封面
市场调查报告书
商品编码
1764009

电子竞技市场 - 全球产业规模、份额、趋势、机会和预测,按收入来源、受众类型、设备、地区和竞争细分,2020-2030 年预测

Esports Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Revenue Stream, By Audience Type, By Device, By Region & Competition, 2020-2030F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3个工作天内

价格

We offer 8 hour analyst time for an additional research. Please contact us for the details.

简介目录

2024 年全球电竞市场价值为 19.8 亿美元,预计到 2030 年将达到 95.5 亿美元,预测期内的复合年增长率为 29.80%。电子竞技是指电玩产业中有组织的、竞争激烈的领域,专业团队和玩家在多人线上战斗竞技场 (MOBA)、第一人称射击 (FPS) 和大逃杀等类型游戏中展开角逐。这些比赛通常以联赛或锦标赛的形式举办,吸引大量现场和线上观众。该市场包括各种收入来源,如赞助、广告、媒体版权、门票和商品销售以及数位内容。网路基础设施的增强、先进游戏硬体的普及以及 Twitch、YouTube Gaming 和 Facebook Gaming 等直播平台的全球兴起推动着电子竞技的成长,所有这些都有助于扩大电子竞技的全球粉丝群。

市场概览
预测期 2026-2030
2024年市场规模 19.8亿美元
2030年市场规模 95.5亿美元
2025-2030 年复合年增长率 29.80%
成长最快的领域 偶尔观看
最大的市场 亚太地区

关键市场驱动因素

主流认可和机构支持

主要市场挑战

货币化困难和财务可持续性

主要市场趋势

人工智慧整合以提高绩效和参与度

目录

第 1 章:产品概述

第二章:研究方法

第三章:执行摘要

第四章:顾客之声

第五章:全球电竞市场展望

  • 市场规模和预测
    • 按价值
  • 市场占有率和预测
    • 按收入来源(赞助、媒体权利、广告、出版商费用、商品和门票、串流媒体)
    • 按观众类型(偶尔观看者、电竞爱好者)
    • 按设备(智慧型手机、个人电脑、平板电脑、游戏机)
    • 按地区(北美、欧洲、南美、中东和非洲、亚太地区)
  • 按公司分类(2024)
  • 市场地图

第六章:北美电竞市场展望

  • 市场规模和预测
  • 市场占有率和预测
  • 北美:国家分析
    • 美国
    • 加拿大
    • 墨西哥

第七章:欧洲电竞市场展望

  • 市场规模和预测
  • 市场占有率和预测
  • 欧洲:国家分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太电竞市场展望

  • 市场规模和预测
  • 市场占有率和预测
  • 亚太地区:国家分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东和非洲电竞市场展望

  • 市场规模和预测
  • 市场占有率和预测
  • 中东和非洲:国家分析
    • 沙乌地阿拉伯
    • 阿联酋
    • 南非

第十章:南美洲电竞市场展望

  • 市场规模和预测
  • 市场占有率和预测
  • 南美洲:国家分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第 11 章:市场动态

  • 驱动程式
  • 挑战

第 12 章:市场趋势与发展

  • 合併与收购(如有)
  • 产品发布(如有)
  • 最新动态

第十三章:公司简介

  • Tencent Holdings Ltd
  • Activision Blizzard, Inc
  • Electronic Arts Inc
  • Microsoft Corporation
  • Epic Games, Inc
  • Valve Corporation
  • Sony Interactive Entertainment LLC
  • Riot Games, Inc
  • FaZe Clan Inc
  • Team Liquid Enterprises BV

第 14 章:策略建议

第15章调查会社について・免责事项

简介目录
Product Code: 24161

The Global Esports Market was valued at USD 1.98 Billion in 2024 and is projected to reach USD 9.55 Billion by 2030, expanding at a CAGR of 29.80% during the forecast period. Esports refers to the organized, competitive segment of the video gaming industry where professional teams and players compete in genres such as Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), and Battle Royale formats. These competitions are typically structured as leagues or tournaments and attract substantial live and online viewership. The market includes various revenue sources such as sponsorships, advertising, media rights, ticket and merchandise sales, and digital content. Growth is being driven by enhanced internet infrastructure, better access to advanced gaming hardware, and the global rise of live-streaming platforms like Twitch, YouTube Gaming, and Facebook Gaming, all of which have helped expand Esports' global fan base.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 1.98 Billion
Market Size 2030USD 9.55 Billion
CAGR 2025-203029.80%
Fastest Growing SegmentOccasional Viewers
Largest MarketAsia Pacific

Key Market Drivers

Mainstream Recognition and Institutional Support

Esports has evolved from a niche segment into a widely recognized and legitimized form of competition, gaining support from both public and private institutions. Its inclusion in events such as the Asian Games-featuring prominent titles like League of Legends and Dota 2-highlights its growing acceptance as a formal sport. Academic institutions are also embracing Esports, with several universities now offering scholarships, training programs, and dedicated facilities. This support system is helping to build structured pathways for aspiring professional players, thereby increasing the market's talent base and solidifying its cultural presence.

Key Market Challenges

Monetization Difficulties and Financial Sustainability

Despite its popularity, the Esports industry continues to face challenges in building financially sustainable business models. Revenue from sponsorships, advertising, merchandise, and media rights often fluctuates and may not fully offset the high operational costs of running teams, organizing events, and developing infrastructure. Smaller teams and new entrants are especially vulnerable to inconsistent cash flows and limited funding. Additionally, the heavy reliance on game publishers for ecosystem control can restrict independent growth and innovation. Without more diverse and consistent income streams, Esports organizations may struggle to scale sustainably, posing a risk to long-term industry growth.

Key Market Trends

Integration of Artificial Intelligence for Performance and Engagement

Artificial Intelligence (AI) is becoming increasingly influential in the Esports industry, being applied to both player development and viewer engagement. Teams use AI-driven platforms to analyze gameplay data, helping coaches fine-tune strategies based on real-time performance insights like reaction time and movement efficiency. At the same time, AI is enhancing viewer experiences through personalized content delivery, predictive analytics, and automated commentary. AI-powered moderation tools also help maintain safer and more inclusive environments during live streams, further broadening the appeal of Esports to diverse audiences.

Key Market Players

  • Tencent Holdings Ltd
  • Activision Blizzard, Inc
  • Electronic Arts Inc
  • Riot Games, Inc
  • Epic Games, Inc
  • Valve Corporation
  • Sony Interactive Entertainment LLC
  • Microsoft Corporation
  • FaZe Clan Inc
  • Team Liquid Enterprises B.V

Report Scope:

In this report, the Global Esports Market has been segmented into the following categories, in addition to industry trends which have also been detailed below:

Esports Market, By Revenue Stream:

  • Sponsorship
  • Media Rights
  • Advertising
  • Publisher Fees
  • Merchandise and Tickets
  • Streaming

Esports Market, By Audience Type:

  • Occasional Viewers
  • Esports Enthusiasts

Esports Market, By Device:

  • Smartphones
  • PCs
  • Tablets
  • Gaming Consoles

Esports Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • South Africa

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Esports Market.

Available Customizations:

Global Esports Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, and Trends

4. Voice of Customer

5. Global Esports Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Revenue Stream (Sponsorship, Media Rights, Advertising, Publisher Fees, Merchandise and Tickets, Streaming)
    • 5.2.2. By Audience Type (Occasional Viewers, Esports Enthusiasts)
    • 5.2.3. By Device (Smartphones, PCs, Tablets, Gaming Consoles)
    • 5.2.4. By Region (North America, Europe, South America, Middle East & Africa, Asia Pacific)
  • 5.3. By Company (2024)
  • 5.4. Market Map

6. North America Esports Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Revenue Stream
    • 6.2.2. By Audience Type
    • 6.2.3. By Device
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Esports Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Revenue Stream
        • 6.3.1.2.2. By Audience Type
        • 6.3.1.2.3. By Device
    • 6.3.2. Canada Esports Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Revenue Stream
        • 6.3.2.2.2. By Audience Type
        • 6.3.2.2.3. By Device
    • 6.3.3. Mexico Esports Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Revenue Stream
        • 6.3.3.2.2. By Audience Type
        • 6.3.3.2.3. By Device

7. Europe Esports Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Revenue Stream
    • 7.2.2. By Audience Type
    • 7.2.3. By Device
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Esports Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Revenue Stream
        • 7.3.1.2.2. By Audience Type
        • 7.3.1.2.3. By Device
    • 7.3.2. France Esports Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Revenue Stream
        • 7.3.2.2.2. By Audience Type
        • 7.3.2.2.3. By Device
    • 7.3.3. United Kingdom Esports Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Revenue Stream
        • 7.3.3.2.2. By Audience Type
        • 7.3.3.2.3. By Device
    • 7.3.4. Italy Esports Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Revenue Stream
        • 7.3.4.2.2. By Audience Type
        • 7.3.4.2.3. By Device
    • 7.3.5. Spain Esports Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Revenue Stream
        • 7.3.5.2.2. By Audience Type
        • 7.3.5.2.3. By Device

8. Asia Pacific Esports Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Revenue Stream
    • 8.2.2. By Audience Type
    • 8.2.3. By Device
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Esports Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Revenue Stream
        • 8.3.1.2.2. By Audience Type
        • 8.3.1.2.3. By Device
    • 8.3.2. India Esports Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Revenue Stream
        • 8.3.2.2.2. By Audience Type
        • 8.3.2.2.3. By Device
    • 8.3.3. Japan Esports Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Revenue Stream
        • 8.3.3.2.2. By Audience Type
        • 8.3.3.2.3. By Device
    • 8.3.4. South Korea Esports Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Revenue Stream
        • 8.3.4.2.2. By Audience Type
        • 8.3.4.2.3. By Device
    • 8.3.5. Australia Esports Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Revenue Stream
        • 8.3.5.2.2. By Audience Type
        • 8.3.5.2.3. By Device

9. Middle East & Africa Esports Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Revenue Stream
    • 9.2.2. By Audience Type
    • 9.2.3. By Device
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Esports Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Revenue Stream
        • 9.3.1.2.2. By Audience Type
        • 9.3.1.2.3. By Device
    • 9.3.2. UAE Esports Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Revenue Stream
        • 9.3.2.2.2. By Audience Type
        • 9.3.2.2.3. By Device
    • 9.3.3. South Africa Esports Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Revenue Stream
        • 9.3.3.2.2. By Audience Type
        • 9.3.3.2.3. By Device

10. South America Esports Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Revenue Stream
    • 10.2.2. By Audience Type
    • 10.2.3. By Device
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Esports Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Revenue Stream
        • 10.3.1.2.2. By Audience Type
        • 10.3.1.2.3. By Device
    • 10.3.2. Colombia Esports Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Revenue Stream
        • 10.3.2.2.2. By Audience Type
        • 10.3.2.2.3. By Device
    • 10.3.3. Argentina Esports Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Revenue Stream
        • 10.3.3.2.2. By Audience Type
        • 10.3.3.2.3. By Device

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends and Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Company Profiles

  • 13.1. Tencent Holdings Ltd
    • 13.1.1. Business Overview
    • 13.1.2. Key Revenue and Financials
    • 13.1.3. Recent Developments
    • 13.1.4. Key Personnel
    • 13.1.5. Key Product/Services Offered
  • 13.2. Activision Blizzard, Inc
  • 13.3. Electronic Arts Inc
  • 13.4. Microsoft Corporation
  • 13.5. Epic Games, Inc
  • 13.6. Valve Corporation
  • 13.7. Sony Interactive Entertainment LLC
  • 13.8. Riot Games, Inc
  • 13.9. FaZe Clan Inc
  • 13.10. Team Liquid Enterprises B.V

14. Strategic Recommendations

15. About Us & Disclaimer