电子竞技市场规模、份额和成长分析(按收入、直播类型、游戏类型和地区划分)-2026-2033年产业预测
市场调查报告书
商品编码
1902738

电子竞技市场规模、份额和成长分析(按收入、直播类型、游戏类型和地区划分)-2026-2033年产业预测

Esports Market Size, Share, and Growth Analysis, By Revenue Streaming (Media Rights, Advertisement), By Streaming Type (On demand, Live Streaming), By Gaming Genre, By Region - Industry Forecast 2026-2033

出版日期: | 出版商: SkyQuest | 英文 193 Pages | 商品交期: 3-5个工作天内

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简介目录

全球电竞市场规模预计在 2024 年达到 17.5 亿美元,从 2025 年的 21.2 亿美元成长到 2033 年的 98.5 亿美元,在预测期(2026-2033 年)内复合年增长率为 21.2%。

全球电子竞技市场正经历强劲成长,这主要得益于几个关键因素。网路连线的日益普及和串流媒体技术的进步,使得观众能够更方便地观看现场比赛。行动游戏的快速崛起和高品质游戏硬体的广泛应用,显着扩大了受众群体。各大品牌和赞助商的积极投资,促成了职业战队和联盟的建立,进一步巩固了产业的基础。社群媒体的整合也提升了社区的参与。然而,监管方面的挑战、高成本、选手疲劳以及网路安全问题,都可能限制市场成长。儘管如此,持续的技术创新和主流市场的接受度,为未来拓展至新市场和新领域创造了机会,展现了电竞生态系统的光明前景。

全球电子竞技市场驱动因素

全球电子竞技市场的成长主要得益于政府主导的措施和大规模投资。各国正投入大量资金加强电竞生态系统建设,包括建立电竞中心和支持数位内容发展。公私合营不断拓展,以举办大型电竞赛事,同时法规结构也逐渐完善,以保护选手和投资人的权益。创新企业正利用这些趋势,促进产业内的专业技术和创新发展。这些共同努力的成果,造就了一个充满活力且不断扩张的全球电竞市场,吸引了许多不同类型的观众和参与者。

限制全球电竞市场的因素

全球电竞市场正面临与职业选手身心健康相关的诸多挑战,亟需采取紧急行动。人们对重复性劳损的担忧促使人们呼吁引入符合人体工学的游戏设备,卫生部门也强调了预防此类问题的重要性。此外,选手焦虑程度的上升凸显了提供全面心理支持和治疗的必要性,这也要求我们创造一个更健康的竞技环境。一些地区已经开始实施强制性萤幕休息等措施来促进选手健康。最终,建立行业通用标准对于促进选手长期成功和确保电子竞技行业的永续性至关重要。

全球电竞市场趋势

全球电子竞技市场正经历着行动电子竞技的显着成长,尤其是在非洲和东南亚等新兴市场。这些地区的政府正积极推广行动电子竞技,将其视为一项战略倡议,旨在充分利用智慧型手机的高普及率。这一趋势反映出人们日益认识到行动平台在吸引和培养庞大玩家群体方面的巨大潜力,因为相当一部分用户更倾向于在自己的装置上玩游戏。政府专案的加大投入和奖励进一步推动了行动电子竞技生态系统的发展,从而创造出一个能够吸引广大受众的竞技游戏环境。

目录

介绍

  • 调查目标
  • 调查范围
  • 定义

调查方法

  • 资讯收集
  • 二手资料和一手资料方法
  • 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
  • 细分市场机会分析

市场动态与展望

  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 关键投资机会
  • 市场生态系统
  • 市场吸引力指数(2025)
  • PESTEL 分析
  • 总体经济指标
  • 价值链分析
  • 定价分析
  • 案例研究
  • 技术进步
  • 监管环境

全球电竞市场规模:按收入和复合年增长率分類的串流媒体市场(2026-2033 年)

  • 媒体版权
  • 广告
  • 赞助
  • 门票和商品
  • 游戏发行商费用
  • 其他的

全球电竞市场规模(依直播类型划分)及复合年增长率(2026-2033 年)

  • 一经请求
  • 直播

全球电竞市场规模:依游戏类型和复合年增长率划分(2026-2033 年)

  • 即时战略游戏
  • 第一人称射击游戏
  • 格斗游戏
  • 多人线上战斗竞技场游戏
  • 大型多人线上角色扮演游戏
  • 其他的

全球电竞市场规模及复合年增长率(2026-2033)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 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

竞争资讯

  • 前五大公司对比
  • 主要企业的市场定位(2025 年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市占率分析(2025 年)
  • 主要企业公司简介
    • 公司详情
    • 产品系列分析
    • 依业务板块进行公司股票分析
    • 2023-2025年营收年比比较

主要企业简介

  • Tencent
  • Activision Blizzard
  • Riot Games(Tencent subsidiary)
  • Epic Games
  • Valve Corporation
  • Garena(SEA Group)
  • EA Sports(Electronic Arts)
  • Krafton
  • Ubisoft
  • Microsoft
  • Sony Interactive Entertainment
  • Nintendo
  • ESL(Savvy Games Group)
  • TSM(Team SoloMid)

结论与建议

简介目录
Product Code: SQMIG50I2005

Global Esports Market size was valued at USD 1.75 Billion in 2024 and is poised to grow from USD 2.12 Billion in 2025 to USD 9.85 Billion by 2033, growing at a CAGR of 21.2% in the forecast period (2026-2033).

The global esports market exhibits robust growth driven by several key factors. Enhanced internet connectivity and advancements in streaming technology have improved accessibility to live competitions. The surge in mobile gaming popularity and the availability of quality gaming hardware have significantly broadened the audience base. Major brands and sponsors are investing heavily, leading to the establishment of professional teams and leagues that solidify the industry's foundation. Integration with social media has further amplified community engagement. However, challenges such as regulatory issues, high event costs, player burnout, and cybersecurity concerns could temper growth. Nevertheless, ongoing technological innovations, coupled with mainstream acceptance, present opportunities for future expansion into new markets and genres, signaling a promising outlook for the esports ecosystem.

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 Segments Analysis

Global Esports Market is segmented by Revenue Streaming, Streaming Type, Gaming Genre, and region. Based on Revenue Streaming, the market is segmented into Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, and Others. Based on Streaming Type, the market is segmented into On demand, and Live Streaming. 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 & Africa.

Driver of the Global Esports Market

The growth of the global esports market is significantly influenced by government initiatives and substantial investments. Various countries are allocating considerable funds to enhance the esports ecosystem, which includes the establishment of esports centers and the support of digital content. Public-private partnerships for hosting major esports events are becoming more common, while regulatory frameworks are being established to protect players and investors alike. Innovative companies are capitalizing on these developments, fostering professionalism and promoting creativity within the industry. As a result, these combined efforts contribute to a vibrant and expanding global esports market that attracts diverse audiences and participants.

Restraints in the Global Esports Market

The global esports market faces various challenges regarding the physical and mental well-being of its professionals that require urgent attention. Concerns such as repetitive strain injuries have prompted calls for ergonomic gaming equipment, as various health authorities point out the importance of preventing these issues. Additionally, rising anxiety levels among players highlight the need for comprehensive psychological support and therapy, fostering a healthier competitive environment. Initiatives like mandatory screen breaks have emerged in some regions to promote wellness. Ultimately, establishing universal standards across the industry is crucial to promote player longevity and ensure the sustainability of the esports sector.

Market Trends of the Global Esports Market

The Global Esports market is witnessing a significant surge in mobile esports, particularly within emerging markets such as Africa and Southeast Asia. Governments in these regions are actively promoting mobile esports as a strategic initiative to leverage extensive smartphone penetration among the population. This trend reflects a growing recognition of the potential for mobile platforms to engage and cultivate a vast player base, with a substantial percentage of users favoring gaming on their devices. Enhanced investments and incentives from governmental programs are further stimulating the development of mobile esports ecosystems, establishing a dynamic landscape for competitive gaming that appeals to a broad audience.

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
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • 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, 2025
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Technology Advancement
  • Regulatory Landscape

Global Esports Market Size by Revenue Streaming & CAGR (2026-2033)

  • Market Overview
  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Game Publisher Fees
  • Others

Global Esports Market Size by Streaming Type & CAGR (2026-2033)

  • Market Overview
  • On demand
  • Live Streaming

Global Esports Market Size by Gaming Genre & CAGR (2026-2033)

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

Global Esports Market Size & CAGR (2026-2033)

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

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2023-2025)

Key Company Profiles

  • Tencent
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Activision Blizzard
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Riot Games (Tencent subsidiary)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Garena (SEA Group)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • EA Sports (Electronic Arts)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Krafton
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Interactive Entertainment
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ESL (Savvy Games Group)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • TSM (Team SoloMid)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations