시장보고서
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eSports 시장 규모, 점유율, 동향 및 성장 분석 보고서(2026-2034년)

Global eSports Market Size, Share, Trends & Growth Analysis Report 2026-2034

발행일: | 리서치사: Value Market Research | 페이지 정보: 영문 142 Pages | 배송안내 : 1-2일 (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 2025년 6억 8,496만 달러에서 2026-2034년에 CAGR 18.16%로 성장하며, 2034년에는 30억 7,539만 달러에 달할 것으로 예측됩니다.

세계 eSports 시장은 경쟁 게임 참여 확대와 전 세계 시청자 수 증가를 배경으로 빠르게 성장하고 있습니다. 프로게임 토너먼트는 대규모 관중 동원, 스폰서 계약, 스트리밍 매출을 가져다주고 있습니다. 멀티기업 온라인 게임과 디지털 플랫폼의 인기가 높아지면서 게임은 주류 엔터테인먼트 산업으로 변모하고 있습니다.

주요 성장 요인으로는 인터넷 보급률 증가, 모바일 게임 확대, 미디어 및 기술 기업의 투자 등을 꼽을 수 있습니다. 스폰서 계약, 광고, 방송권 등이 주요 수입원이 되고 있습니다. 그러나 규제 측면의 불확실성과 선수들의 건강 상태에 대한 우려는 산업 발전에 영향을 미칠 수 있습니다.

5G 연결로 인한 실시간 게임 경험의 향상과 세계 토너먼트의 확대로 향후 전망은 여전히 견고합니다. 가상현실(VR) 및 몰입형 플랫폼과의 통합은 새로운 매출 기회를 창출할 것입니다. eSports는 엔터테인먼트 생태계에서 중요한 분야로 앞으로도 계속 진화할 것으로 예측됩니다.

목차

제1장 서론

제2장 개요

제3장 시장 변수, 동향, 프레임워크

제4장 세계의 eSports 시장 : 스트리밍 유형별

제5장 세계의 eSports 시장 : 수입원별

제6장 세계의 eSports 시장 : 게임 장르별

제7장 세계의 eSports 시장 : 지역별

제8장 경쟁 구도

제9장 기업 개요

KSA

The eSports Market size is expected to reach USD 3075.39 Million in 2034 from USD 684.96 Million (2025) growing at a CAGR of 18.16% during 2026-2034.

The global eSports market is expanding rapidly, driven by growing participation in competitive gaming and increasing viewership worldwide. Professional gaming tournaments attract large audiences, sponsorship deals, and streaming revenue. The rising popularity of multiplayer online games and digital platforms has transformed gaming into a mainstream entertainment industry.

Major growth drivers include increased internet penetration, mobile gaming expansion, and investment from media and technology companies. Sponsorships, advertising, and broadcasting rights are key revenue streams. However, regulatory uncertainties and concerns over player well-being may influence industry development.

Future prospects remain strong as 5G connectivity enhances real-time gaming experiences and global tournaments expand. Integration with virtual reality and immersive platforms will create new revenue opportunities. eSports is expected to continue evolving as a significant segment of the entertainment ecosystem.

Our reports are meticulously crafted to provide clients with comprehensive and actionable insights into various industries and markets. Each report encompasses several critical components to ensure a thorough understanding of the market landscape:

Market Overview: A detailed introduction to the market, including definitions, classifications, and an overview of the industry's current state.

Market Dynamics: In-depth analysis of key drivers, restraints, opportunities, and challenges influencing market growth. This section examines factors such as technological advancements, regulatory changes, and emerging trends.

Segmentation Analysis: Breakdown of the market into distinct segments based on criteria like product type, application, end-user, and geography. This analysis highlights the performance and potential of each segment.

Competitive Landscape: Comprehensive assessment of major market players, including their market share, product portfolio, strategic initiatives, and financial performance. This section provides insights into the competitive dynamics and key strategies adopted by leading companies.

Market Forecast: Projections of market size and growth trends over a specified period, based on historical data and current market conditions. This includes quantitative analyses and graphical representations to illustrate future market trajectories.

Regional Analysis: Evaluation of market performance across different geographical regions, identifying key markets and regional trends. This helps in understanding regional market dynamics and opportunities.

Emerging Trends and Opportunities: Identification of current and emerging market trends, technological innovations, and potential areas for investment. This section offers insights into future market developments and growth prospects.

MARKET SEGMENTATION

By Streaming Type

  • Live
  • Video-on-demand

By Revenue Streaming

  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Game Publisher Fees
  • Others

By Gaming Genre

  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others

COMPANIES PROFILED

  • Twitch Interactive Inc, Activision Blizzard Inc, Tencent Holdings Limited, Riot Games Inc, Gfinity plc, X1 esports and Entertainment Ltd, Loco Stoughton Street Tech Labs Private Limited, Caffeine, DLive Entertainment Pte Ltd, Sony Corporation
  • We can customise the report as per your requirements.

TABLE OF CONTENTS

Chapter 1. PREFACE

  • 1.1. Market Segmentation & Scope
  • 1.2. Market Definition
  • 1.3. Information Procurement
    • 1.3.1 Information Analysis
    • 1.3.2 Market Formulation & Data Visualization
    • 1.3.3 Data Validation & Publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1 List of Data Sources

Chapter 2. EXECUTIVE SUMMARY

  • 2.1. Market Snapshot
  • 2.2. Segmental Outlook
  • 2.3. Competitive Outlook

Chapter 3. MARKET VARIABLES, TRENDS, FRAMEWORK

  • 3.1. Market Lineage Outlook
  • 3.2. Penetration & Growth Prospect Mapping
  • 3.3. Value Chain Analysis
  • 3.4. Regulatory Framework
    • 3.4.1 Standards & Compliance
    • 3.4.2 Regulatory Impact Analysis
  • 3.5. Market Dynamics
    • 3.5.1 Market Drivers
    • 3.5.2 Market Restraints
    • 3.5.3 Market Opportunities
    • 3.5.4 Market Challenges
  • 3.6. Porter's Five Forces Analysis
  • 3.7. PESTLE Analysis

Chapter 4. GLOBAL ESPORTS MARKET: BY STREAMING TYPE 2022-2034 (USD MN)

  • 4.1. Market Analysis, Insights and Forecast Streaming Type
  • 4.2. Live Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 4.3. Video-on-demand Estimates and Forecasts By Regions 2022-2034 (USD MN)

Chapter 5. GLOBAL ESPORTS MARKET: BY REVENUE STREAMING 2022-2034 (USD MN)

  • 5.1. Market Analysis, Insights and Forecast Revenue Streaming
  • 5.2. Media Rights Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.3. Advertisement Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.4. Sponsorship Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.5. Ticket & Merchandise Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.6. Game Publisher Fees Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.7. Others Estimates and Forecasts By Regions 2022-2034 (USD MN)

Chapter 6. GLOBAL ESPORTS MARKET: BY GAMING GENRE 2022-2034 (USD MN)

  • 6.1. Market Analysis, Insights and Forecast Gaming Genre
  • 6.2. Real-time Strategy Games Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.3. First Person Shooter Games Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.4. Fighting Games Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.5. Multiplayer Online Battle Arena Games Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.6. Mass Multiplayer Online Role-playing Games Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.7. Others Estimates and Forecasts By Regions 2022-2034 (USD MN)

Chapter 7. GLOBAL ESPORTS MARKET: BY REGION 2022-2034(USD MN)

  • 7.1. Regional Outlook
  • 7.2. North America Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 7.2.1 By Streaming Type
    • 7.2.2 By Revenue Streaming
    • 7.2.3 By Gaming Genre
    • 7.2.4 United States
    • 7.2.5 Canada
    • 7.2.6 Mexico
  • 7.3. Europe Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 7.3.1 By Streaming Type
    • 7.3.2 By Revenue Streaming
    • 7.3.3 By Gaming Genre
    • 7.3.4 United Kingdom
    • 7.3.5 France
    • 7.3.6 Germany
    • 7.3.7 Italy
    • 7.3.8 Russia
    • 7.3.9 Rest Of Europe
  • 7.4. Asia-Pacific Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 7.4.1 By Streaming Type
    • 7.4.2 By Revenue Streaming
    • 7.4.3 By Gaming Genre
    • 7.4.4 India
    • 7.4.5 Japan
    • 7.4.6 South Korea
    • 7.4.7 Australia
    • 7.4.8 South East Asia
    • 7.4.9 Rest Of Asia Pacific
  • 7.5. Latin America Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 7.5.1 By Streaming Type
    • 7.5.2 By Revenue Streaming
    • 7.5.3 By Gaming Genre
    • 7.5.4 Brazil
    • 7.5.5 Argentina
    • 7.5.6 Peru
    • 7.5.7 Chile
    • 7.5.8 South East Asia
    • 7.5.9 Rest of Latin America
  • 7.6. Middle East & Africa Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 7.6.1 By Streaming Type
    • 7.6.2 By Revenue Streaming
    • 7.6.3 By Gaming Genre
    • 7.6.4 Saudi Arabia
    • 7.6.5 UAE
    • 7.6.6 Israel
    • 7.6.7 South Africa
    • 7.6.8 Rest of the Middle East And Africa

Chapter 8. COMPETITIVE LANDSCAPE

  • 8.1. Recent Developments
  • 8.2. Company Categorization
  • 8.3. Supply Chain & Channel Partners (based on availability)
  • 8.4. Market Share & Positioning Analysis (based on availability)
  • 8.5. Vendor Landscape (based on availability)
  • 8.6. Strategy Mapping

Chapter 9. COMPANY PROFILES OF GLOBAL ESPORTS INDUSTRY

  • 9.1. Top Companies Market Share Analysis
  • 9.2. Company Profiles
    • 9.2.1 Twitch Interactive Inc
    • 9.2.2 Activision Blizzard Inc
    • 9.2.3 Tencent Holdings Limited
    • 9.2.4 Riot Games Inc
    • 9.2.5 Gfinity Plc
    • 9.2.6 X1 Esports And Entertainment Ltd
    • 9.2.7 Loco (Stoughton Street Tech Labs Private Limited)
    • 9.2.8 Caffeine
    • 9.2.9 DLive Entertainment Pte. Ltd
    • 9.2.10 Sony Corporation
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