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市场调查报告书
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1438465

电子竞技:市场占有率分析、产业趋势与统计、成长预测(2024-2029)

eSports - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2024 - 2029)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3个工作天内

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简介目录

预计2024年电竞市场规模为21.1亿美元,预计到2029年将达到52.7亿美元,在预测期内(2024-2029年)复合年增长率为20.05%。

电竞市场

世界各地数百万人对奖金数百万美元的竞技电玩游戏产生了兴趣。对于休閒游戏玩家来说,赚取七位数的工资、获得串流媒体服务的巨额商业核准以及出现在实况活动中不再罕见。电子竞技市场仍处于起步阶段,随着观众数量的不断增加,预计未来市场开拓潜力巨大。

主要亮点

  • 市场成长要素包括比赛直播的增加、重大投资、收视率的增加、参与活动和联赛基础设施。行业影响者、游戏玩家、活动策划者和游戏开发商日益专业化带来的盈利丰厚的前景使市场受益。
  • 大多数电竞观众和玩家都是千禧世代。因此,电子竞技发行商透过个人化游戏体验并在主机、PC 和行动装置等不同平台上提供游戏来瞄准这一客户群。例如,截至 2018 年 4 月,《要塞英雄》游戏在各个平台上产生了 2.96 亿美元的收益,比任何主要主机或 PC 游戏的年收益都多。因此,随着时间的推移,新游戏玩家的加入预计将吸引更多的电竞受众并产生更多收益。
  • 此外,负责管治整个运动的组织也不断涌现。例如,世界电子竞技协会(WESA)和电子竞技诚信联盟等组织与电子竞技利益相关人员合作,保护比赛的诚信并调查所有形式的诈欺,包括操纵比赛。因此,这对市场前景有利,预计将补充市场成长。
  • 然而,另一方面,缺乏支持基础设施和对这项运动的认识是预测期内阻碍市场成长的一些因素。
  • COVID-19感染疾病影响了人类生活的各个方面和许多商业部门。由于 COVID-19,许多联赛和锦标赛已被重新安排或取消。由于体育场关闭,一些组织者在网上举办活动。由于COVID-19,8%的实况活动被推迟,53%转移到虚拟平台,26%被重新安排,13%如期举行。在这种情况下,2020年市场略有成长。

电竞市场趋势

广告将成为电竞最大的收益来源

  • 广告包括针对电竞观众的广告所产生的收益,例如在线上平台直播期间所展示的广告、电竞比赛的随选随选节目或电竞电视。
  • 目前,全球流行的电子游戏包括《Dota2》、《要塞英雄》、《英雄联盟》、《反恐精英:斗阵特攻》和《全球攻势》。电玩产业已经从娱乐发展成为一项可行的工作。观众对电子竞技比赛的巨大兴趣导致越来越多的赞助商受到投资者的赞助,其中包括名人和全球品牌。
  • 过去几年,观众和粉丝数量稳步增长,开闢了新的成长机会并增加了投资。近年来,由于生态系统提供了跨多个子部门的各种投资机会,该领域的投资取得了重大进展。市场的主要吸引力是传统创业投资公司、策略投资者和私募股权。
  • 电竞学位课程由俄亥俄州立大学、麻萨诸塞州贝克尔学院和维吉尼亚谢南多厄大学提供。此外,美国100 多所高中正在举办电竞比赛和传统足球等其他比赛。加州大学欧文分校和其他几所大学一样,为排名前六名的球员提供奖学金,以鼓励计画扩展。
  • 因此,预计所有上述因素都将在预测期内为电竞市场的广告收益做出贡献。

预计亚太地区将主导市场

  • 在亚太地区,由于电子竞技在年轻人中的普及以及政府对市场成长的支持,预计中国将在电竞市场中占据较大份额。
  • 例如,杭州(中国城市)计画在2022年兴建14个电竞设施,预计投资高达154.5亿元(22.2亿美元)。透过这项投资,该市有望成为世界电子竞技之都。
  • 此外,杭州将于2022年举办亚运会,电子竞技有望成为正式奖牌比赛。由于投资,中国预计将占据很大的市场占有率。
  • 此外,电竞产业的主要参与者腾讯控股有限公司总部位于中国,透过开发大获成功的《王者荣耀》等游戏,为中国电竞的崛起做出了重要贡献。腾讯控股有限公司计划在中国扩大《英雄联盟》和《王者荣耀》等热门游戏的赛事,吸引世界各地的玩家和观众。
  • 腾讯TiMi电竞中心总经理Allan Zhang在腾讯全球电竞峰会上宣布,2022年王者荣耀世界冠军杯(KCC)总奖金池将为1000万美元(820万欧元)。张解释说,从2022年起,来自中国王者职业联赛(KPL)和其他海外地区的16支队伍将参加比赛。
  • 本次比赛将创下行动电竞奖金池最大的新纪录,对产业来说是一个重大发展。国王队及其开发商腾讯旗下 TiMi Studio 明确表示,他们希望将电竞打造成世界上最盈利的游戏之一。
  • 因此,由于国内电竞投资的增加,中国市场预计将扩大。

电子竞技产业概述

电子竞技市场正处于起步阶段。所以它变得有点竞争。看到电竞联赛的受欢迎,公司纷纷​​进入市场以获得竞争优势并扩大其地理影响力。此外,这些公司提高不同地理位置知名度的策略包括组成新的运动联盟、联盟、併购和收购。重要参与者包括摩登时代集团、动视暴雪公司和拳头游戏公司(腾讯控股有限公司)。最近的一些进展是:

  • 2022 年 4 月 - SK Telecom 与韩国电竞协会 (KeSPA) 签署了为期三年的赞助协议。根据这项安排,SK Telecom 将成为 KeSPA 的官方赞助商,并可能指导韩国电竞队参加即将举行的亚洲锦标赛。预计一些与市场相关的措施和创新将在预测期内推动进一步成长。
  • 2022年3月-Rooter Sports Technologies Private Limited购买了Sky Esports所有智慧财产权的媒体权,为期一年。南亚顶级电竞赛事主办单位Sky Esports拥有其智慧财产权。媒体权允许 Rooter Sports 以多种语言在印度转播比赛,包括英语、印地语、孟加拉语、卡纳达语、泰米尔语、马拉雅拉姆语和泰卢固语。这些併购业务预计将在预测期内推动媒体版权产业的扩张。

其他福利

  • Excel 格式的市场预测 (ME) 表
  • 3 个月分析师支持

目录

第一章简介

  • 研究成果和先决条件
  • 调查范围

第二章调查方法

第三章执行摘要

第四章市场动态

  • 市场概况
  • 市场驱动因素与阻碍因素简介
  • 市场驱动因素
    • 电玩游戏日益流行
    • 人们对电竞的认识不断增强
  • 市场限制因素
    • 对游戏交易中的盗版、法律规章和诈骗等问题的担忧
  • 产业价值链分析
  • 产业吸引力-波特五力分析
    • 新进入者的威胁
    • 买方议价能力
    • 供应商的议价能力
    • 替代产品的威胁
    • 竞争公司之间的敌意强度

第五章 电竞市场形势

  • 各国的电竞倡议
  • 电竞爱好者玩的 10 款主要游戏
  • 排名前 10 的联赛(按观众人数和奖金划分)

第六章市场区隔

  • 按收益模式
    • 媒体权利
    • 广告和赞助
    • 商品及门票
    • 其他收益模式
  • 透过串流媒体平台
    • Twitch
    • YouTube
    • 其他串流媒体平台(斗鱼和哈鱼)
  • 按地区
    • 北美洲
      • 美国
      • 加拿大
      • 北美其他地区
    • 欧洲
      • 德国
      • 英国
      • 法国
      • 其他欧洲国家
    • 中国
    • 亚太地区(不包括中国)
      • 日本
      • 印度
      • 韩国
      • 其他亚太地区
    • 拉丁美洲
    • 中东和非洲

第七章 竞争形势

  • 公司简介
    • Modern Times Group
    • Activision Blizzard Inc
    • Electronic Arts Inc
    • Riot Games Inc.(Tencent Holdings Ltd)
    • Epic Games Inc.
    • Gfinity PLC
    • Faceit
    • Capcom Co. Ltd
    • Valve Corporation

第八章市场机会及未来趋势

第九章投资分析

简介目录
Product Code: 67091

The eSports Market size is estimated at USD 2.11 billion in 2024, and is expected to reach USD 5.27 billion by 2029, growing at a CAGR of 20.05% during the forecast period (2024-2029).

eSports - Market

Millions of people worldwide are increasingly interested in competitive video gaming, which offers millions of dollars in prize money. It is no longer uncommon for casual gamers to command seven-figure wages, receive significant business endorsements from streaming services, and appear at live events. Although the eSports market is still in its initial stage, and with the growing viewership, it is expected that it may offer strong potential to capitalize on the market in the future.

Key Highlights

  • The market growth factors are an increase in the live streaming of games, significant investments, growing audience reach, engagement activities, and infrastructure for league competitions. The market benefits from the lucrative prospects made possible by the industry's increasing professionalization for influencers, gamers, event planners, and game developers.
  • The majority of the audience and the players of eSports are the Millenials. Thus, the publishers of eSports are targetting this customer base by personalizing the gameplay experience and offering the game on different platforms such as console, PC, and mobile. For instance, as of April 2018, the Fortnite game generated USD 296 million in revenue across platforms, which was more annual than any significant console or PC game. Thus, with the new gamers in the ecosystem, it is expected to attract more eSports audiences, generating more revenue over time.
  • Moreover, organizations are emerging for governance to make the entire sports organized. For instance, associations such as the World esports Association (WESA) and Esports Integrity Coalition are working with esports stakeholders to protect the integrity of competition and investigate all forms of cheating, including match manipulation. Hence, this is expected to have a positive outlook on the market and is expected to complement the growth of the market.
  • However, on the flip, lack of supportive infrastructure and awareness about sports are a few factors hindering market growth during the forecast period.
  • The COVID-19 pandemic impacted many aspects of human life and numerous business sectors. Due to COVID-19, numerous leagues and tournaments were rescheduled or abandoned. As the stadiums were closed, some organizers held the event online. In COVID-19, 8% of live events were postponed, 53% were shifted to virtual platforms, 26% were rescheduled, and 13% were held as planned. Under all of these conditions, the market increased somewhat in 2020.

esports Market Trends

Advertising to be the Largest Sources of eSports Revenue

  • The advertising comprises the revenue generated from the advertisements targeting esports viewers, including ads shown during live streams on online platforms, on video-on-demand content of esports matches, or esports TV.
  • The top video games globally now include Dota2, Fortnite, League of Legends, Counter-Strike: Overwatch, and Global Offensive. The video game industry has developed from a pastime to a viable job path. Due to the huge amount of interest in esports competitions among spectators, investors, including celebrities and global brands, are becoming sponsors.
  • The number of viewers and fans has grown steadily over the past few years, opening up new growth opportunities and increasing investment. Investments in this area have advanced significantly in recent years thanks to the ecosystem, which offers a variety of investment opportunities across several subsectors. The key market draw is traditional venture capital firms, strategic investors, and private equity.
  • The esports degree program is offered by Ohio State University, Becker College in Massachusetts, and Shenandoah University in Virginia. Additionally, esports competitions and other games like conventional soccer are being held in more than 100 high schools around the United States. The University of California Irvine offers scholarships to the top 6 players, as are several other institutions, to boost the program's expansion.
  • Hence, all the above factors are expected to contribute to the advertising segment for generating revenue for the eSports market in the forecasted period.

Asia-Pacific is expected to dominate the Market

  • In the Asian-pacific region, China is anticipated to hold a significant market share in the eSports market owing to the popularity of esports among the youth and supportive government support for the market's growth.
  • For instance, Hangzhou ( a city in China) could plan to build 14 esports facilities before 2022, and it is expected to invest up to CNY 15.45 billion (USD 2.22 billion). This investment is expected to make it the esports capital of the world.
  • Moreover, Hangzhou will host Asian Games in 2022, where esports is expected to be an official medal event. With its investments, China is expected to hold a significant market share.
  • Furthermore, Tencent Holdings Limited, a significant player in the eSports industry, is headquartered in China and played an influential role in the increase of eSports in China by developing games like "Honor of Kings," which was a huge success. Tencent Holdings Limited plans to expand tournaments for hugely popular games like "League of Legends" and "Honor of Kings in China, " which will attract global players and viewers.
  • The prize pool for the 2022 Honor of Kings World Champion Cup (KCC) will be USD 10 million (EUR 8.2 million), according to Allan Zhang, general manager of Tencent TiMi Esports Center, who announced during the Tencent Global Esports Summit. Zhang explained that 16 teams from the King Pro League (KPL) in China and other international locations would participate in the competition after 2022.
  • The competition will set a new record for the largest prize pool in mobile esports, which is a significant development for the industry. The honor of Kings and its developer Tencent's TiMi Studio have made their intentions for esports clear as one of the most lucrative games globally.
  • Hence, the increasing investment in eSports in the country is expected to augment the China market.

esports Industry Overview

The eSports market is at its initial stage; thus, it is a little competitive. Although seeing the popularity of the eSports leagues, companies are entering the market to gain a competitive advantage and expand their geographical presence. Furthermore, these companies' strategies to increase their visibility across different geographic locations include organizing new sports leagues, partnerships, mergers, and acquisitions. Some significant players are Modern Times Group, Activision Blizzard Inc., and Riot Games Inc. (Tencent Holdings Ltd), amongst others. A few recent developments are:

  • April 2022 - SK Telecom and the Korean Esports Association (KeSPA) have a three-year sponsorship agreement. As a result of the arrangement, SK Telecom is now KeSPA's official sponsor and may coach the Korean esports team for forthcoming Asian tournaments. During the anticipated term, several market-related efforts and innovations are expected to fuel additional growth.
  • March 2022 - Rooter Sports Technologies Private Limited purchased Sky Esports' media rights for all of its intellectual property for a year. The top esports event organizer in South Asia, Sky Esports, owns its intellectual properties. With media rights, Rooter Sports may broadcast matches in India in several languages, including English, Hindi, Bengali, Kannada, Tamil, Malayalam, and Telugu. These M&A operations are anticipated to boost the media rights segment's expansion during the expected term.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Deliverables and Assumptions
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Introduction to Market Drivers and Restraints
  • 4.3 Market Drivers
    • 4.3.1 Increasing Popularity of Video Games
    • 4.3.2 Growing Awareness about eSports
  • 4.4 Market Restraints
    • 4.4.1 Issues Such as Piracy, Laws and Regulations, and Concerns Relating to Fraud During Gaming Transactions
  • 4.5 Industry Value Chain Analysis
  • 4.6 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.6.1 Threat of New Entrants
    • 4.6.2 Bargaining Power of Buyers/Consumers
    • 4.6.3 Bargaining Power of Suppliers
    • 4.6.4 Threat of Substitute Products
    • 4.6.5 Intensity of Competitive Rivalry

5 ESPORTS MARKET LANDSCAPE

  • 5.1 Esports Engagement by Country
  • 5.2 Top 10 Games Played by eSports Fans
  • 5.3 Top 10 Leagues, By Viewership, By Prize Money

6 MARKET SEGMENTATION

  • 6.1 By Revenue Model
    • 6.1.1 Media Rights
    • 6.1.2 Advertising and Sponsorships
    • 6.1.3 Merchandise and Tickets
    • 6.1.4 Other Revenue Models
  • 6.2 By Streaming Platform
    • 6.2.1 Twitch
    • 6.2.2 YouTube
    • 6.2.3 Other Streaming Platforms ( DouYu and Hayu )
  • 6.3 By Geography
    • 6.3.1 North America
      • 6.3.1.1 United States
      • 6.3.1.2 Canada
      • 6.3.1.3 Rest of North America
    • 6.3.2 Europe
      • 6.3.2.1 Germany
      • 6.3.2.2 United Kingdom
      • 6.3.2.3 France
      • 6.3.2.4 Rest of Europe
    • 6.3.3 China
    • 6.3.4 Asia-Pacific ( excluding China)
      • 6.3.4.1 Japan
      • 6.3.4.2 India
      • 6.3.4.3 South Korea
      • 6.3.4.4 Rest of Asia-Pacific
    • 6.3.5 Latin America
    • 6.3.6 Middle East & Africa

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Modern Times Group
    • 7.1.2 Activision Blizzard Inc
    • 7.1.3 Electronic Arts Inc
    • 7.1.4 Riot Games Inc. ( Tencent Holdings Ltd)
    • 7.1.5 Epic Games Inc.
    • 7.1.6 Gfinity PLC
    • 7.1.7 Faceit
    • 7.1.8 Capcom Co. Ltd
    • 7.1.9 Valve Corporation

8 MARKET OPPORTUNITIES AND FUTURE TRENDS

9 INVESTMENT ANALYSIS