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세계의 Esports 시장(2023-2030년) : 디바이스 유형, 수익 모델, 유형(멀티플레이어 온라인 배틀 아레나, 퍼스트 퍼슨 슈터), 스트리밍 플랫폼, 오디언스별 규모, 점유율, 성장 분석, 예측

Global Esports Market Size, Share, Growth Analysis, By Device Type, By Revenue Model, By Type(Multiplayer Online Battle Arena, First-person Shooter ), By Streaming Platform, By Audience - Industry Forecast 2023-2030

발행일: | 리서치사: SkyQuest | 페이지 정보: 영문 157 Pages | 배송안내 : 3-5일 (영업일 기준)

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

Esports 시장 규모는 2021년에 12억 2,000만 달러, 2022년에 14억 4,000만 달러를 나타내고, 2023년부터 2030년까지 예측기간 중 21%의 CAGR로 성장하여 2030년에는 54억 8,000만 달러 규모로 성장할 것으로 예측됩니다.

세계의 Esports 시장 성장은 Facebook, YouTube, TwitchTv 등의 온라인 비디오 스트리밍 서비스가 그 대부분을 견인하고 있습니다. 또한 지난 몇 년간 수요 증가의 배경에는 젊은 세대의 라이프스타일 변화나 청년 인구 확대가 있을 것으로 생각됩니다. Esports 시장에 관한 일반적인 인지도 향상이나 대규모 투자도 시장의 세계적인 성장에 영향을 미칠 것으로 예상됩니다. 또한 최첨단 게임 기술 보급, 스마트폰 보급, 인터넷 액세스 강화 등도 시장 성장을 지지하고 있습니다.

세계의 Esports 시장을 조사했으며, 시장 개요, 시장에 대한 각종 영향요인 분석, 기술·혁신 동향, 시장 규모 추정과 예측, 각종 부문·지역별 내역, 경쟁 상황, 주요 기업 개요 등을 정리했습니다.

목차

주요 요약

상부 시장 분석

  • 시장 개요
  • 시장 규모
  • 시장 역학
  • 성장 촉진요인
  • 기회
  • 성장 억제요인
  • 과제
  • 주요 시장 인사이트
  • 기술 분석
  • 가격 분석
  • 공급망 분석
  • 밸류체인 분석
  • 시장 생태계
  • IP 분석
  • 무역 분석
  • 스타트업 분석
  • 원재료 분석
  • 혁신 매트릭스
  • 파이프라인 제품 분석
  • 거시경제 지표
  • 주요 투자 분석
  • 핵심성공요인
  • 경쟁 정도
  • 시장 역학과 전망
  • 시장 역학
  • 성장 촉진요인
  • 기회
  • 성장 억제요인
  • 과제
  • 규제 상황
  • Porters 분석
  • 향후 디스럽션에 관한 Skyquest의 특별한 인사이트
  • 세계의 Esports 시장 : 디바이스 유형별
  • 시장 개요
  • 스마트폰
  • 스마트 TV
  • 데스크톱, 랩톱, 태블릿
  • 게임기
  • 세계의 Esports 시장 : 수익 모델별
  • 시장 개요
  • 스폰서십
  • 광고
  • 상품·티켓
  • 퍼블리셔 수수료
  • 미디어 권리

세계의 Esports 시장 : 유형별

  • 시장 개요
  • 멀티플레이어 온라인 배틀 아레나(MOBA)
  • 일인칭 관점 슈팅(FPS)
  • 실시간 전략(RTS)
  • 기타
  • 세계의 Esports 시장 : 스트리밍 플랫폼별
  • 시장 개요
  • Twitch
  • Youtube
  • 기타
  • 세계의 Esports 시장 : 오디언스별
  • 시장 개요
  • 토너먼트 주최자
  • 얼라이언스
  • 게임 퍼블리셔
  • 스폰서
  • Esports 투자가
  • 조사기관
  • 조직
  • 애널리스트
  • 전략적 비지니스 플래너
  • 시장 조사
  • 컨설팅 회사
  • 세계의 Esports 시장 : 지역별
  • 시장 개요
  • 북미
  • 미국
  • 캐나다
  • 유럽
  • 독일
  • 스페인
  • 프랑스
  • 영국
  • 기타 유럽
  • 아시아태평양
  • 중국
  • 인도
  • 일본
  • 한국
  • 기타 아시아태평양
  • 라틴아메리카
  • 브라질
  • 기타 라틴아메리카
  • 중동 및 아프리카
  • GCC 국가
  • 남아프리카공화국
  • 기타 중동 및 아프리카
  • 경쟁 상황
  • 주요 5개사 비교
  • 주요 기업의 포지셔닝
  • 주요 기업의 채용 전략
  • 주요 성공 전략
  • 시장의 최근 활동
  • 주요 기업의 시장 점유율
  • 주요 기업 개요
  • Activision Blizzard
  • Valve Corporation
  • Electronic Arts
  • Tencent Holdings Limited
  • Nintendo Co., Ltd.
  • Amazon.com, Inc.
  • Riot Games, Inc.
  • Microsoft Corporation
  • ESL Gaming
  • FACEIT
  • Gfinity plc
  • Huya Inc.
  • Twitch Interactive, Inc.
  • Douyu TV
  • Streamlabs
  • Cloud9
  • Team Liquid
  • Fnatic
  • G2 Esports
  • SK Telecom Co., Ltd.
KSM 23.06.14

Esports Market size was valued at USD 1.22 billion in 2021 and is poised to grow from USD 1.44 billion in 2022 to USD 5.48 billion by 2030, growing at a CAGR of 21% in the forecast period (2023-2030).

A form of online competition known as "esport" involves two or more competitors using online video games in a multiplayer setting. Similar to modern sports, it has a purpose. The main major element promoting the growth of the Esports market is the increasing acceptance of online video games.

Global esports market growth is mostly being driven by online video streaming services like Facebook, YouTube, and TwitchTv. Esports is attracting a lot of interest from people worldwide, who are spending time, money, and effort on it. Over the past several years, there has been an increase in demand for Esports games, which may be attributed to the changing lifestyles of the younger generation and the expanding youth population. It has been expected that increased public knowledge of the Esports market and significant investments in the sector will have an impact on the market's expansion globally.

Additionally, the increased popularity of cutting-edge gaming technology, rising smartphone usage, and enhanced internet access have all helped to boost market growth. Online video game competitions known as "esports" place a premium on the talent and professionalism of the players. The professional gamers that competed at this level are incredibly knowledgeable about the game, just as a professional football player or athlete would be in their respective sports.

Despite the coronavirus-induced worldwide economic slump, the Esports industry is booming. Online gaming is a fun hobby for those looking for social connection who are at home because social distancing practises minimise moment and commercial activities. Due to lockdown, more people played internet games for relaxation and enjoyment while staying at home. The popularity of esports games has greatly expanded as a result. Consequently, this is increasing end-user demand for these services. But as a result of the COVID-19 pandemic, cloud computing is now more widely accepted and is being used by consumers in all sectors to combat the epidemic. For a limited time, many nations are also offering free and open-source E-sports platforms to aid the public in addressing the COVID-19 crisis.

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 by 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.

Segments covered in this report:

The Global Esports Market is segmented based on Device Type, Revenue Model Streaming Platform, Type, Audience and Region. Based on Device Type it is categorized into: Smart Phone, Smart TV, Desktop-Laptop-Tablets, and Gaming Console. Based on Revenue Model it is categorised into: Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights. Based on Type, it is categorised into Multiplayer Online Battle Arena (Moba), First-person Shooter (Fps), Real-time Strategy (Rts), Other. Based on Audience it is categorised Tournament Organizers, Alliances, Game Publishers, Sponsors, Esports Investors, Research Institutes and Organizations, Analysts and Strategic Business Planners, Market Research and Consulting Firms. Based on Streaming Platform, it is segmented into: Twitch, Youtube, Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.

Driver

The esports market is expanding globally due to a number of causes, including increased video game awareness and increased popularity of Esport. During the projection period, large corporations will undertake long-term investment efforts, and a growth in the quantity of competitions offering significant prizes will produce attractive opportunities.

Many variables, including an increase in per capita income, cost of affordability, a variety of low-priced alternatives with useful features, and many others, have contributed to the growing use of cellphones in poor nations around the world. Around the world, there are more than two billion players. Despite still growing, this represents only 26% of the total population. There will be profitable prospects for the global esports sector as demand for esports events rises.

Restraint

The expansion of this industry is constrained by the absence of a proper gaming policy and the lack of regulation of activities like betting and gambling.

Players and organisations both face a lot of difficulties because the esports industry is still in its infancy. It can be challenging for many players and tournament participants to judge whether a tournament is legitimate. Esports tournament organisers who are reputable and legitimate have hurdles as a result of the rise in scams and fraudsters that coincides with the expansion of tournaments. The absence of standards in the esports business is also a reflection of the continued difficulties that competitors, competitions, teams, and their contracts, sponsorships, or advertising, face.

Market Trends

Esports investment and revenue have grown incredibly quickly as a result of the market's increasing popularity. Esports have become extremely popular thanks to the social aspect of live streaming and games. For example, Twitch and YouTube Gaming give fans a direct line of communication with the players and teams, and more well-known social media platforms have fostered the growth of those links. Some esports teams, like FaZe Clan, are aggressively expanding into markets like apparel, giving their companies greater recognition than if they had stayed in esports only.

Esports market growth and event monetization are being fueled by the extreme popularity of esports competitions among gamers and spectators. The chance for gamers to pursue it as a professional career is growing thanks to the scholarships offered by numerous universities and colleges as well as esports courses that can be taken just like any other regular sport. In the coming years, it is anticipated that this will accelerate the esports industry's global expansion.

With an estimated investment of up to USD 2,220 million, the Chinese city of Hangzhou intends to construct 14 esports facilities before 2022. It is anticipated that this investment in the construction of esports facilities would turn it into the global esports hub. In addition, the Asian Games will be held in Hangzhou in 2022, and esports is probably going to be a big part of the official award show. China is predicted to take a sizable chunk of the market thanks to its large investments.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune
  • Research Methodology
  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Key Market Insights
  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition
  • Market Dynamics & Outlook
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Regulatory Landscape
  • Porters Analysis
  • Competitive rivalry
  • Threat of Substitute Products
  • Bargaining Power of Buyers
  • Threat of New Entrants
  • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
  • Political Impact
  • Economic Impact
  • Social Impact
  • Technical Impact
  • Environmental Impact
  • Legal Impact
  • Global Esports Market by Device Type
  • Market Overview
  • Smart Phone
  • Smart TV
  • Desktop-Laptop-Tablets
  • Gaming Console
  • Global Esports Market by Revenue Model
  • Market Overview
  • Sponsorship
  • Advertising
  • Merch
  • ise & Tickets
  • Publisher Fees
  • Media Rights

Global Esports Market by Type

  • Market Overview
  • Multiplayer Online Battle Arena (Moba)
  • First-person Shooter (Fps)
  • Real-time Strategy (Rts)
  • Other
  • Global Esports Market by Streaming Platform
  • Market Overview
  • Twitch
  • Youtube
  • Others
  • Global Esports Market by Audience
  • Market Overview
  • Tournament Organizers
  • Alliances
  • Game Publishers
  • Sponsors
  • Esports Investors
  • Research Institutes
  • Organizations
  • Analysts
  • Strategic Business Planners
  • Market Research
  • Consulting Firms
  • Global Esports Market Size by Region
  • Market Overview
  • North America
  • USA
  • Canada
  • Europe
  • Germany
  • Spain
  • France
  • UK
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Rest of Latin America
  • Middle East & Africa (MEA)
  • GCC Countries
  • South Africa
  • Rest of MEA
  • Competitive Landscape
  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
  • By Development
  • By Company
  • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021
  • Key Company Profiles
  • Activision Blizzard
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Valve Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Electronic Arts
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Tencent Holdings Limited
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Nintendo Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Amazon.com, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Riot Games, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Microsoft Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • ESL Gaming
  • 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
  • Huya Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Twitch Interactive, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Douyu TV
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Streamlabs
  • 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
  • G2 Esports
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • SK Telecom Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
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