시장보고서
상품코드
1764009

e스포츠 시장 - 세계 산업 규모, 점유율, 동향, 매출 기회와 예측 : 수입원별, 청중 유형별, 디바이스별, 지역별, 경쟁(2020-2030년)

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

발행일: | 리서치사: TechSci Research | 페이지 정보: 영문 185 Pages | 배송안내 : 2-3일 (영업일 기준)

    
    
    




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

e스포츠 세계 시장 규모는 2024년에 19억 8,000만 달러, 2030년에는 95억 5,000만 달러에 이르고, 예측 기간 중 연평균 복합 성장률(CAGR)은 29.80%를 나타낼 전망입니다.

e스포츠는 비디오 게임 산업의 조직화된 경쟁 부문을 말하며, 전문 팀과 기업이 멀티기업 온라인 배틀 아레나(MOBA), 1인칭 슈팅 게임(FPS), 배틀 로얄 형식 등의 장르에서 경쟁하는 것을 말합니다. 이러한 대회는 보통 리그전이나 토너먼트로 구성되며, 라이브 스트리밍과 온라인 시청을 많이 모으고 있습니다. 시장에는 스폰서십, 광고, 미디어권, 티켓 및 상품 판매, 디지털 컨텐츠 등 다양한 수익원이 포함됩니다. 인터넷 인프라의 강화, 첨단 게임 하드웨어에 대한 접근성 향상, Twitch, YouTube Gaming, Facebook Gaming과 같은 라이브 스트리밍 플랫폼의 세계가 성장의 원동력이 되고 있으며, 이 모든 것이 e스포츠 세계 팬층 확대에 기여하고 있습니다. 팬층 확대에 기여하고 있습니다.

시장 개요
예측 기간 2026-2030년
시장 규모 : 2024년 19억 8,000만 달러
시장 규모 : 2030년 95억 5,000만 달러
2025-2030년 CAGR 29.80%
급성장 부문 비정기적 시청자
최대 시장 아시아태평양

시장 성장 촉진요인

주류에 대한 인식과 제도적 지원

시장의 과제

수익화의 어려움과 재무적 지속가능성

주요 시장 동향

성과와 몰입을 위한 인공지능의 통합

목차

제1장 개요

제2장 조사 방법

제3장 주요 요약

제4장 고객의 소리

제5장 세계의 e스포츠 시장 전망

  • 시장 규모와 예측
    • 금액별
  • 시장 점유율과 예측
    • 수입원별(스폰서십, 미디어권, 광고, 출판사 수수료, 상품과 티켓, 스트리밍)
    • 청중 유형별(비정기적 시청자, e스포츠 애호가)
    • 디바이스별(스마트폰, PC, 태블릿, 게임기)
    • 지역별(북미, 유럽, 남미, 중동 및 아프리카, 아시아태평양)
  • 기업별(2024년)
  • 시장 맵

제6장 북미의 e스포츠 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 북미 : 국가별 분석
    • 미국
    • 캐나다
    • 멕시코

제7장 유럽의 e스포츠 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 유럽 : 국가별 분석
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 스페인

제8장 아시아태평양의 e스포츠 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 아시아태평양 : 국가별 분석
    • 중국
    • 인도
    • 일본
    • 한국
    • 호주

제9장 중동 및 아프리카의 e스포츠 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 중동 및 아프리카 : 국가별 분석
    • 사우디아라비아
    • 아랍에미리트(UAE)
    • 남아프리카공화국

제10장 남미의 e스포츠 시장 전망

  • 시장 규모와 예측
  • 시장 점유율과 예측
  • 남미 : 국가별 분석
    • 브라질
    • 콜롬비아
    • 아르헨티나

제11장 시장 역학

  • 성장 촉진요인
  • 과제

제12장 시장 동향과 발전

  • 인수합병(M&A)
  • 제품 출시
  • 최근 동향

제13장 기업 개요

  • 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 B.V

제14장 전략적 제안

제15장 회사 소개 및 면책조항

LSH 25.07.18

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

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