市场调查报告书
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电子竞技市场:按组件、按串流类型、按收益源、按设备类型、按平台 - 2024-2030 年全球预测E-Sports Market by Components (Platform, Service), Streaming Type (Live, On-demand), Revenue Stream, Device Type, Platform - Global Forecast 2024-2030 |
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预计2023年电竞市场规模为21亿美元,2024年达24.5亿美元,2030年预计将达62亿美元,复合年增长率为16.65%。
全球电竞市场
主要市场统计 | |
---|---|
基准年[2023] | 21亿美元 |
预测年份 [2024] | 24.5亿美元 |
预测年份 [2030] | 62亿美元 |
复合年增长率(%) | 16.65% |
电子竞技,也称为电子竞技,是指个人或团队在有组织的多人电玩赛事中相互竞争的电子游戏竞技领域。比赛类型多样,包括即时战略游戏(RTS)、第一人称射击游戏(FPS)、多人线上竞技场(MOBA)和卡牌游戏。直播平台的兴起、游戏技术的进步以及现有体育特许经营商和企业赞助商的参与不断增加正在推动电子竞技的成长。因此,电子竞技已转变为娱乐产业的重要市场,吸引了世界各地数百万观众,并为参与企业提供了丰厚的奖金池。然而,监管障碍、玩家倦怠和健康、游戏诚信和诈欺以及多样性和整体性问题可能会给这个市场带来挑战。也就是说,利用虚拟实境和扩增实境等新技术,并将电子竞技纳入教育机构和课程,可能会带来市场机会。
区域洞察
电子竞技产业在美洲正在快速成长,其中美国处于领先地位。竞技性游戏锦标赛的激增、传统体育特许经营权的大量投资以及大学电子竞技项目的出现表明了该地区的高度兴趣。此外,在网路基础设施改善和年轻人充满活力的游戏文化的推动下,拉丁美洲国家正在迅速迎头赶上。 EMEA(欧洲、中东和非洲)地区代表着成熟程度不同的多元化电子竞技市场。
西欧,特别是德国、英国和法国,由于强大的基础设施和支援系统,拥有发达的电子竞技生态系统。东欧和中东地区正成为电竞人才的热点地区,后者大力投资最先进的场馆和竞技赛事。此外,知名品牌的策略合作伙伴关係和赞助正在推动电子竞技在该地区的持续成长和主流渗透。亚太地区是电竞革命的中心,中国、韩国和日本等强国为卓越电竞设定了全球基准。高速网路存取、政府支持和深厚的游戏文化造就了该地区的主导地位。东南亚人口年轻化,可支配所得不断增加,是个电竞潜力巨大的新兴市场。亚太地区的出版商和地方政府正在透过举办着名的国际比赛和培育基层活动来创造支持电子竞技的环境。
FPNV定位矩阵
FPNV定位矩阵对于评估电竞市场至关重要。我们检视与业务策略和产品满意度相关的关键指标,以对供应商进行全面评估。这种深入的分析使用户能够根据自己的要求做出明智的决策。根据评估,供应商被分为四个成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一种综合工具,可以对电子竞技市场中供应商的现状进行深入而详细的研究。全面比较和分析供应商在整体收益、基本客群和其他关键指标方面的贡献,以便更好地了解公司的绩效及其在争夺市场占有率时面临的挑战。此外,该分析还提供了对该行业竞争特征的宝贵考察,包括在研究基准年观察到的累积、分散主导地位和合併特征等因素。这种详细程度的提高使供应商能够做出更明智的决策并制定有效的策略,从而在市场上获得竞争优势。
1-市场渗透率:提供有关主要企业所服务的市场的全面资讯。
2-市场开拓:我们深入研究利润丰厚的新兴市场,并分析它们在成熟细分市场中的渗透率。
3- 市场多元化:提供有关新产品发布、开拓地区、最新发展和投资的详细资讯。
4-竞争力评估与资讯:对主要企业的市场占有率、策略、产品、认证、监管状况、专利状况、製造能力等进行全面评估。
5- 产品开发与创新:提供对未来技术、研发活动和突破性产品开发的见解。
1-电子竞技市场的市场规模和预测是多少?
2-电竞市场预测期间需要考虑投资的产品、细分市场、应用程式和领域有哪些?
3-电子竞技市场的技术趋势和法律规范是什么?
4-电竞市场主要厂商的市场占有率是多少?
5-进入电竞市场合适的型态和策略手段是什么?
[190 Pages Report] The E-Sports Market size was estimated at USD 2.10 billion in 2023 and expected to reach USD 2.45 billion in 2024, at a CAGR 16.65% to reach USD 6.20 billion by 2030.
Global E-Sports Market
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 2.10 billion |
Estimated Year [2024] | USD 2.45 billion |
Forecast Year [2030] | USD 6.20 billion |
CAGR (%) | 16.65% |
E-Sports, also known as Electronic Sports, refers to the competitive realm of video gaming, where individuals or teams compete against each other in organized multiplayer video game events. These competitions range from amateur local tournaments to professional leagues and international championships, with genres including real-time strategy games (RTS), first-person shooters (FPS), multiplayer online battle arenas (MOBA), and card games, among others. The rise of live-streaming platforms, advancements in gaming technology, and the increasing involvement of established sports franchises and corporate sponsors have bolstered the growth of e-sports. As a result, e-sports has transformed into a significant market within the entertainment industry, attracting millions of viewers globally and offering substantial prize pools for the participants. However, regulatory hurdles, concerns over player burnout and health, game integrity and cheating, and diversity and inclusion issues may pose challenges for the market. Nevertheless, leveraging emerging technologies, including virtual and augmented reality and integrating e-sports in educational institutions and curriculums, may provide an opportunistic view for the market.
Regional Insights
The e-sports industry has seen exponential growth in the Americas region, with the United States leading the charge. The proliferation of competitive gaming tournaments, substantial investments from traditional sports franchises, and the advent of collegiate e-sports programs signify the region's booming interest. Moreover, Latin American countries are rapidly catching up, aided by improving internet infrastructure and a vibrant gaming culture among the youth. The EMEA region exhibits diverse e-sports markets with varying degrees of maturity.
Western Europe, particularly Germany, the United Kingdom, and France, boasts a developed e-sports ecosystem with robust infrastructure and support systems. Eastern Europe and the Middle East are emerging as hotspots for e-sports talent, with the latter investing heavily in state-of-the-art venues and competitive events. Moreover, strategic partnerships and sponsorships from renowned brands promote sustainable growth and mainstream acceptance of e-sports in the region. APAC is the epicenter of the e-sports revolution, with powerhouse nations including China, South Korea, and Japan setting global benchmarks for e-sports excellence. High-speed internet access, government backing, and a deeply embedded gaming culture contribute to the region's dominance. With its youthful demographic and rising disposable incomes, Southeast Asia is an emerging market with huge potential for e-sports. Publishers and local governments in APAC are creating a supportive environment for e-sports by hosting prestigious international tournaments and fostering grassroots initiatives.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the E-Sports Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the E-Sports Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the E-Sports Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Activision Blizzard, Inc., Challengermode AB, Cloud9 Esports, Inc., Electronic Arts Inc., Esportal AB, FACE IT LIMITED, FanBuff Technology India Private Limited, Fnatic Ltd,, G ESPORTS HOLDING GMBH, Gameloft SE, Khiladi Adda by Techbeliever Technologies Private Limited, Nazara Technologies Limited, Nintendo Co., Ltd., NVIDIA Corporation, Stoughton Street Tech Labs Private Limited, TechnoXo Private Limited, Tencent Holding Limited, The ESL Gaming GmbH, and Valve Corporation.
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the E-Sports Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the E-Sports Market?
3. What are the technology trends and regulatory frameworks in the E-Sports Market?
4. What is the market share of the leading vendors in the E-Sports Market?
5. Which modes and strategic moves are suitable for entering the E-Sports Market?