시장보고서
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세계의 e스포츠 시장 : 시장 규모, 점유율, 동향 분석(수익원별, 스트리밍별, 지역별), 부문별 예측(2025-2030년)

Esports Market Size, Share & Trends Analysis Report By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Streaming, By Region, And Segment Forecasts, 2025 - 2030

발행일: | 리서치사: Grand View Research | 페이지 정보: 영문 110 Pages | 배송안내 : 2-10일 (영업일 기준)

    
    
    




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세계의 e스포츠 시장 성장과 동향 :

Grand View Research, Inc.의 최신 보고서에 따르면 세계의 e스포츠 시장 규모는 2025년부터 2030년까지 23.1%의 연평균 복합 성장률(CAGR)을 기록하며, 2030년에는 74억 6,000만 달러에 이를 것으로 추정되고 있습니다.

신흥국에서의 모바일 이용 증가, e스포츠에 대한 인지도 상승, 비디오 게임 인기 증가 등이 예측 기간 동안 시장 성장을 가속할 것으로 예측됩니다.

소비자는 역동적인 엔터테인먼트 산업과 협력하여 고품질의 대화형 게임 컨텐츠를 찾고 있습니다. 상업 파트너로부터의 투자가 증가하여 시청자가 크게 증가한 결과, e스포츠 시장의 수익이 늘어나고 있습니다.

Twitch 등의 스트리밍 플랫폼은 e스포츠나 게임을 스트리밍함으로써 시청자를 매료하고 있습니다. 또한 시청자의 관심을 끌고 있습니다. 또한, e스포츠와 게임은 전통적인 미디어 채널에서 도달하기 어려운 열정적이고 젊은 시청자의 관심을 끌기 쉽습니다.

스폰서십 외에도 티켓 판매, 상품 판매는 e스포츠 시장의 성장을 이끌어내는 필수적인 수익 부문입니다. e스포츠 어패럴 시장은 팬층의 확대, 리그 수준의 상품거래, 소매점 증가로 엄청난 성장을 이루고 있습니다. 2023년 7월 Ralph Lauren은 G2 Esports의 의류 파트너로 제휴했으며, G2 Esports의 유명한 기업 중 한 명인 Martin'Rekkles'Larsson은 Ralph Lauren의 윔블던 캠페인에 등장했습니다.

e스포츠 시장 보고서 하이라이트

  • 리그전 및 프랜차이즈 형식은 예측기간 중 e스포츠 시장의 시야를 넓히고, 결과적으로 업계의 성장을 가속할 것으로 예측됩니다.
  • 모바일 e스포츠는 향후 수년간 시청자 수 증가를 가져오는 대폭적인 성장이 예상됩니다.
  • 수익원별로는 스폰서십 부문이 2024년에 40% 이상의 최대 점유율을 차지했습니다.
  • 실시간 스트리밍 부문은 실시간 e스포츠 컨텐츠에 대한 수요 증가, 시청자와의 상호작용 강화, 스트리밍 인프라에 대한 대규모 투자로 2024년 최대 시장 점유율을 차지했습니다.
  • 아시아태평양은 예측 기간 동안 가장 빠른 CAGR로 성장할 것으로 예측됩니다.

목차

제1장 분석 방법 및 범위

제2장 주요 요약

제3장 e스포츠 시장 : 변동 요인, 경향, 범위

  • 시장 연관 전망
  • 시장 역학
    • 시장 성장 촉진요인 분석
    • 시장 성장 억제요인 분석
    • 업계의 과제
  • e스포츠 시장 : 분석 툴
    • 업계 분석 : Porter's Five Forces 분석
    • PESTEL 분석

제4장 e스포츠 시장 : 수익원별 추정 및 동향 분석

  • 부문 대시보드
  • e스포츠 시장 : 동향 분석, 수익원별(2024년 및 2030년)
    • 스폰서십
    • 광고
    • 상품 및 티켓
    • 퍼블리셔피
    • 미디어 권리

제5장 e스포츠 시장 : 스트리밍별 추정 및 동향 분석

  • 부문 대시보드
  • e스포츠 시장 : 동향 분석, 스트리밍별(2024년 및 2030년)
  • 온디맨드
  • 라이브 스트리밍

제6장 e스포츠 시장 : 지역 추정 및 동향 분석

  • e스포츠 시장 : 지역별(2024년 및 2030년)
  • 북미
    • 미국
    • 캐나다
    • 멕시코
  • 유럽
    • 영국
    • 독일
    • 프랑스
  • 아시아태평양
    • 중국
    • 일본
    • 인도
    • 한국
    • 호주
  • 라틴아메리카
    • 브라질
  • 중동 및 아프리카
    • 아랍에미리트(UAE)
    • 사우디아라비아
    • 남아프리카

제7장 경쟁 구도

  • 기업 분류
  • 기업의 시장 포지셔닝
  • 기업 히트맵 분석
  • 기업 프로파일/상장 기업
    • Activision Blizzard, Inc.
    • Electronic Arts Inc.
    • Gameloft SE
    • HTC Corporation
    • Intel Corporation
    • Modern Times Group(MTG)
    • Nintendo of America Inc.
    • NVIDIA Corporation
    • Tencent Holding Limited
    • Valve Corporation
    • Cloud9 Esports
    • G Esports Holding GmbH
JHS 25.06.02

Esports Market Growth & Trends:

The global esports market size is estimated to reach USD 7.46 billion by 2030, registering a CAGR of 23.1% from 2025 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 in the forecasted 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.

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 through 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 in the forecasted 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, and 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, in July 2023, 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:

  • League game and franchise formats are projected to extend the horizon of the esports market throughout the forecast period, consequently promoting industry growth.
  • Mobile Esports is anticipated to make substantial gains resulting in increased viewership in the upcoming years.
  • By revenue source, the sponsorship segment held the largest share of more than 40% in 2024. The major brands are establishing long-term sponsorship partnerships with leading brands such as ESL, which suggests the high growth of the sponsorship segment during the forecast period.
  • The live streaming segment accounted for the largest market share in 2024, driven by increasing demand for real-time esports content, enhanced viewer interaction, and substantial investments in streaming infrastructure.
  • The Asia Pacific region is expected to grow at a fastest CAGR over the forecasted period. 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. Methodology and Scope

  • 1.1. Market Segmentation and Scope
  • 1.2. Market Definitions
    • 1.2.1. Information analysis
    • 1.2.2. Market formulation & data visualization
    • 1.2.3. Data validation & publishing
  • 1.3. Research Scope and Assumptions
    • 1.3.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
  • 2.3. Competitive Insights

Chapter 3. Esports Market Variables, Trends, & Scope

  • 3.1. Market Lineage Outlook
  • 3.2. Market Dynamics
    • 3.2.1. Market Driver Analysis
    • 3.2.2. Market Restraint Analysis
    • 3.2.3. Deployment Challenge
  • 3.3. Esports Market Analysis Tools
    • 3.3.1. Deployment Analysis - Porter's
      • 3.3.1.1. Bargaining power of the suppliers
      • 3.3.1.2. Bargaining power of the buyers
      • 3.3.1.3. Threats of substitution
      • 3.3.1.4. Threats from new entrants
      • 3.3.1.5. Competitive rivalry
    • 3.3.2. PESTEL Analysis
      • 3.3.2.1. Political landscape
      • 3.3.2.2. Economic and social landscape
      • 3.3.2.3. Technological landscape

Chapter 4. Esports Market: Revenue Source Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Esports Market: Revenue Source Movement Analysis, 2024 & 2030 (USD Million)
    • 4.2.1. Sponsorships
      • 4.2.1.1. Sponsorships Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.2. Advertising
      • 4.2.2.1. Advertising Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.3. Merchandise & Tickets
      • 4.2.3.1. Merchandise & Tickets Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.4. Publisher Fees
      • 4.2.4.1. Publisher Fees Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 4.2.5. Media Rights
      • 4.2.5.1. Media Rights Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Esports Market: Streaming Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Esports Market: Streaming Movement Analysis, 2024 & 2030 (USD Million)
  • 5.3. On-demand
    • 5.3.1. On-demand Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Live Streaming
    • 5.4.1. Live Streaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Esports Market: Regional Estimates & Trend Analysis

  • 6.1. Esports Market by Region, 2024 & 2030
  • 6.2. North America
    • 6.2.1. North America Esports Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 6.2.2. U.S.
      • 6.2.2.1. Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.3. Canada
      • 6.2.3.1. Canada Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.2.4. Mexico
      • 6.2.4.1. Mexico Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.3. Europe
    • 6.3.1. Europe Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.2. UK
      • 6.3.2.1. UK Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.3. Germany
      • 6.3.3.1. Germany Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.3.4. France
      • 6.3.4.1. France Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. Asia Pacific
    • 6.4.1. Asia Pacific Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.2. China
      • 6.4.2.1. China Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.3. Japan
      • 6.4.3.1. Japan Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.4. India
      • 6.4.4.1. India Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.5. South Korea
      • 6.4.5.1. South Korea Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.4.6. Australia
      • 6.4.6.1. Australia Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Latin America
    • 6.5.1. Latin America Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.5.2. Brazil
      • 6.5.2.1. Brazil Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.6. Middle East and Africa
    • 6.6.1. Middle East and Africa Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.2. UAE
      • 6.6.2.1. UAE Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.3. Saudi Arabia
      • 6.6.3.1. Saudi Arabia Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 6.6.4. South Africa
      • 6.6.4.1. South Africa Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Competitive Landscape

  • 7.1. Company Categorization
  • 7.2. Company Market Positioning
  • 7.3. Company Heat Map Analysis
  • 7.4. Company Profiles/Listing
    • 7.4.1. Activision Blizzard, Inc.
      • 7.4.1.1. Participant's Overview
      • 7.4.1.2. Financial Performance
      • 7.4.1.3. Service Benchmarking
      • 7.4.1.4. Strategic Initiatives
    • 7.4.2. Electronic Arts Inc.
      • 7.4.2.1. Participant's Overview
      • 7.4.2.2. Financial Performance
      • 7.4.2.3. Service Benchmarking
      • 7.4.2.4. Strategic Initiatives
    • 7.4.3. Gameloft SE
      • 7.4.3.1. Participant's Overview
      • 7.4.3.2. Financial Performance
      • 7.4.3.3. Service Benchmarking
      • 7.4.3.4. Strategic Initiatives
    • 7.4.4. HTC Corporation
      • 7.4.4.1. Participant's Overview
      • 7.4.4.2. Financial Performance
      • 7.4.4.3. Service Benchmarking
      • 7.4.4.4. Strategic Initiatives
    • 7.4.5. Intel Corporation
      • 7.4.5.1. Participant's Overview
      • 7.4.5.2. Financial Performance
      • 7.4.5.3. Service Benchmarking
      • 7.4.5.4. Strategic Initiatives
    • 7.4.6. Modern Times Group (MTG)
      • 7.4.6.1. Participant's Overview
      • 7.4.6.2. Financial Performance
      • 7.4.6.3. Service Benchmarking
      • 7.4.6.4. Strategic Initiatives
    • 7.4.7. Nintendo of America Inc.
      • 7.4.7.1. Participant's Overview
      • 7.4.7.2. Financial Performance
      • 7.4.7.3. Service Benchmarking
      • 7.4.7.4. Strategic Initiatives
    • 7.4.8. NVIDIA Corporation
      • 7.4.8.1. Participant's Overview
      • 7.4.8.2. Financial Performance
      • 7.4.8.3. Service Benchmarking
      • 7.4.8.4. Strategic Initiatives
    • 7.4.9. Tencent Holding Limited
      • 7.4.9.1. Participant's Overview
      • 7.4.9.2. Financial Performance
      • 7.4.9.3. Service Benchmarking
      • 7.4.9.4. Strategic Initiatives
    • 7.4.10. Valve Corporation
      • 7.4.10.1. Participant's Overview
      • 7.4.10.2. Financial Performance
      • 7.4.10.3. Service Benchmarking
      • 7.4.10.4. Strategic Initiatives
    • 7.4.11. Cloud9 Esports
      • 7.4.11.1. Participant's Overview
      • 7.4.11.2. Financial Performance
      • 7.4.11.3. Service Benchmarking
      • 7.4.11.4. Strategic Initiatives
    • 7.4.12. G Esports Holding GmbH.
      • 7.4.12.1. Participant's Overview
      • 7.4.12.2. Financial Performance
      • 7.4.12.3. Service Benchmarking
      • 7.4.12.4. Strategic Initiatives
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