全球电子竞技市场 (2023-2030):按设备类型、收入模式、类型(多人在线竞技场、第一人称射击游戏)、流媒体平台和观众划分的规模、份额、增长分析和预测
市场调查报告书
商品编码
1285970

全球电子竞技市场 (2023-2030):按设备类型、收入模式、类型(多人在线竞技场、第一人称射击游戏)、流媒体平台和观众划分的规模、份额、增长分析和预测

Global Esports Market Size, Share, Growth Analysis, By Device Type, By Revenue Model, By Type(Multiplayer Online Battle Arena, First-person Shooter ), By Streaming Platform, By Audience - Industry Forecast 2023-2030

出版日期: | 出版商: SkyQuest | 英文 157 Pages | 商品交期: 3-5个工作天内

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简介目录

电子竞技市场规模将在2021年达到12.2亿美元,2022年达到14.4亿美元,在2023年至2030年的预测期内復合年增长率为21%,到2030年预计增长到54.8亿美元2018.

全球电子竞技市场的增长主要是由 Facebook、YouTube 和 TwitchTv 等在线视频流媒体服务推动的。 此外,过去几年需求增加的背后,被认为是年轻一代生活方式的改变和年轻人口的扩大。 电子竞技市场的普遍意识提高以及大量投资预计也将影响市场的全球增长。 此外,尖端游戏技术的普及、智能手机的普及以及互联网接入的增强也正在推动市场的增长。

在本报告中,我们调查了全球电子竞技市场,并提供了市场概况、影响市场的各种因素分析、技术和创新趋势、市场规模的转变和预测、每个细分市场和地区的细分, 它总结了主要公司的竞争形势和概况。

内容

执行摘要

母市场分析

  • 市场概览
  • 市场规模
  • 市场动态
  • 驱动程序
  • 机会
  • 制约因素
  • 任务
  • 主要市场洞察
  • 技术分析
  • 价格分析
  • 供应链分析
  • 价值链分析
  • 市场生态系统
  • 知识产权分析
  • 贸易分析
  • 启动分析
  • 原材料分析
  • 创新矩阵
  • 管道产品分析
  • 宏观经济指标
  • 主要投资分析
  • 关键成功因素
  • 争用程度
  • 市场动态和前景
  • 市场动态
  • 驱动程序
  • 机会
  • 制约因素
  • 任务
  • 监管状况
  • 波特的分析
  • Skyquest 对未来颠覆的特殊洞察
  • 全球电子竞技市场:按设备类型划分
  • 市场概览
  • 智能手机
  • 智能电视
  • 台式机、笔记本电脑、平板电脑
  • 游戏机
  • 全球电子竞技市场:按收入模式划分
  • 市场概览
  • 赞助
  • 广告
  • 商品/门票
  • 出版商费用
  • 媒体权利

全球电子竞技市场:按类型

  • 市场概览
  • 多人在线竞技竞技场 (MOBA)
  • 第一人称射击游戏 (FPS)
  • 即时战略 (RTS)
  • 其他
  • 全球电子竞技市场:按流媒体平台划分
  • 市场概览
  • 抽搐
  • YouTube
  • 其他
  • 全球电子竞技市场:按受众划分
  • 市场概览
  • 赛事组织者
  • 联盟
  • 游戏发行商
  • 赞助商
  • 电子竞技投资者
  • 研究机构
  • 组织
  • 分析师
  • 战略业务规划师
  • 市场研究
  • 咨询公司
  • 全球电子竞技市场:按地区划分
  • 市场概览
  • 北美
  • 美国
  • 加拿大
  • 欧洲
  • 德国
  • 西班牙
  • 法国
  • 英国
  • 欧洲其他地区
  • 亚太地区
  • 中国
  • 印度
  • 日本
  • 韩国
  • 亚太地区其他地区
  • 拉丁美洲
  • 巴西
  • 其他拉丁美洲地区
  • 中东和非洲
  • 海湾合作委员会国家
  • 南非
  • 其他中东和非洲地区
  • 竞争格局
  • 五家主要公司的比较
  • 主要公司的定位
  • 各大公司的招聘策略
  • 关键成功策略
  • 最近的市场活动
  • 主要公司的市场份额
  • 主要公司简介
  • Activision Blizzard
  • Valve Corporation
  • Electronic Arts
  • Tencent Holdings Limited
  • Nintendo Co., Ltd.
  • Amazon.com, Inc.
  • Riot Games, Inc.
  • Microsoft Corporation
  • ESL Gaming
  • FACEIT
  • Gfinity plc
  • Huya Inc.
  • Twitch Interactive, Inc.
  • Douyu TV
  • Streamlabs
  • Cloud9
  • Team Liquid
  • Fnatic
  • G2 Esports
  • SK Telecom Co., Ltd.
简介目录
Product Code: SQMIG50I2005

Esports Market size was valued at USD 1.22 billion in 2021 and is poised to grow from USD 1.44 billion in 2022 to USD 5.48 billion by 2030, growing at a CAGR of 21% in the forecast period (2023-2030).

A form of online competition known as "esport" involves two or more competitors using online video games in a multiplayer setting. Similar to modern sports, it has a purpose. The main major element promoting the growth of the Esports market is the increasing acceptance of online video games.

Global esports market growth is mostly being driven by online video streaming services like Facebook, YouTube, and TwitchTv. Esports is attracting a lot of interest from people worldwide, who are spending time, money, and effort on it. Over the past several years, there has been an increase in demand for Esports games, which may be attributed to the changing lifestyles of the younger generation and the expanding youth population. It has been expected that increased public knowledge of the Esports market and significant investments in the sector will have an impact on the market's expansion globally.

Additionally, the increased popularity of cutting-edge gaming technology, rising smartphone usage, and enhanced internet access have all helped to boost market growth. Online video game competitions known as "esports" place a premium on the talent and professionalism of the players. The professional gamers that competed at this level are incredibly knowledgeable about the game, just as a professional football player or athlete would be in their respective sports.

Despite the coronavirus-induced worldwide economic slump, the Esports industry is booming. Online gaming is a fun hobby for those looking for social connection who are at home because social distancing practises minimise moment and commercial activities. Due to lockdown, more people played internet games for relaxation and enjoyment while staying at home. The popularity of esports games has greatly expanded as a result. Consequently, this is increasing end-user demand for these services. But as a result of the COVID-19 pandemic, cloud computing is now more widely accepted and is being used by consumers in all sectors to combat the epidemic. For a limited time, many nations are also offering free and open-source E-sports platforms to aid the public in addressing the COVID-19 crisis.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Esports Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined by using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Segments covered in this report:

The Global Esports Market is segmented based on Device Type, Revenue Model Streaming Platform, Type, Audience and Region. Based on Device Type it is categorized into: Smart Phone, Smart TV, Desktop-Laptop-Tablets, and Gaming Console. Based on Revenue Model it is categorised into: Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights. Based on Type, it is categorised into Multiplayer Online Battle Arena (Moba), First-person Shooter (Fps), Real-time Strategy (Rts), Other. Based on Audience it is categorised Tournament Organizers, Alliances, Game Publishers, Sponsors, Esports Investors, Research Institutes and Organizations, Analysts and Strategic Business Planners, Market Research and Consulting Firms. Based on Streaming Platform, it is segmented into: Twitch, Youtube, Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.

Driver

The esports market is expanding globally due to a number of causes, including increased video game awareness and increased popularity of Esport. During the projection period, large corporations will undertake long-term investment efforts, and a growth in the quantity of competitions offering significant prizes will produce attractive opportunities.

Many variables, including an increase in per capita income, cost of affordability, a variety of low-priced alternatives with useful features, and many others, have contributed to the growing use of cellphones in poor nations around the world. Around the world, there are more than two billion players. Despite still growing, this represents only 26% of the total population. There will be profitable prospects for the global esports sector as demand for esports events rises.

Restraint

The expansion of this industry is constrained by the absence of a proper gaming policy and the lack of regulation of activities like betting and gambling.

Players and organisations both face a lot of difficulties because the esports industry is still in its infancy. It can be challenging for many players and tournament participants to judge whether a tournament is legitimate. Esports tournament organisers who are reputable and legitimate have hurdles as a result of the rise in scams and fraudsters that coincides with the expansion of tournaments. The absence of standards in the esports business is also a reflection of the continued difficulties that competitors, competitions, teams, and their contracts, sponsorships, or advertising, face.

Market Trends

Esports investment and revenue have grown incredibly quickly as a result of the market's increasing popularity. Esports have become extremely popular thanks to the social aspect of live streaming and games. For example, Twitch and YouTube Gaming give fans a direct line of communication with the players and teams, and more well-known social media platforms have fostered the growth of those links. Some esports teams, like FaZe Clan, are aggressively expanding into markets like apparel, giving their companies greater recognition than if they had stayed in esports only.

Esports market growth and event monetization are being fueled by the extreme popularity of esports competitions among gamers and spectators. The chance for gamers to pursue it as a professional career is growing thanks to the scholarships offered by numerous universities and colleges as well as esports courses that can be taken just like any other regular sport. In the coming years, it is anticipated that this will accelerate the esports industry's global expansion.

With an estimated investment of up to USD 2,220 million, the Chinese city of Hangzhou intends to construct 14 esports facilities before 2022. It is anticipated that this investment in the construction of esports facilities would turn it into the global esports hub. In addition, the Asian Games will be held in Hangzhou in 2022, and esports is probably going to be a big part of the official award show. China is predicted to take a sizable chunk of the market thanks to its large investments.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune
  • Research Methodology
  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Key Market Insights
  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition
  • Market Dynamics & Outlook
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Regulatory Landscape
  • Porters Analysis
  • Competitive rivalry
  • Threat of Substitute Products
  • Bargaining Power of Buyers
  • Threat of New Entrants
  • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
  • Political Impact
  • Economic Impact
  • Social Impact
  • Technical Impact
  • Environmental Impact
  • Legal Impact
  • Global Esports Market by Device Type
  • Market Overview
  • Smart Phone
  • Smart TV
  • Desktop-Laptop-Tablets
  • Gaming Console
  • Global Esports Market by Revenue Model
  • Market Overview
  • Sponsorship
  • Advertising
  • Merch
  • ise & Tickets
  • Publisher Fees
  • Media Rights

Global Esports Market by Type

  • Market Overview
  • Multiplayer Online Battle Arena (Moba)
  • First-person Shooter (Fps)
  • Real-time Strategy (Rts)
  • Other
  • Global Esports Market by Streaming Platform
  • Market Overview
  • Twitch
  • Youtube
  • Others
  • Global Esports Market by Audience
  • Market Overview
  • Tournament Organizers
  • Alliances
  • Game Publishers
  • Sponsors
  • Esports Investors
  • Research Institutes
  • Organizations
  • Analysts
  • Strategic Business Planners
  • Market Research
  • Consulting Firms
  • Global Esports Market Size by Region
  • Market Overview
  • North America
  • USA
  • Canada
  • Europe
  • Germany
  • Spain
  • France
  • UK
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Rest of Latin America
  • Middle East & Africa (MEA)
  • GCC Countries
  • South Africa
  • Rest of MEA
  • Competitive Landscape
  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
  • By Development
  • By Company
  • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021
  • Key Company Profiles
  • Activision Blizzard
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Valve Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Electronic Arts
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Tencent Holdings Limited
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Nintendo Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Amazon.com, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Riot Games, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Microsoft Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • ESL Gaming
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • FACEIT
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Gfinity plc
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Huya Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Twitch Interactive, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Douyu TV
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Streamlabs
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Cloud9
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Team Liquid
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Fnatic
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • G2 Esports
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • SK Telecom Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments