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市场调查报告书
商品编码
1607674

电子竞技市场规模、份额、成长分析,按串流媒体类型、串流媒体收益、游戏类型、地区 - 产业预测,2024-2031

Esports Market Size, Share, Growth Analysis, By Streaming Type (Live, On-demand), By Revenue Streaming (Media Rights, Advertisement), By Gaming Genre, By Region - Industry Forecast 2024-2031

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

价格
简介目录

2022年全球电竞市场规模预计为12.2亿美元,从2023年的14.4亿美元成长到2031年的54.8亿美元,预测期(2024-2031)预计复合年增长率为21%。

电子竞技市场正在经历显着成长,这主要是由于线上大型多人视讯游戏的日益普及。 YouTube、Facebook 和 Twitch 等主要线上串流媒体平台在全球电竞普及方面发挥了关键作用,吸引了大量观众将时间和金钱投入到这个竞争激烈的舞台上。这种快速成长是由人口年轻化、生活方式的改变、产业意识的提高以及大量投资所推动的。先进游戏技术的传播、智慧型手机的使用以及网路连线的增强正在进一步扩大游戏玩家群体。有趣的是,即使在新冠肺炎 (COVID-19) 大流行期间,由于体力活动受到社交距离的限制,线上游戏已成为一种流行的消遣方式,而促进社交互动和推广电子竞技正在推动需求。许多国家也提供免费的电竞平台,以在这些困难时期吸引本国公民。

目录

介绍

  • 研究目的
  • 调查范围
  • 定义

调查方法

  • 资讯采购
  • 二手资料和主要资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 按细分市场的机会分析

市场动态及展望

  • 市场概况
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制因素和挑战
  • 波特分析及影响
    • 竞争公司之间的敌对关係
    • 替代品的威胁
    • 买方议价能力
    • 新进入者的威胁
    • 供应商的议价能力

主要市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2023)
  • PESTEL分析
  • 总体经济指标
  • 价值链分析
  • 价格分析
  • 技术进步
  • 监管环境
  • 案例研究
  • 客户和购买标准分析

电子竞技市场规模:依串流媒体类型和复合年增长率(2024-2031)

  • 市场概况
  • 居住
  • 视讯点播

电子竞技市场规模:依串流媒体收益及复合年增长率划分(2024-2031)

  • 市场概况
  • 媒体权利
  • 广告
  • 赞助
  • 门票及商品
  • 游戏发行商费用
  • 其他的
    • 应用程式内购买
    • 其他的

电竞市场规模:依游戏类型及复合年增长率(2024-2031)

  • 市场概况
  • 即时战略游戏
  • 第一人称射击游戏
  • 格斗游戏
  • MOBA游戏
  • MMORPG
  • 其他的
    • 种族
    • 电竞模拟器
    • 其他的

电子竞技市场规模及复合年增长率(2024-2031)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 西班牙
    • 法国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地区
  • 中东/非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东/非洲

竞争资讯

  • 前5名企业对比
  • 主要企业市场定位(2023年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市场占有率分析(2023)
  • 主要企业简介
    • 公司简介
    • 产品系列分析
    • 按细分市场分類的份额分析
    • 收益与前一年同期比较(2021-2023)

主要企业简介

  • Modern Times Group(MTG)
  • Activision Blizzard
  • Electronic Arts(EA)
  • Epic Games
  • Riot Games
  • Valve Corporation
  • Capcom
  • Faceit
  • Gfinity PLC
  • Natus Vincere(NAVI)
  • T1 Entertainment & Sports
  • 100 Thieves
  • Gen.G Esports
  • Cloud9
  • Team Liquid
  • Fnatic
  • FaZe Clan
  • OG Esports
  • Envy Gaming
  • SK Gaming I

结论和建议

简介目录
Product Code: SQMIG50I2005

Global Esports Market size was valued at USD 1.22 billion in 2022 and is poised to grow from USD 1.44 billion in 2023 to USD 5.48 billion by 2031, growing at a CAGR of 21% in the forecast period (2024-2031).

The Esports market is experiencing significant growth, primarily driven by the rising popularity of online multiplayer video games. Key online streaming platforms like YouTube, Facebook, and Twitch are pivotal in promoting Esports globally, attracting vast audiences who invest both time and money in this competitive arena. This surge is fueled by a young demographic, shifting lifestyles, and increased awareness surrounding the industry, coupled with substantial investments. The proliferation of advanced gaming technologies, smartphone usage, and enhanced internet connectivity has further expanded the gamer base. Interestingly, even amidst the COVID-19 pandemic, as social distancing limits physical activities, online gaming has emerged as a popular pastime, promoting social interaction and driving demand for Esports. Many countries are also providing free access to E-sports platforms to engage the public during these challenging times.

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 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.

Global Esports Market Segmental Analysis

Global Esports Market is segmented by Streaming Type, Revenue Streaming, Gaming Genre and region. Based on Streaming Type, the market is segmented into Live, On-demand. Based on Revenue Streaming, the market is segmented into Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, Others. Based on Gaming Genre, the market is segmented into Real-Time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-Playing Games, Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.

Driver of the Global Esports Market

The global esports market is driven by a myriad of factors, including heightened awareness of video games and the growing popularity of esports events. Major corporations are making long-term investments while increasing the number of tournaments with substantial prize pools, enhancing market opportunities throughout the forecast period. Furthermore, the widespread adoption of smartphones in developing nations, fueled by rising per capita income, affordability, and access to budget-friendly options with impressive features, contributes to this trend. With over two billion gamers worldwide, representing 26% of the global population, the escalating demand for esports events paves the way for exciting prospects in the industry.

Restraints in the Global Esports Market

The global esports market faces significant restraints primarily due to the absence of comprehensive gambling policies and the need for standardization across the sector. As the esports industry continues to evolve, organizations and participants encounter numerous challenges, particularly in verifying the legitimacy of tournaments. The increase in competitions has been paralleled by a rise in scams and fraudulent activities, complicating matters for authentic tournament organizers. Furthermore, the lack of uniformity in regulations presents ongoing difficulties for players, teams, and tournaments, particularly regarding advertising, sponsorship agreements, and contractual obligations, ultimately hindering the sector's overall growth potential.

Market Trends of the Global Esports Market

The global esports market is witnessing unprecedented growth, driven by a surge in investment and revenue fueled by the expanding social media landscape and live streaming platforms. Services like Twitch and YouTube Gaming have created vibrant communities, granting fans an interactive experience with their favorite players and teams. This direct engagement enhances fan loyalty and broadens the audience base, further accelerating market growth. Additionally, esports organizations such as FaZe Clan are diversifying their revenue streams through merchandise and lifestyle branding, showcasing a trend where traditional esports entities are transcending their core activities to capitalize on broader market opportunities, solidifying their relevance in popular culture.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Driver & Opportunities
    • Restraints & Challenges
  • Porters Analysis & Impact
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2023
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technological Advancement
  • Regulatory Landscape
  • Case Studies
  • Customer & Buying Criteria Analysis

Global Esports Market Size by Streaming Type & CAGR (2024-2031)

  • Market Overview
  • Live
  • Video-on-demand

Global Esports Market Size by Revenue Streaming & CAGR (2024-2031)

  • Market Overview
  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Game Publisher Fees
  • Others
    • In-app Purchase
    • Others

Global Esports Market Size by Gaming Genre & CAGR (2024-2031)

  • Market Overview
  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others
    • Racing
    • eSports Simulators
    • Others

Global Esports Market Size & CAGR (2024-2031)

  • North America, (Streaming Type, Revenue Streaming, Gaming Genre)
    • US
    • Canada
  • Europe, (Streaming Type, Revenue Streaming, Gaming Genre)
    • UK
    • Germany
    • Spain
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific, (Streaming Type, Revenue Streaming, Gaming Genre)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America, (Streaming Type, Revenue Streaming, Gaming Genre)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa, (Streaming Type, Revenue Streaming, Gaming Genre)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2023
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2021-2023)

Key Company Profiles

  • Modern Times Group (MTG)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Activision Blizzard
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts (EA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Riot Games
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Capcom
    • 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
  • Natus Vincere (NAVI)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • T1 Entertainment & Sports
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 100 Thieves
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Gen.G Esports
    • 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
  • FaZe Clan
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • OG Esports
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Envy Gaming
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SK Gaming I
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendation