,已建立的电脑游戏基础设施有利于社区参与和锦标赛组织,从而有利于市场成长。 PC 硬体和周边的持续创新也推动了该细分市场的成长,满足休閒和专业游戏玩家的需求。

PlayStation 和 Xbox 等游戏机的广泛可及性和用户友好性推动了基于游戏机的电子竞技。这些平台透过标准化硬体提供无缝的游戏体验,确保不同游戏的效能一致。此外,游戏机与直播串流服务和社群媒体的整合增强了观众的参与度和获利机会。此外,独家游戏发布以及与主要游戏赛事和联盟的合作伙伴关係推动了基于游戏机的电子竞技的普及和市场成长。

根据全球电竞市场洞察,智慧型手机和平板电脑的渗透率不断提高,使游戏能够接触到更广泛的受众,这主要推动了行动和平板电脑市场的发展,因为行动装置的便利性和便携性使玩家可以随时随地进行游戏,吸引了休閒玩家以及竞技游戏玩家等。除此之外,较低的进入门槛(例如成本和易用性)也有助于行动游戏的广泛采用。此外,行动技术的进步(例如改进的图形和处理能力)可以增强整体游戏体验并支援行动电子竞技的发展。

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) 代表领先的细分市场

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) 占据了最大的细分市场。

第一人称射击游戏 (FPS) 因其快节奏的动作、战略深度以及对玩家和观众的广泛吸引力而代表了领先的电子竞技细分市场。 《决胜时刻》、《反恐精英》和《斗阵特攻》等游戏已经建立了庞大的忠实粉丝群和职业联盟。这些游戏的竞争性和基于技能的性质以及频繁的更新让观众保持参与。例如,《反恐精英 2》于 2023 年 9 月推出,标誌着该游戏史上最大的技术飞跃,并计划在未来几年推出新功能和更新。此外,FPS 游戏具有动态视觉效果,非常适合直播并吸引大量赞助和广告收入。

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

亚太地区引领市场,占最大的电竞市场份额

该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);欧洲(德国、法国、英国、义大利、西班牙、俄罗斯等);亚太地区(中国、日本、印度、韩国、澳洲、印尼等);拉丁美洲(巴西、墨西哥等);以及中东和非洲。报告称,亚太地区是电子竞技最大的区域市场。

亚太地区因其庞大且精通技术的人口和较高的网路普及率而在电子竞技市场领域处于领先地位。该地区对游戏有着浓厚的文化亲和力,中国和韩国等国家举办了大型比赛并培养了职业团队。例如,2023年9月,中国在杭州举办了第十九届亚运会,这是中国最大的电竞赛事,由腾讯主导。这项活动标誌着竞技电子游戏首次有资格在奥运会上获得奖牌。腾讯的目标是利用电子竞技来增强其娱乐产品组合,并在经济挑战中恢復民族自豪感。该公司还在杭州开发了一家电竞酒店,反映了年轻人日益增长的生活方式趋势。儘管电子竞技市场最近出现低迷,但中国仍然是一个关键参与者,拥有 4 亿粉丝推动着行业向前发展,并对电子竞技市场的成长产生了重大影响。

政府对数位基础设施的大力支持和投资增强了竞争格局。例如,2024 年5 月,南亚领先的游戏产业盛会印度游戏开发者大会(IGDC) 宣布计划将开发者日活动扩大到印度七个主要城市:德里、浦那、艾哈迈达巴德、科钦、金奈、古瓦哈提、和加尔各答。此次扩张旨在在印度培养一个充满活力和包容性的游戏开发生态系统,提供网路、技能提升机会和人才展示。 IGDC 也宣布成立印度游戏开发者协会 (GDAI),为开发者提供宣传、教育资源、专业发展和促进行业道德实践等方面的支持。此外,主要电子竞技公司的存在和强大的游戏生态系统也有助于该地区在全球电子竞技市场中占据主导地位。

(请注意,这只是关键参与者的部分列表,报告中提供了完整列表。)

  • 电子竞技市场竞争格局的特点是主要游戏开发商、平台提供商和技术公司之间的激烈竞争。这些实体不断创新,提供引人入胜的沉浸式游戏体验,提高用户参与度和忠诚度。市场在赛事赞助、串流转播权和球员代言方面进行了大量投资,反映出该行业的利润丰厚的潜力。伙伴关係和协作很常见,因为公司旨在利用彼此在技术、媒体和受众范围方面的优势。例如,2024 年 5 月,Phoenix Games 宣布以 980 万美元从 Ionik 收购总部位于印度的 PopReach Games,扩大其业务,拥有超过 100 名专业人士的团队。此次收购使Phoenix Games 能够控制下载量超过4.2 亿次的免费游戏组合,包括《蓝色小精灵村》、《蓝色小精灵魔法比赛》、《时光花园》、《厨房争夺战》、《卡米洛王国》 、《万国之战》等热门游戏。此外,2024 年 6 月,Nodwin Gaming 透过价值 27.1 亿卢比(3,030 万欧元)的股份交换交易收购了德国电竞公司 Freaks 4U Gaming 86.49% 的股份,获得了完整所有权。此次收购旨在增强 Nodwin Gaming 在 PC 游戏和游戏发行支援服务方面的能力,同时提供进入已开发市场的机会,提高未来的收入。虚拟实境 (VR) 和扩增实境 (AR) 等先进技术的整合进一步加剧了竞争,因为各公司都在努力打造差异化产品。此外,行动游戏的兴起和全球网路普及率的提高也促成了动态且快速发展的竞争格局。

电竞市场新闻:

  • 2023 年 10 月,微软宣布以 690 亿美元(560 亿英镑)完成对《决胜时刻》製造商动视暴雪的收购,这是游戏产业有史以来最大的交易。根据重新制定的协议,微软已将透过云端在游戏机和个人电脑上发送行动视游戏的权利交给了法国电玩发行商育碧。
  • 2024 年 7 月,艺电宣布了其下一款足球游戏 EA SPORTS FC 25 的详细信息,该游戏将于 9 月 27 日在全球发布。这个新模式将在 Football Ultimate Team、俱乐部和开球赛中推出。

本报告回答的关键问题

  • 2023年全球电竞市场规模有多大
  • 2024-2032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

  • 2023年全球电竞市场规模有多大? 2024-2032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
  • 数据来源
    • 主要来源
    • 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
  • 市场表现
  • COVID-19 的影响
  • 市场预测

第 6 章:市场区隔:依收入模式

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

第 7 章:市场区隔:按平台

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

第 8 章:市场区隔:按游戏

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

第 9 章:市场区隔:按地区

  • 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
    • 市场趋势
    • 市场细分:按国家/地区
    • 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: SR112024A4746

The global esports market size reached US$ 1.8 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 8.2 Billion by 2032, exhibiting a growth rate (CAGR) of 18% during 2024-2032. The market is primarily driven by rising internet penetration, significant innovations in gaming technology, increasing popularity of live-streaming platforms, and favorable investments from sponsors and advertisers.

Esports Market Analysis:

  • Major Market Drivers: The Esports market growth is driven by rising global internet penetration and proliferation of smartphones, enabling wider access to online gaming. Moreover, significant investments from key brands and advertisers improve financial visibility and professional opportunities within the industry. The growing organization of leagues and tournaments further attracts substantial viewership and participation, thus propelling market growth.
  • Key Market Trends: Some of the key trends shaping the Esports market outlook involve the rising popularity of mobile gaming, which expands the audience base due to its accessibility. The widespread integration of virtual and augmented reality (VR/AR) improves the gaming experience, making it more immersive. Besides this, the rise of live-streaming platforms fosters community engagement and real-time interaction, driving higher viewer participation and monetization opportunities for players and sponsors, which, in turn, is impacting the esports market forecast positively.
  • Geographical Trends: Asia Pacific leads the market owing to its large and young population, high internet penetration rates, and strong cultural affinity for gaming. Countries such as China and South Korea house well-established gaming infrastructures and host some of the world's largest Esports tournaments. The market is further propelled by favorable government support and investment in digital infrastructure that have attracted global Esports companies and fostered a vibrant competitive landscape.
  • Competitive Landscape: Some of the major market players in the Esports industry 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, and Zynga Inc., among many others.
  • Challenges and Opportunities: Opportunities in the Esports market include expanding into emerging markets, enhancing player and audience engagement through technological advancements, and leveraging sponsorship and advertising revenues. Challenges involve addressing issues like cyber threats, ensuring fair play and integrity in competitions, and managing the mental and physical health of professional gamers. Balancing rapid growth with sustainable practices and regulatory compliance also poses significant challenges.

Esports Market Trends:

Increasing Internet Penetration

The rapid penetration of internet and increasing accessibility to high-speed internet globally facilitates the growth of online gaming communities and tournaments. For instance, in 2024, 5.35 billion people, representing 66.2 percent of the global population, are using the internet. Over the past year, the number of internet users has increased by 1.8 percent, with 97 million individuals going online for the first time in 2023. As the internet's capabilities evolve and adapt to people's lifestyles, the number of users is expected to set to rise rapidly. High-speed internet connections enable seamless streaming and competitive gameplay, attracting more participants and viewers to the Esports ecosystem.

Rising Investments from Sponsors and Advertisers

Significant financial support from major brands and advertisers boosts the professional Esports landscape. This investment funds tournament prizes, player salaries, and infrastructure development, making Esports a lucrative career option and enhancing its visibility and credibility. For instance, in June 2024, the International Olympic Committee (IOC) proposed the inclusion of Esports in the global sporting community through the "Olympic Esports Games." This proposal will be discussed at the 142nd IOC Session during the Paris 2024 Olympics. Esports made its debut as an official medal sport at the Asian Games 2022 in Hangzhou. Such significant events aids in substantially increasing the esports market value around the globe.

Growing Recognition of Esports as a Legitimate Sport

The growing acceptance of Esports as a competitive sport with organized leagues and tournaments drives the esports demand and its immense popularity. This recognition has led to the formation of structured competitions that attract both participants and spectators. For instance, in July 2024, Skyesports hosted India's first LAN tournament, the Finals Esports Revolution Showdown, in Chennai. The successful execution of such high-profile events showcases the professionalization of Esports, drawing significant media coverage and increasing viewer engagement. This, in turn, legitimizes Esports as a mainstream entertainment and professional avenue, further fueling market expansion. For instance, in April 2024, NODWIN Gaming announced its partnership with the Global Esports Federation (GEF) to become the Portfolio Management Company (PMC) for key emerging markets in South and Central Asia, Africa, the Middle East, and parts of Southeast Asia. This collaboration aims to drive the growth of gaming and esports globally, leveraging NODWIN Gaming's expertise and leadership in these regions. The agreement marks a significant milestone in NODWIN's efforts to expand its influence and promote esports development worldwide, which, in turn, is expected to boost the esports market revenue.

Esports Market Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the global, regional, and country levels for 2024-2032. 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 account for the majority of the market share

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.

Advertising and sponsorships account for the majority of the Esports market share as they provide significant financial support and visibility for events and players. Brands invest heavily in Esports to reach a young, engaged audience through event sponsorships, team partnerships, and in-game advertisements. These investments fund tournaments, player salaries, and promotional activities, driving the industry's growth. The high viewership and fan engagement in Esports make it an attractive platform for advertisers seeking to connect with a tech-savvy demographic.

For instance, in June 2024, KFC India partnered with Krafton India, the creators of Battlegrounds Mobile India (BGMI), to offer exclusive in-game rewards. This collaboration introduces the "Winner Winner Chicken Lunch" promotion, providing BGMI players with in-game rewards when they purchase a KFC Zinger Box. The initiative targets the growing popularity of gaming among young Indians, a demographic expected to reach 750 million users by 2025. Such initiatives prove to be crucial for positively influencing the esports market dynamics.

Breakup by Platform:

  • PC-based Esports
  • Consoles-based Esports
  • Mobile and Tablets

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

PC-based Esports are driven by the advanced capabilities of personal computers, offering superior graphics, processing power, and customization options that enhance the gaming experience. The popularity of titles, along with high-speed internet and powerful hardware support competitive play and live streaming, attracting professional gamers and audiences. Additionally, the established infrastructure of PC gaming facilitates community engagement and tournament organization, thus favoring the market growth. The continuous innovation in PC hardware and peripherals also propels this segment's growth, catering to both casual and professional gamers.

Consoles-based Esports are propelled by the widespread accessibility and user-friendly nature of gaming consoles like PlayStation and Xbox. These platforms offer a seamless gaming experience with standardized hardware, ensuring consistent performance across different games. Moreover, the integration of consoles with live streaming services and social media enhances viewer engagement and monetization opportunities. Moreover, exclusive game releases and partnerships with major gaming events and leagues drive the popularity and market growth of console-based Esports.

According to the global Esports market insights, the trend of increasing penetration of smartphones and tablets, making gaming accessible to a broader audience, is primarily driving the mobile and tablet segment as the convenience and portability of mobile devices enable gaming anytime and anywhere, attracting casual and competitive gamers alike. Besides this, the lower entry barriers, such as cost and ease of use, contribute to the widespread adoption of mobile gaming. Additionally, advancements in mobile technology, such as improved graphics and processing capabilities, enhance the overall gaming experience and support the growth of mobile-based Esports.

Breakup by Games:

  • Multiplayer Online Battle Arena (MOBA)
  • Player vs Player (PvP)
  • First Person Shooters (FPS)
  • Real Time Strategy (RTS)

First person shooters (FPS) represents the leading market segment

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.

First person shooters (FPS) represent the leading Esports market segment due to their high-paced action, strategic depth, and broad appeal to both players and viewers. Games like Call of Duty, Counter-Strike, and Overwatch have established large, dedicated fan bases and professional leagues. The competitive and skill-based nature of these games, along with frequent updates keep the audience engaged. For instance, in September 2023, Counter-Strike 2 was launched, marking the largest technical leap in the game's history with new features and updates planned for years ahead. Additionally, FPS games are visually dynamic, making them ideal for live streaming and attracting substantial sponsorship and advertising revenues.

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 leads the market, accounting for the largest Esports market share

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

Asia Pacific leads the Esports market segment due to its large, tech-savvy population and high internet penetration rates. The region boasts strong cultural affinity for gaming, with countries like China and South Korea hosting major tournaments and nurturing professional teams. For instance, in September 2023, China hosted its biggest Esports event at the 19th Asian Games in Hangzhou, with Tencent leading the charge. This event marked the first time competitive video games were eligible for medals at the Games. Tencent aims to leverage esports to enhance its entertainment portfolio and restore national pride amid economic challenges. The company also developed an Esports hotel in Hangzhou, reflecting the growing lifestyle trend among young people. Despite a recent downturn in the Esports market, China remains a key player, with 400 million fans driving the industry forward and impacting the Esports market growth significantly.

Significant government support and investments in digital infrastructure enhance the competitive scene. For instance, in May 2024, the India Game Developer Conference (IGDC), South Asia's leading game industry event, announced its plan to expand the Developer Day program to seven key Indian cities: Delhi, Pune, Ahmedabad, Cochin, Chennai, Guwahati, and Kolkata. This expansion aims to foster a vibrant and inclusive game development ecosystem across India, offering networking, upskilling opportunities, and talent showcases. IGDC also announced the formation of the Game Developers Association of India (GDAI) to support developers with advocacy, educational resources, professional development, and the promotion of ethical practices in the industry. Additionally, the presence of major Esports companies and a robust gaming ecosystem contribute to the region's dominance in the global Esports market.

Competitive Landscape:

  • The esports market research report has also provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the major market players in the Esports industry 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, and Zynga Inc.

(Please note that this is only a partial list of the key players, and the complete list is provided in the report.)

  • The competitive landscape of the Esports market is characterized by intense rivalry among major gaming developers, platform providers, and technology companies. These entities constantly innovate to offer engaging and immersive gaming experiences, driving user engagement and loyalty. The market sees significant investment in tournament sponsorships, streaming rights, and player endorsements, reflecting the lucrative potential of the industry. Partnerships and collaborations are common, as companies aim to leverage each other's strengths in technology, media, and audience reach. For instance, in May 2024, Phoenix Games announced the acquisition of India-based PopReach Games from Ionik for $9.8 million, expanding its operations with a team of over 100 professionals. This acquisition grants Phoenix Games control over a portfolio of free-to-play games with more than 420 million downloads, including popular titles like Smurfs Village, Smurf's Magic Match, Gardens of Time, Kitchen Scramble, Kingdoms of Camelot, War of Nations, and the Brain Training app Peak. Furthermore, in June 2024, Nodwin Gaming acquired an 86.49% stake in the German esports firm Freaks 4U Gaming in a ₹271 crore (€30.3 million) share swap deal, securing complete ownership. This acquisition aims to bolster Nodwin Gaming's capabilities in PC gaming and game publishing support services while providing access to developed markets, enhancing future revenues. The integration of advanced technologies such as virtual reality (VR) and augmented reality (AR) further intensifies competition, as firms strive to differentiate their offerings. Additionally, the rise of mobile gaming and increasing global internet penetration contribute to the dynamic and rapidly evolving competitive landscape.

Esports Market News:

  • In October 2023, Microsoft announced that it has completed its $69bn (£56bn) takeover of Call of Duty maker Activision Blizzard in the gaming industry's biggest ever deal. Under the re-worked deal, Microsoft has handed the rights to distribute Activision's games on consoles and PCs over the cloud to French video game publisher Ubisoft.
  • In July 2024, Electronic Arts announced the details of its next football game, EA SPORTS FC 25, which is set to release globally on Sep 27. The game comprises a host of innovations by Rush and FC IQ. This new mode will be available across Football Ultimate Team, Clubs and Kick-Off.

Key Questions Answered in This Report

  • 1. What was the size of the global esports market in 2023?
  • 2. What is the expected growth rate of the global esports market during 2024-2032?
  • 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$), 2018-2023
  • Figure 3: Global: Esports Market Forecast: Sales Value (in Billion US$), 2024-2032
  • Figure 4: Global: Esports Market: Breakup by Revenue Model (in %), 2023
  • Figure 5: Global: Esports Market: Breakup by Platform (in %), 2023
  • Figure 6: Global: Esports Market: Breakup by Games (in %), 2023
  • Figure 7: Global: Esports Market: Breakup by Region (in %), 2023
  • Figure 8: Global: Esports (Media Rights) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 9: Global: Esports (Media Rights) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 10: Global: Esports (Advertising and Sponsorships) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 11: Global: Esports (Advertising and Sponsorships) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 12: Global: Esports (Merchandise and Tickets) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 13: Global: Esports (Merchandise and Tickets) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 14: Global: Esports (Other Revenue Models) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 15: Global: Esports (Other Revenue Models) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 16: Global: Esports (PC-based Esports) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 17: Global: Esports (PC-based Esports) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 18: Global: Esports (Consoles-based Esports) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 19: Global: Esports (Consoles-based Esports) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 20: Global: Esports (Mobile and Tablets) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 21: Global: Esports (Mobile and Tablets) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 22: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 23: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 24: Global: Esports (Player vs Player-PvP) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 25: Global: Esports (Player vs Player-PvP) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 26: Global: Esports (First Person Shooters-FPS) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 27: Global: Esports (First Person Shooters-FPS) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 28: Global: Esports (Real Time Strategy-RTS) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 29: Global: Esports (Real Time Strategy-RTS) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 30: North America: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 31: North America: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 32: United States: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 33: United States: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 34: Canada: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 35: Canada: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 36: Asia-Pacific: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 37: Asia-Pacific: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 38: China: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 39: China: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 40: Japan: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 41: Japan: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 42: India: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 43: India: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 44: South Korea: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 45: South Korea: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 46: Australia: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 47: Australia: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 48: Indonesia: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 49: Indonesia: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 50: Others: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 51: Others: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 52: Europe: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 53: Europe: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 54: Germany: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 55: Germany: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 56: France: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 57: France: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 58: United Kingdom: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 59: United Kingdom: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 60: Italy: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 61: Italy: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 62: Spain: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 63: Spain: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 64: Russia: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 65: Russia: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 66: Others: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 67: Others: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 68: Latin America: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 69: Latin America: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 70: Brazil: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 71: Brazil: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 72: Mexico: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 73: Mexico: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 74: Others: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 75: Others: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 76: Middle East and Africa: Esports Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 77: Middle East and Africa: Esports Market: Breakup by Country (in %), 2023
  • Figure 78: Middle East and Africa: Esports Market Forecast: Sales Value (in Million US$), 2024-2032
  • 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, 2023 and 2032
  • Table 2: Global: Esports Market Forecast: Breakup by Revenue Model (in Million US$), 2024-2032
  • Table 3: Global: Esports Market Forecast: Breakup by Platform (in Million US$), 2024-2032
  • Table 4: Global: Esports Market Forecast: Breakup by Games (in Million US$), 2024-2032
  • Table 5: Global: Esports Market Forecast: Breakup by Region (in Million US$), 2024-2032
  • Table 6: Global: Esports Market: Competitive Structure
  • Table 7: Global: Esports Market: Key Players