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시장보고서
상품코드
1725076
e스포츠 시장 : 수익원별, 게임 유형별, 시청자 유형별, 플랫폼별, 토너먼트별, 지역별 세계 분석 및 예측(-2032년)Esports Market Forecasts to 2032 - Global Analysis By Revenue Stream (Sponsorships, Advertising, Media Rights, Merchandise & Tickets and Other Revenue Streams), Game Type, Audience Type, Platform, Tournament and By Geography |
Stratistics MRC에 따르면 세계의 e스포츠 시장은 2025년 38억 달러를 차지하며 예측 기간 동안 CAGR은 28.8%를 나타내 2032년에는 224억 달러에 이를 전망입니다.
일렉트로닉 스포츠(Esports)는 아마추어나 프로 레벨에서 팀이나 개인이 멀티기업 게임을 하는 조직화된 경쟁 비디오 게임입니다. 2, Counter-Strike, Fortnite는 인기있는 e스포츠 게임입니다. 융합시켜 세계의 시청자를 매료하고 있습니다. 스폰서십, 스트리밍 플랫폼, 국제 대회에 의해 e스포츠는 10억 달러 규모의 산업으로 성장하여 많은 기관으로부터 정당한 스포츠로서 인정되어, 디지털에 정통한 다양한 관객에게 받아들여지고 있습니다.
주류 수락 및 스폰서십
전통적인 미디어와 국제 기업의 관심이 높아짐에 따라 e스포츠 이벤트의 지명도와 주목도는 점점 높아지고 있습니다. 이러한 협업은 게이머 이외의 사람들에게도 친숙해지며, 보다 많은 관객을 끌어들입니다. 저명한 파트너십은 e스포츠의 정당성을 높여 젊은 세대의 참가를 촉진합니다.
표준화와 규제 부족
명확한 규칙이 없으면 게임 퍼블리셔가 불일치한 규제를 수행할 수 있으며, 토너먼트의 공평성이 저하됩니다. 또한, e스포츠 프로가 경력 궤도를 확립하는 것을 어렵게 함으로써 장기적인 성장을 제한하고 있습니다.
교육 및 장학금 제도
경기 게임에서 성공하기 위해 필요한 지식과 능력은 교육과 장학금 프로그램을 통해 잠재적인 기업에게 주어집니다. 이러한 프로그램은 교육 개발을 촉진하는 것으로, 유능한 인재에 의한 e스포츠의 지속 가능한 미래를 보증하고 있습니다.
지적 재산 및 게시자 관리
퍼블리셔가 게임 컨텐츠에 대해 독점권을 가지는 경우가 많기 때문에 타사 토너먼트나 스트리머가 참가할 수 없습니다. 게시자가 관리하는 플랫폼에 의존하기 때문에 이러한 제한으로 인해 기업이 돈을 벌 수있는 기회가 줄어들 수 있습니다.
COVID-19의 영향
COVID-19의 유행은 e스포츠 시장의 성장을 현저하게 가속시켰습니다. 세계의 접근성과 참여가 확대되었습니다. 라이브 이벤트 수익의 과제에도 불구하고 업계는 디지털 플랫폼을 활용하여 신속하게 적응했습니다.
예측 기간 동안 미디어 라이츠 부문이 최대가 될 전망
미디어 라이츠 부문은 방송과 스트리밍 계약을 통해 큰 수익을 견인함으로써 예측 기간 동안 최대 시장 점유율을 차지할 것으로 예측됩니다. 테이먼트로서 확립해, 대형 광고주나 스폰서를 끌어내는데 도움이 됩니다.
예측 기간 동안 프랜차이즈 리그 분야가 가장 높은 CAGR이 예상됩니다.
예측 기간 동안 프랜차이즈 리그 분야는 일류 팀, 선수, 스폰서를 유치하고 가장 높은 성장률을 보일 것으로 예측됩니다. 그리고 새로운 스폰서십의 선택을 확장합니다. 리그 형식을 확립하는 프랜차이즈는 또한 많은 투자를 불러들이고 더 나은 팬 경험과 높은 수준의 제작을 가능하게합니다.
예측 기간 중 아시아태평양은 기술에 정통한 젊은층이 많아 인터넷의 보급률이 높기 때문에 최대 시장 점유율을 차지할 것으로 예측됩니다. 전통적인 e스포츠 이벤트에 가세해, 모바일 게임은 인도나 동남아시아와 같은 시장에서 큰 성장을 이루고 있어, 이 지역의 활황을 나타내는 e스포츠 에코시스템에 있어서 기업, 스폰서, 게임 개발자에게 새로운 기회를 낳고 있습니다.
예측 기간 동안 시청자 수, 스폰서십, 게임 관련 수익 증가로 북미가 가장 높은 CAGR을 나타낼 것으로 예측됩니다. 대기업 하이테크 기업과 전통적인 스포츠 조직은 다액의 투자를 실시하고 있어, 업계의 가능성을 더욱 실증하고 있습니다.
According to Stratistics MRC, the Global Esports Market is accounted for $3.8 billion in 2025 and is expected to reach $22.4 billion by 2032 growing at a CAGR of 28.8% during the forecast period. Electronic sports, or esports, are organised, competitive video games in which teams or individuals play multiplayer games at amateur or professional levels. League of Legends, Dota 2, Counter-Strike, and Fortnite are popular esports games. Tournaments often feature large audiences, both live and online, and offer significant prize pools. Esports blends gaming skill, teamwork, strategy, and entertainment, attracting global viewership. With sponsorships, streaming platforms, and international competitions, Esports has grown into a billion-dollar industry, recognized as a legitimate sport by many institutions and embraced by a diverse, digital-savvy audience.
Mainstream acceptance & sponsorships
Esports events are becoming increasingly well-known and visible as traditional media outlets and international businesses become more interested. Major corporate sponsorships offer resources and financial stability, allowing teams and competitions to expand. By integrating esport with popular culture, these collaborations also draw in a wider audience by making it approachable by non-gamers. Prominent partnerships increase esport's legitimacy and encourage participation from younger generations. The industry's growth is ultimately accelerated by widespread participation, which raises investment, viewership, and market value overall.
Lack of standardization & regulation
In the absence of explicit rules, game publishers might enforce contradictory regulations, which would compromise tournament fairness. Sponsorship opportunities are further hampered by the lack of universal regulations because businesses are reluctant to invest in an unstable climate. Conflicts over revenue sharing, broadcasting, and intellectual property rights may result from this governance contradiction. Additionally, it limits long-term growth by making it more difficult for esports pros to establish career trajectories. All things considered, the market's potential is limited because of the ambiguous structure for investors and players.
Education & scholarship programs
The knowledge and abilities required to succeed in competitive gaming are given to potential players through education and scholarship programs. Scholarships, in particular, encourage students to pursue professions in gaming by making esports more accessible. The talent pool for the industry is further expanded by universities that provide esports programs, which draw in a new generation of players. The programs guarantee a sustainable future for esport through qualified personnel by promoting educational development. Because of this, esport keeps becoming more and more well-known, which propels its expansion worldwide.
Intellectual property & publisher control
The exclusivity rights that publishers frequently possess over game content prevent third-party tournaments and streamers from participating. This control may impede diversity and innovation by keeping smaller organisations out of the market. Tight IP limitations may also result in legal issues for fan-generated content or unapproved events. Due to their reliance on publisher-controlled platforms, these limitations may also reduce players' chances of making money. As a result, there may be less opportunity for new players and fragmentation within the esports ecosystem.
Covid-19 Impact
The COVID-19 pandemic significantly accelerated the growth of the esports market. With traditional sports and live entertainment halted, audiences turned to online gaming and virtual tournaments for entertainment. This shift boosted viewership, sponsorships, and investments in esports. Events moved online, expanding global accessibility and participation. Despite challenges in live event revenue, the industry adapted quickly, leveraging digital platforms. Overall, the pandemic highlighted esports' resilience and potential as a mainstream entertainment option in a socially distanced world.
The media rights segment is expected to be the largest during the forecast period
The media rights segment is expected to account for the largest market share during the forecast period by driving significant revenue through broadcasting and streaming deals. As esports gain popularity, media companies are keen to secure exclusive rights, allowing them to reach large, engaged audiences. These deals help establish esports as mainstream entertainment, attracting major advertisers and sponsors. Increased visibility on platforms like Twitch, YouTube, and traditional TV networks enhances the appeal of esports to a wider demographic. Ultimately, the growth in media rights contracts contributes to higher prize pools, improved infrastructure, and greater professionalization within the industry.
The franchise leagues segment is expected to have the highest CAGR during the forecast period
Over the forecast period, the franchise leagues segment is predicted to witness the highest growth rate attracting top-tier teams, players, and sponsors. They give organisations and players steady financial streams by guaranteeing stability and long-term contracts. The league's exclusivity boosts viewership and opens up new sponsorship options by fostering fan involvement and brand loyalty. Franchises that have established league formats also draw a lot of investment, which enables better fan experiences and higher-caliber production. In the end, these franchises fuel the expansion of the esports industry by guaranteeing longevity and a larger, more devoted following.
During the forecast period, the Asia Pacific region is expected to hold the largest market share by a large, tech-savvy youth demographic and high internet penetration. Countries like China, South Korea, and Japan are at the forefront, with thriving competitive gaming scenes and major tournaments. Increasing investment from global brands and media companies has further fueled the industry's expansion. In addition to traditional esports events, mobile gaming has seen significant growth in markets like India and Southeast Asia, creating new opportunities for players, sponsors, and game developers in the region's booming esports ecosystem.
Over the forecast period, the North America region is anticipated to exhibit the highest CAGR, owing to increased viewership, sponsorships, and gaming-related revenues. Major esports events, like the League of Legends Championship and Overwatch League, attract millions of viewers and generate substantial revenue through advertising, media rights, and merchandise. Big tech companies and traditional sports organizations are investing heavily, further validating the industry's potential. As gaming continues to expand, esports in North America is expected to become a mainstream form of entertainment, blending gaming culture with professional sports.
Key players in the market
Some of the key players profiled in the Esports Market include Activision Blizzard, Inc., Riot Games, Inc., Tencent Holdings Ltd., Electronic Arts Inc. (EA), Epic Games, Inc., Valve Corporation, Ubisoft Entertainment SA, Take-Two Interactive Software, Inc., Microsoft Corporation, Sony Interactive Entertainment, Nintendo Co., Ltd., ESL FACEIT Group (EFG), DreamHack, Team SoloMid (TSM), Cloud9, Fnatic and G2 Esports.
In April 2025, Riot Games announced the launch of Valorant Mobile in China, developed by LightSpeed. Pre-registration for playtesting is open, with exclusive in-game rewards for participants.
In September 2024, Riot Games partnered with Opera GX, the gaming browser, to enhance the League of Legends World Championship experience. Opera GX became an official sponsor, introducing features like a co-streaming hub and interactive calendars for fans to follow the event in multiple languages.
In December 2023, Activision Blizzard partnered with Samsung in the EMEA region for a marketing campaign titled 'Embrace Your Game.' The initiative aimed to promote Samsung's gaming devices, including TVs, monitors, and smartphones, by leveraging popular Activision Blizzard games.