市场调查报告书
商品编码
1296923
2023-2030年全球电竞市场Global Esports Market 2023-2030 |
在预测期内,全球电竞市场预计将以18.6%的年复合增长率增长。推动市场增长的关键因素包括不断增加的游戏直播,不断增加的观众人数,参与活动,以及联赛的基础设施。该行业的专业化程度不断提高,为影响者、游戏玩家、活动组织者和游戏开发者创造了有利可图的机会,使市场受益。千禧一代认为电竞是一个专业的职业选择,这是因为游戏锦标赛、一对一的赞助、流媒体收入和令人印象深刻的国际奖池越来越受欢迎。此外,学院和大学已经开始提供专门的电竞项目,以培养熟练的专业人士。例如,俄亥俄州立大学、马萨诸塞州的贝克尔学院和弗吉尼亚州的谢南多大学提供电竞学位课程。一些机构也在为玩家提供奖学金,这将进一步推动市场增长。例如,根据nea.org的数据,2021年,美国大学在电竞方面颁发了超过1600万美元的奖学金。电子竞技公司正在投资于创新的新电竞平台,以增加他们的收入和扩大他们的消费者基础。例如,在2022年6月,直播平台LoCo.推出了Loco Legends,这是第一个不可伪造的电竞代币平台。
全球电竞市场根据流媒体类型、平台、收入模式和游戏类型进行细分。根据流媒体类型,市场被划分为直播和点播。根据平台,市场被细分为基于PC的电竞,基于主机的电竞,以及移动和平板电脑。按收入模式,市场被细分为媒体版权、广告、赞助、游戏发行商费用、商品和门票。此外,按照游戏类型,市场被细分为多人在线战斗竞技场(MOBA)、玩家对玩家(PvP)、第一人称射击游戏(FPS)和实时战略(RTS)。其中,在预测期内,赞助子板块占了市场的主导份额。赞助使品牌能够通过在线和离线媒体渠道直接接触到他们的潜在客户。互动广告、海报、赠品、视频展示和许多其他的创意方法使品牌能够锁定潜在客户。
媒体版权包括支付给团队、联盟和活动组织者的所有收入,以获得电竞内容在某个渠道的播放权。由于在各种流媒体平台上定期举行许多个人联赛、锦标赛和活动,媒体版权预计将产生可观的收入。Twitch Interactive, Inc.有一个著名的流媒体直播平台,被粉丝们采用来观看重大赛事。根据GamesIndustry.biz的数据,Twitch在2021年见证了粉丝们花费240亿小时观看流媒体,与2020年相比,收视率增加了45.0%。此外,2022年3月,Rooter Sports Technologies Private Limited收购了Sky Esports所有Ips的媒体权利,为期一年。Sky Esports是南亚地区领先的电竞比赛组织者,并拥有自己的Ips。收购媒体权后,罗特体育将可以在印度用多种语言播放比赛。
在印度以几种语言播放比赛,如英语、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。这些合併和收购活动预计将在预测期内推动媒体版权领域的增长。
Title:Global Esports Market Size, Share & Trends Analysis Report by Streaming Type (Live, and On-demand), by Platform (PC-based esports, Consoles-based esports, and Mobile and Tablets), by Revenue Model (Media Rights, Advertisement, Sponsorship, Game Publisher Fees, and Merchandise and Tickets), and by Gaming Genre (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), and Real Time Strategy (RTS)) Forecast Period (2023-2030).
The global esports market is anticipated to grow at a CAGR of 18.6% during the forecast period. Pivotal factors driving the growth of the market include the increasing live streaming of games, rising audience reach, engagement activities, and infrastructure for league tournaments. The profitable opportunities created by increasing professionalization in the industry for influencers, gamers, event organizers, and game developers benefit the market. Millennials consider esports a professional career option, owing to the increasing popularity of gaming tournaments, one-to-one sponsorships, streaming revenues, and impressive international prize pools. Additionally, colleges and universities have started providing dedicated esports programs to develop skilled professionals. For instance, Ohio State University, Becker College in Massachusetts, and Virginia's Shenandoah University provide the esports degree course. Some institutes are also providing scholarships to the players that will further propel the market growth. For instance, according to nea.org, in 2021, US colleges awarded more than $16.0 million in scholarships in esports. E-sports companies are investing in innovative new esports platforms for increasing their revenue and expanding their consumer base. For instance, in June 2022, LoCo., a live-streaming platform, launched Loco Legends, which is the first non-fungible token platform for esports.
The global esports market is segmented based on streaming type, platform, revenue model, and gaming genre. Based on streaming type, the market is bifurcated into live and on-demand. By platform, the market is sub-segmented into PC-based esports, consoles-based esports, and mobile and tablets. By revenue model, the market is sub-segmented into media rights, advertisement, sponsorship, game publisher fees, and merchandise and tickets. Further, by gaming genre, the market is sub-segmented into the multiplayer online battle arena (MOBA), player vs player (PvP), first-person shooters (FPS), and real-time strategy (RTS). Among these, the sponsorship sub-segment accounted for the dominant share of the market during the forecast period. Sponsorships allow brands to reach their potential customers directly through online and offline media channels. Interactive advertising, posters, freebies, video displays, and many additional creative methods enable the brand to target potential customers.
Media rights comprise all the revenue paid to teams, leagues, and event organizers to obtain the rights to broadcasting esports content on a channel. Media rights are anticipated to generate considerable revenue because of numerous individual leagues, championships, and events held on various streaming platforms regularly. Twitch Interactive, Inc. has an eminent platform for live streaming adopted by fans to watch major tournaments. According to GamesIndustry.biz, Twitch had witnessed fans spending 24.0 billion hours watching streamers in 2021, an 45.0% increase in viewership compared to 2020. Additionally, in March 2022, Rooter Sports Technologies Private Limited acquired the media rights for all Ips of Sky Esports for one year. Sky Esports is the leading esports tournament organizer in South Asia and has self-owned Ips. The acquisition of media rights will allow Rooter Sports to stream competitions
in India in several languages such as English, Hindi, Bengali, Kannada, Tamil, Malayalam, and Telugu. These mergers and acquisitions activities are expected to fuel the growth of the media rights segment in the forecast period.
Regional Outlook
The global Esports market is further segmented based on geography including North America (the US and Canada), Europe (UK, Italy, Spain, Germany, France, and Others), Asia-Pacific (India, China, Japan, South Korea, and Others), and the Rest of the World (the Middle East and Africa, and Latin America). Among these, the North American region is projected to expand at a significant CAGR during the forecast period, due to the rising popularity of video games, growing investments from major companies, and increased media coverage.
Global Esports Market Growth, by Region 2023-2030
Source: OMR Analysis
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. Additionally, major companies develop new games that will further propel the market growth. For example, Tencent Holdings Limited, a significant player in the esports industry, is headquartered in China, has played an influential role in the increase of esports in China by developing games like Honor of Kings.
South Korea is also anticipated to hold a significant market share over the forecast period. The country is well-known for esports, providing standard infrastructure to gamers, containing coaches, gaming houses, analysts, and others. For instance, in April 2022, the Korean Esports Association (KeSPA) signed a three-year sponsorship deal with SK Telecom. The agreement has made SK Telecom an official sponsor of KeSPA and will train the Korean esports team for Asian games. Such initiatives and developments in the market are expected to fuel further growth in the forecast period.
Market Players Outlook
The major companies serving the global esports market include Activision Blizzard, Inc., Epic Games, Inc., Gfinity PLC, and Modern Times Group. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, funding, collaborations, and new product launches to stay competitive in the market. For instance, in January 2022, Savvy Gaming Group, a Saudi Arabia-based esports investment company, acquired ESL, a German-based esports organizer and production company, and FACEIT, a UK-based esports platform for $1.5 billion. Through this acquisition, Savvy Gaming Group will integrate ESL's expertise in creating, broadcasting, and commercializing premium esports ecosystems, including arena events and festival shows, with FACEIT's ability to develop top-notch tools for competitive games. In June 2021, SEG Esports, Inc. announced a technological partnership with Adamas Esports, Inc. to improve its services and provide a 360-degree approach for clients.
The Report Covers: