시장보고서
상품코드
1097068

Esports 시장 규모, 점유율, 동향 분석 : 수입원별(스폰서, 광고, 상품 및 티켓, 미디어권), 지역별, 부문별 예측(2022-2030년)

Esports Market Size, Share & Trends Analysis Report By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Region, And Segment Forecasts, 2022 - 2030

발행일: | 리서치사: Grand View Research, Inc. | 페이지 정보: 영문 171 Pages | 배송안내 : 2-10일 (영업일 기준)

※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

Esports 시장의 성장과 동향

Grand View Research, Inc.의 최신 리포트에 따르면 세계의 Esports 시장 규모는 2022-2030년 연평균 성장률(CAGR) 21.9%를 기록하며, 2030년까지 124억 9430만 달러에 달할 것으로 예측되고 있습니다.

신흥 국가에서 모바일 이용의 증가, Esports에 관한 인지도의 향상, 비디오 게임의 인기 증가가 예측 기간 중 시장 성장을 촉진할 것으로 예상됩니다.

목차

제1장 시장 세분화와 범위

  • 시장 세분화와 범위
  • 시장의 정의
  • 정보 조달
    • 구입한 데이터베이스
    • GVR의 내부 데이터베이스
    • 2차 자료와 제삼자의 시점
    • 1차 조사
  • 정보 분석
    • 데이터 분석 모델
  • 시장 정식화와 데이터 시각화
  • 데이터 검증과 공개

제2장 개요와 시장 스냅숏

  • 시장 전망
  • 부문 전망
  • 경쟁 인사이트

제3장 Esports 업계의 전망, 동향, 범위

  • 시장 서론
  • Esports - 시장 규모와 성장 전망
  • Esports - 밸류체인 분석
  • Esports - 시장 역학
    • 시장 촉진요인 분석
      • 게임 업계에서 모바일 사용의 증가
      • 토너먼트와 상금 풀 수의 증가
      • 프랜차이즈 모델 : Esports 업계의 큰 변화
    • 시장 제약 분석
      • 사이버 공격
      • Esports 갬블/베팅의 위협
    • 시장 기회 분석
      • 새로운 기회를 가능하게 하는 클라우드 게임
    • 시장이 해결해야 할 과제 분석
      • 표준화의 결여
      • 관계하는 인프라
  • Esports - 침투와 성장 전망 지도제작
  • 비지니스 환경 분석 툴
    • PEST 분석
    • Porter의 산업 분석
  • Tencent Games : Esports 업계에서 우위에 선다.
  • Esports : 브랜드에 장기적인 비지니스 기회
  • 다양한 지역에서의 주요 Esports 토너먼트
    • 아메리카
    • 유럽
    • 아시아태평양
    • 중동과 아프리카

제4장 소비자 행동 분석

  • Esports 인구통계
    • 성별
    • 나이
  • 미디어 소비 습관
    • 스트리밍 플랫폼 분석
  • Esports 오디언스 기회 분석

제5장 Esports 수입원 전망

  • 시장 규모 추산과 예측 및 동향 분석, 2018-2030년(매출, 100만 달러)
  • Esports 시장 : 수입원 변동 분석
    • 스폰서십
      • 지역별 시장 추산·예측, 2018-2030년
    • 광고
      • 지역별 시장 추산·예측, 2018-2030년
    • 상품과 티켓
      • 지역별 시장 추산·예측, 2018-2030년
    • 퍼블리셔 요금
      • 지역별 시장 추산·예측, 2018-2030년
    • 미디어 권리
      • 지역별 시장 추산·예측, 2018-2030년

제6장 지역의 추정·동향 분석

  • 시장 규모 추산과 예측 및 동향 분석, 2018-2030년(매출, 100만 달러)
  • 지역별 Esports 시장 점유율, 2021년과 2030년
  • 북미
    • 시장 추산·예측, 2018-2030년
    • 미국
      • 시장 추산·예측, 2018-2030년
    • 캐나다
      • 시장 추산·예측, 2018-2030년
  • 유럽
    • 시장 추산·예측, 2018-2030년
    • 독일
      • 시장 추산·예측, 2018-2030년
    • 영국
      • 시장 추산·예측, 2018-2030년
    • 스페인
      • 시장 추산·예측, 2018-2030년
    • 폴란드
      • 시장 추산·예측, 2018-2030년
    • 프랑스
      • 시장 추산·예측, 2018-2030년
    • 이탈리아
      • 시장 추산·예측, 2018-2030년
  • 아시아태평양
    • 시장 추산·예측, 2018-2030년
    • 중국
      • 시장 추산·예측, 2018-2030년
    • 일본
      • 시장 추산·예측, 2018-2030년
    • 한국
      • 시장 추산·예측, 2018-2030년
    • 호주
      • 시장 추산·예측, 2018-2030년
  • 라틴아메리카
    • 시장 추산·예측, 2018-2030년
    • 브라질
      • 시장 추산·예측, 2018-2030년
    • 멕시코
      • 시장 추산·예측, 2018-2030년
  • 중동과 아프리카
    • 시장 추산·예측, 2018-2030년

제7장 경쟁 분석

  • 주요 세계 기업, 최근 동향과 업계에 대한 영향
  • 주요 기업의 분류(스폰서십, 미디어 권리, Esports 팀)
  • 주요 기업 분석, 2021년

제8장 경쟁 구도

  • Activision Blizzard, Inc.
    • 회사 개요
    • 재무 실적
    • 제품 벤치마킹
    • 최근 개발
  • Electronic Arts Inc.
    • 회사 개요
    • 재무 실적
    • 제품 벤치마킹
    • 최근 개발
  • Gameloft SE
    • 회사 개요
    • 재무 실적
    • 제품 벤치마킹
    • 최근 개발
  • HTC Corporation
    • 회사 개요
    • 재무 실적
    • 제품 벤치마킹
    • 최근 개발
  • Intel Corporation
    • 회사 개요
    • 재무 실적
    • 제품 벤치마킹
    • 최근 개발
  • Modern Times Group(MTG)
    • 회사 개요
    • 재무 실적
    • 제품 벤치마킹
    • 최근 개발
  • Nintendo of America Inc.
    • 회사 개요
    • 재무 실적
    • 제품 벤치마킹
    • 최근 개발
  • NVIDIA Corporation
    • 회사 개요
    • 재무 실적
    • 제품 벤치마킹
    • 최근 개발
  • Tencent Holdings Limited
    • 회사 개요
    • 재무 실적
    • 제품 벤치마킹
    • 최근 개발
  • Valve Corporation
    • 회사 개요
    • 재무 실적
    • 제품 벤치마킹
    • 최근 개발
KSA 22.07.27

Esports Market Growth & Trends:

The global esports market size is expected to reach USD 12,494.3 million by 2030, registering a compound annual growth rate (CAGR) of 21.9% from 2022 to 2030, according to a new report by Grand View Research, Inc. The increasing mobile usage in emerging countries, rising awareness regarding esports, and increasing popularity of video games are expected to fuel the market growth during the forecast period.

Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers. The increasing investments from commercial partners and substantial audience growth have resulted in revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Moreover, the growing partnerships, acquisitions, and mergers have projected strong growth in the esports market.

The streaming platforms, such as Twitch, have attracted viewers by streaming esports and gaming. The esports tournaments have fascinated athletes and celebrities and have drawn a broad audience's attention. Additionally, esports and gaming make it easy to draw the attention of enthusiastic and young viewers who are hard to reach through traditional media channels. The ability to grab the attention of the young and enthusiastic audience has attracted many brands to invest in esports events in sponsorships and advertising. The interest of investors has increased with the centralization of an Esports team, rising audience, and the introduction of a more franchise-style league. The rising interest of brands in esports teams to reach potential customers is expected to drive market growth during the forecast period.

In addition to sponsorship, ticket sales and merchandise are essential revenue segments that drive the esports market's growth. The franchisee is focusing on hosting local events that include fans in stadiums, generating significant revenue, thus contributing to the further development of the esports market. The Esports apparel market has witnessed substantial growth due to a growing fanbase, league-level merchandise deals, and increased retail presence. The esports teams no longer have to rely on winning competitions as teams can independently sell their merchandise to their fans. For instance, Ralph Lauren partnered as the apparel partner for G2 Esports. One of G2 Esports' famous players, Martin' Rekkles' Larsson, was featured in Ralph Lauren's Wimbledon Campaign. G2 and Ralph Lauren partnered across several campaigns and events and produced a range of digital-first activations on Twitch and TikTok.

Esports Market Report Highlights:

  • The sponsorship segment held the largest share of esports market revenue in 2021, representing around 40.0%. Through sponsorships, brands can reach potential customers directly via online and offline media channels
  • The media rights segment, which generates significant revenue, is expected to expand at the highest CAGR of over 23.0% during the forecast period. The numerous leagues, championships, and events that usually occur on various streaming platforms are expected to generate considerable revenue from media rights
  • The Asia Pacific region is expected to gain a significant market share in the forecasted period. The countries such as China and South Korea are anticipated to play a vital role in developing the esports ecosystem in the region.

Table of Contents

Chapter 1. Market Segmentation and Scope

  • 1.1 Market Segmentation and Scope
  • 1.2 Market Definition
  • 1.3 Information Procurement
    • 1.3.1 Purchased Database
    • 1.3.2 GVR'S Internal Database
    • 1.3.3 Secondary Sources & Third-Party Perspectives
    • 1.3.4 Primary Research
  • 1.4 Information Analysis
    • 1.4.1 Data Analysis Models
  • 1.5 Market Formulation & Data Visualization
  • 1.6 Data Validation & Publishing

Chapter 2. Executive Summary & Market Snapshot

  • 2.1 Market Outlook
  • 2.2 Segmental Outlook
  • 2.3 Competitive Insights

Chapter 3. Esports Industry Outlook, Trends & Scope

  • 3.1 Market Introduction
  • 3.2 Esports - Market Size and Growth Prospects
  • 3.3 Esports - Value Chain Analysis
  • 3.4 Esports - Market Dynamics
    • 3.4.1 Market Driver Analysis
      • 3.4.1.1 Increasing mobile usage in the gaming industry
      • 3.4.1.2 Increasing number of tournaments and prize pool
      • 3.4.1.3 Franchise model: a big shift in Esports industry
    • 3.4.2 Market Restraint Analysis
      • 3.4.2.1 Cyberattacks
      • 3.4.2.2 Threats in Esports gambling/betting
    • 3.4.3 Market Opportunity Analysis
      • 3.4.3.1 Cloud gaming enabling new opportunities
    • 3.4.4 Market Challenges Analysis
      • 3.4.4.1 Lack of standardization
      • 3.4.4.2 Infrastructure concerned
  • 3.5 Esports - Penetration & Growth Prospect Mapping
  • 3.6 Business Environment Analysis Tools
    • 3.6.1 Pest Analysis
    • 3.6.2 Porter's Five Force Analysis
  • 3.7 Tencent Games: Gaining an Upper Hand In Esports Industry
  • 3.8 Esports: A Long Term Business Opportunity For Brands
  • 3.9 Major Esports tournaments in various regions
    • 3.9.1 The Americas
    • 3.9.2 Europe
    • 3.9.3 Asia Pacific
    • 3.9.4 Middle East & Africa

Chapter 4. Consumer Behaviour Analysis

  • 4.1 Esports Demographics
    • 4.1.1 Gender
    • 4.1.2 Age
  • 4.2 Media Consumption Habits
    • 4.2.1 Streming Platform Analysis
  • 4.3 Esports Audience Opportunity Analysis

Chapter 5. Esports Revenue Source Outlook

  • 5.1 Market Size Estimates & Forecasts and Trend Analysis, 2018 - 2030 (Revenue, USD Million)
  • 5.2 Esports Market: Revenue Source Movement Analysis
    • 5.2.1 Sponsorship
      • 5.2.1.1 Market estimates and forecast by region, 2018 - 2030 (USD Million)
    • 5.2.2 Advertising
      • 5.2.2.1 Market estimates and forecast by region, 2018 - 2030 (USD Million)
    • 5.2.3 Merchandise & Tickets
      • 5.2.3.1 Market estimates and forecast by region, 2018 - 2030 (USD Million)
    • 5.2.4 Publisher Fees
      • 5.2.4.1 Market estimates and forecast by region, 2018 - 2030 (USD Million)
    • 5.2.5 Media Rights
      • 5.2.5.1 Market estimates and forecast by region, 2018 - 2030 (USD Million)

Chapter 6. Regional Estimates & Trend Analysis

  • 6.1 Market Size Estimates & Forecasts and Trend Analysis, 2018 - 2030 (Revenue, USD Million)
  • 6.2 Esports Market Share by Region, 2021 & 2030
  • 6.3 North America
    • 6.3.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.3.2 U.S.
      • 6.3.2.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.3.3 Canada
      • 6.3.3.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
  • 6.4 Europe
    • 6.4.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.4.2 Germany
      • 6.4.2.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.4.3 U.K.
      • 6.4.3.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.4.4 Spain
      • 6.4.4.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.4.5 Poland
      • 6.4.5.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.4.6 France
      • 6.4.6.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.4.7 Italy
      • 6.4.7.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
  • 6.5 Asia Pacific
    • 6.5.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.5.2 China
      • 6.5.2.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.5.3 Japan
      • 6.5.3.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.5.4 South Korea
      • 6.5.4.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.5.5 Australia
      • 6.5.5.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
  • 6.6 Latin America
    • 6.6.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.6.2 Brazil
      • 6.6.2.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
    • 6.6.3 Mexico
      • 6.6.3.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)
  • 6.7 Middle East & Africa
    • 6.7.1 Market estimates and forecast by revenue source, 2018 - 2030 (USD Million)

Chapter 7. Competitive Analysis

  • 7.1 Key Global Players, Recent Developments & Their Impact on the Industry
  • 7.2 Key Company Categorization (Sponsorship, Media Rights, and Esports Teams)
  • 7.3 Key Company Analysis, 2021

Chapter 8. Competitive Landscape

  • 8.1 Activision Blizzard, Inc.
    • 8.1.1 Company overview
    • 8.1.2 Financial performance
    • 8.1.3 Product benchmarking
    • 8.1.4 Recent developments
  • 8.2 Electronic Arts Inc.
    • 8.2.1 Company overview
    • 8.2.2 Financial performance
    • 8.2.3 Product benchmarking
    • 8.2.4 Recent developments
  • 8.3 Gameloft SE
    • 8.3.1 Company overview
    • 8.3.2 Financial performance
    • 8.3.3 Product benchmarking
    • 8.3.4 Recent developments
  • 8.4 HTC Corporation
    • 8.4.1 Company overview
    • 8.4.2 Financial performance
    • 8.4.3 Product benchmarking
    • 8.4.4 Recent developments
  • 8.5 Intel Corporation
    • 8.5.1 Company overview
    • 8.5.2 Financial performance
    • 8.5.3 Product benchmarking
    • 8.5.4 Recent developments
  • 8.6 Modern Times Group (MTG)
    • 8.6.1 Company overview
    • 8.6.2 Financial performance
    • 8.6.3 Product benchmarking
    • 8.6.4 Recent developments
  • 8.7 Nintendo of America Inc.
    • 8.7.1 Company overview
    • 8.7.2 Financial performance
    • 8.7.3 Product benchmarking
    • 8.7.4 Recent developments
  • 8.8 NVIDIA Corporation
    • 8.8.1 Company overview
    • 8.7.2 Financial performance
    • 8.8.3 Product benchmarking
    • 8.8.4 Recent developments
  • 8.9 Tencent Holdings Limited
    • 8.9.1 Company overview
    • 8.9.2 Financial performance
    • 8.9.3 Product benchmarking
    • 8.9.4 Recent developments
  • 8.10 Valve Corporation
    • 8.10.1 Company overview
    • 8.10.2 Financial performance
    • 8.10.3 Product benchmarking
    • 8.10.4 Recent developments
비교리스트
0 건의 상품을 선택 중
상품 비교하기
전체삭제