市場調査レポート
商品コード
1390861

eスポーツ市場レポート:収益モデル、プラットフォーム、ゲーム、地域別、2023-2028年

Esports Market Report by Revenue Model, Platform, Games (Multiplayer Online Battle Arena, Player vs Player, First Person Shooters, Real Time Strategy ), and Region 2023-2028

出版日: | 発行: IMARC | ページ情報: 英文 145 Pages | 納期: 2~3営業日

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価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=156.76円
eスポーツ市場レポート:収益モデル、プラットフォーム、ゲーム、地域別、2023-2028年
出版日: 2023年11月24日
発行: IMARC
ページ情報: 英文 145 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

概要

世界のeスポーツ市場規模は2022年に14億米ドルに達しました。今後、IMARC Groupは、2022年から2028年にかけて22.37%の成長率(CAGR)を示し、2028年までに47億米ドルに達すると予測しています。新興国における高速インターネットの普及率の上昇、若年層におけるeスポーツ人気の高まり、eスポーツリーグやトーナメントの正式化は、市場を推進する主な要因の一部です。

eスポーツはエレクトロニック・スポーツの略で、個人またはチームがさまざまなビデオゲーム・タイトルで対戦する、急速に成長している競合ビデオゲーム分野を指します。一人称視点のシューティングゲーム、リアルタイムストラテジー、多人数参加型オンラインバトルアリーナゲームなど、幅広いジャンルに及んでいます。プロのプレイヤーは組織化された大会に参加し、その様子はしばしばオンラインでストリーミングされ、テレビで放送されることもあり、何百万人もの視聴者を集めています。eスポーツトーナメントでは、多額の賞金、スポンサーシップ、推薦が提供され、この分野の正当性をさらに高めています。公正な競争を促進し、この分野の持続的な成長を保証するために、各団体は標準化されたルールによって管理される正式なリーグやイベントを設立しています。その結果、eスポーツはメインストリームのエンターテインメントおよびスポーツ活動へと急速に進化し、観衆の拡大と経済効果の増大につながっています。

視聴者や市場参入企業としてeスポーツに魅力を感じる若年層が増加しており、インターネット利用者の増加と相まって、予測期間中の市場成長を刺激すると思われます。スポンサーシップやエンドースメントを通じた大企業の参入も、成長を促す大きな要因の一つです。こうした協力関係によって、業界に多額の資金が投入され、より組織化された注目度の高いイベントが開催され、視聴者が増えるからです。さらに、eスポーツイベントを放送するメディアの権利は、より有利になりつつあり、ある面では伝統的なスポーツに匹敵する収益源を作り出しています。このような放映権は、eスポーツ専門ネットワークだけでなく、主要なメディア・チャンネルも獲得するようになっており、市場の成長をさらに後押ししています。さらに、標準化されたルールと体系化された大会を備えたeスポーツリーグやトーナメントの正式化により、新規参入者がeスポーツを理解し取り組みやすくなっています。これに伴い、マーチャンダイジング、ゲーム内課金、デジタル広告など、収益源の多様化が業界の財政基盤を拡大し、市場の成長を後押ししています。このほか、ビデオゲームが合法的なプロの道やスポーツ活動として社会的に受け入れられつつあることで、より広範な制度的支援と幅広い市場拡大の道が開かれ、世界のeスポーツ市場の継続的な成功と成長に寄与しています。

eスポーツ市場の動向と促進要因:

インターネット普及率の上昇

新興国における高速インターネットへのアクセスの拡大は、eスポーツ市場にプラスの影響を与えています。インターネットの普及により、より多くの個人がeスポーツに参加したり観戦したりできるようになり、プレーヤーベースと観客ベースの両方が増加しています。この成長は、特に東南アジア、ラテンアメリカ、アフリカなどの地域で顕著であり、テクノロジーに精通した若年層が信頼性の高いインターネットサービスをより簡単に利用できるようになっています。インターネットがより手頃な価格で簡単に利用できるようになるにつれ、eスポーツの潜在的な市場は拡大し、広告主、スポンサー、イベント主催者がこの成長する人口層を取り込む機会が増えています。

若者の間でeスポーツ人気が上昇

eスポーツは、伝統的なメディアやスポーツがリーチするのが難しいとされる若年層から絶大な支持を得ています。この世代は、eスポーツをプレイするだけでなく、ストリーミングやディスカッション、さらにはeスポーツに関連したコンテンツの作成にも取り組んでおり、事実上eスポーツ業界の伝道者となっています。多くの教育機関がプログラムにeスポーツを取り入れ始めており、eスポーツの信頼性をさらに確かなものにし、組織的な支援をさらに増やしています。若者の関与が高まることで、長期的なファン基盤が確保され、市場の持続的な成長が保証されます。このような若年層の業界への関与の高まりは、現在の市場力学に影響を及ぼすと同時に、eスポーツの将来の軌道を形成しています。

急速な技術の進歩

技術の絶え間ない進歩は、ビデオゲームやオンライン体験の質を高めてきました。高精細(HD)グラフィックス、リアルタイムのデータ分析、拡張現実と仮想現実(AR/VR)は、ゲームをよりインタラクティブで魅力的なものにしています。同時に、クラウド・コンピューティング機能の向上により、世界中に分散するユーザーでもシームレスなマルチプレイヤー・インタラクションが可能になっています。インターネットの速度も進化し、5Gネットワークの拡大により待ち時間の問題が改善され、リアルタイムの競合ゲームがよりスムーズになりました。このような技術強化は、ゲーマーの体験を向上させ、視聴をより魅力的なものにし、ストリーミングや放送されるイベントの視聴者数を増加させる。その結果、最先端技術はeスポーツにより多くの熱心な視聴者を惹きつける上で重要な役割を果たしています。

本レポートで扱う主な質問

  • 2022年の世界のeスポーツ市場規模は?
  • 2023~2028年の世界のeスポーツ市場の予想成長率は?
  • 世界のeスポーツ市場を牽引する主な要因は何か
  • COVID-19が世界のeスポーツ市場に与えた影響は?
  • 収益モデルに基づく世界のeスポーツ市場の内訳は?
  • ゲームに基づく世界のeスポーツ市場の内訳は?
  • 世界のeスポーツ市場における主要地域は?
  • 世界のeスポーツ市場における主要プレイヤー/企業は?

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査目的
  • 利害関係者
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要産業動向

第5章 世界のeスポーツ市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 市場予測

第6章 市場内訳:収益モデル別

  • メディアライツ
    • 市場動向
    • 市場予測
  • 広告・スポンサーシップ
    • 市場動向
    • 市場予測
  • 商品とチケット
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第7章 市場内訳:プラットフォーム別

  • PCベースのeスポーツ
    • 市場動向
    • 市場予測
  • コンソールベースのeスポーツ
    • 市場動向
    • 市場予測
  • モバイルとタブレット
    • 市場動向
    • 市場予測

第8章 市場内訳:ゲーム別

  • マルチプレイヤーオンラインバトルアリーナ(MOBA)
    • 市場動向
    • 市場予測
  • プレイヤーvsプレイヤー(PvP)
    • 市場動向
    • 市場予測
  • ファーストパーソンシューティング(FPS)
    • 市場動向
    • 市場予測
  • リアルタイムストラテジー(RTS)
    • 市場動向
    • 市場予測

第9章 市場内訳:地域別

  • 北米
    • 米国
      • 市場動向
      • 市場予測
    • カナダ
      • 市場動向
      • 市場予測
  • アジア太平洋
    • 中国
      • 市場動向
      • 市場予測
    • 日本
      • 市場動向
      • 市場予測
    • インド
      • 市場動向
      • 市場予測
    • 韓国
      • 市場動向
      • 市場予測
    • オーストラリア
      • 市場動向
      • 市場予測
    • インドネシア
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • 欧州
    • ドイツ
      • 市場動向
      • 市場予測
    • フランス
      • 市場動向
      • 市場予測
    • 英国
      • 市場動向
      • 市場予測
    • イタリア
      • 市場動向
      • 市場予測
    • スペイン
      • 市場動向
      • 市場予測
    • ロシア
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • ラテンアメリカ
    • ブラジル
      • 市場動向
      • 市場予測
    • メキシコ
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • 中東・アフリカ地域
    • 市場動向
    • 市場内訳:国別
    • 市場予測

第10章 SWOT分析

  • 概要
  • 強み
  • 弱み
  • 機会
  • 脅威

第11章 バリューチェーン分析

第12章 ポーターのファイブフォース分析

  • 概要
  • 買い手の交渉力
  • 供給企業の交渉力
  • 競合の程度
  • 新規参入業者の脅威
  • 代替品の脅威

第13章 価格分析

第14章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • Activision Blizzard Inc.
    • Capcom Co. Ltd.
    • Electronic Arts Inc.
    • Epic Games Inc.
    • FACEIT
    • Gameloft SE(Vivendi SE)
    • Gfinity PLC
    • Intel Corporation
    • Modern Times Group
    • Nintendo Co. Ltd.
    • NVIDIA Corporation
    • Riot Games Inc.
    • Valve Corporation
    • Zynga Inc.
図表

List of Figures

  • Figure 1: Global: Esports Market: Major Drivers and Challenges
  • Figure 2: Global: Esports Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Esports Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Esports Market: Breakup by Revenue Model (in %), 2022
  • Figure 5: Global: Esports Market: Breakup by Platform (in %), 2022
  • Figure 6: Global: Esports Market: Breakup by Games (in %), 2022
  • Figure 7: Global: Esports Market: Breakup by Region (in %), 2022
  • Figure 8: Global: Esports (Media Rights) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 9: Global: Esports (Media Rights) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 10: Global: Esports (Advertising and Sponsorships) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 11: Global: Esports (Advertising and Sponsorships) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 12: Global: Esports (Merchandise and Tickets) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 13: Global: Esports (Merchandise and Tickets) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 14: Global: Esports (Other Revenue Models) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 15: Global: Esports (Other Revenue Models) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 16: Global: Esports (PC-based Esports) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 17: Global: Esports (PC-based Esports) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 18: Global: Esports (Consoles-based Esports) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 19: Global: Esports (Consoles-based Esports) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 20: Global: Esports (Mobile and Tablets) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 21: Global: Esports (Mobile and Tablets) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 22: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 23: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 24: Global: Esports (Player vs Player-PvP) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 25: Global: Esports (Player vs Player-PvP) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 26: Global: Esports (First Person Shooters-FPS) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 27: Global: Esports (First Person Shooters-FPS) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 28: Global: Esports (Real Time Strategy-RTS) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 29: Global: Esports (Real Time Strategy-RTS) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 30: North America: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 31: North America: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 32: United States: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 33: United States: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 34: Canada: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 35: Canada: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 36: Asia-Pacific: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 37: Asia-Pacific: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 38: China: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 39: China: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 40: Japan: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 41: Japan: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 42: India: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 43: India: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 44: South Korea: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 45: South Korea: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 46: Australia: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 47: Australia: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 48: Indonesia: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 49: Indonesia: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 50: Others: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 51: Others: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 52: Europe: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 53: Europe: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 54: Germany: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 55: Germany: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 56: France: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 57: France: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 58: United Kingdom: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 59: United Kingdom: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 60: Italy: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 61: Italy: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 62: Spain: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 63: Spain: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 64: Russia: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 65: Russia: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 66: Others: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 67: Others: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 68: Latin America: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 69: Latin America: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 70: Brazil: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 71: Brazil: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 72: Mexico: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 73: Mexico: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 74: Others: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 75: Others: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 76: Middle East and Africa: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 77: Middle East and Africa: Esports Market: Breakup by Country (in %), 2022
  • Figure 78: Middle East and Africa: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 79: Global: Esports Industry: SWOT Analysis
  • Figure 80: Global: Esports Industry: Value Chain Analysis
  • Figure 81: Global: Esports Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Esports Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Esports Market Forecast: Breakup by Revenue Model (in Million US$), 2023-2028
  • Table 3: Global: Esports Market Forecast: Breakup by Platform (in Million US$), 2023-2028
  • Table 4: Global: Esports Market Forecast: Breakup by Games (in Million US$), 2023-2028
  • Table 5: Global: Esports Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Esports Market: Competitive Structure
  • Table 7: Global: Esports Market: Key Players
目次
Product Code: SR112023A4746

Abstract

The global esports market size reached US$ 1.4 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 4.7 Billion by 2028, exhibiting a growth rate (CAGR) of 22.37% during 2022-2028. The rising penetration of high-speed internet in emerging nations, the growing popularity of esports among the younger population, and the formalization of Esports leagues and tournaments are some of the major factors propelling the market.

Esports, short for electronic sports, refers to the rapidly growing field of competitive video gaming, where individuals or teams compete against each other in various video game titles. It spans a wide array of genres, such as first-person shooters, real-time strategy, and multiplayer online battle arena games. Professional players participate in organized competitions, which are often streamed online and even broadcast on television, garnering millions of viewers. Esports tournaments offer substantial cash prizes, sponsorships, and endorsements, further elevating the legitimacy of the sector. Organizations are establishing formal leagues and events, governed by a set of standardized rules, to foster fair competition and ensure the sector's sustained growth. As a result, Esports is rapidly evolving into a mainstream entertainment and sporting activity, with a broadening audience and increasing economic impact.

The expanding younger population, which is increasingly attracted to Esports as viewers and participants, coupled with the rise in internet users, will stimulate market growth during the forecast period. The entrance of large corporations through sponsorships and endorsements represents another major growth-inducing factor as these collaborations infuse substantial financial resources into the industry, facilitating more organized, high-profile events that draw greater viewership. Furthermore, media rights for broadcasting Esports events are becoming more lucrative, creating a revenue stream that rivals traditional sports in some aspects. Such rights are increasingly being snapped up by mainstream media channels as well as dedicated Esports networks, further augmenting the market growth. Additionally, the formalization of Esports leagues and tournaments with a standardized set of rules and structured competitions, make it easier for newcomers to understand and engage with the sport. In line with this, the diversification of revenue streams, including merchandising, in-game purchases, and digital advertising, is broadening the financial base of the industry, thereby propelling market growth. Besides this, the increasing social acceptance of video gaming as a legitimate professional path and sporting activity has opened doors for more extensive institutional support and wider market expansion, contributing to the ongoing success and growth of the global Esports market.

Esports Market Trends/Drivers:

Increase in Internet Penetration Rates

The expansion of access to high-speed internet across emerging nations is positively influencing the Esports market. Internet penetration allows a higher number of individuals to participate in and watch Esports, thereby increasing both the player base and the audience. This growth is particularly noticeable in regions like Southeast Asia, Latin America, and Africa, where the young, tech-savvy population is gaining more straightforward access to reliable internet services. As the internet becomes more affordable and easily accessible, the potential market for Esports enlarges, offering more opportunities for advertisers, sponsors, and event organizers to tap into this growing demographic.

Rise in Esports Popularity Among Youth

Esports enjoys a massive following among the younger generation, a demographic that is notoriously difficult for traditional media and sports to reach. This generation engages in playing as well as in streaming, discussing, and even creating content around Esports, effectively becoming evangelists for the industry. Many educational institutions are starting to incorporate Esports into their programs, further validating its credibility and adding another layer of institutional support. The rising involvement of youth secures a long-term fan base, ensuring sustained growth for the market. This heightened engagement of the young population with the industry influences current market dynamics while shaping the future trajectory of Esports.

Rapid Technological Advancements

Continual advancements in technology have been incessant in elevating the quality of video games and online experiences. High-definition (HD) graphics, real-time data analytics, and augmented and virtual reality (AR/VR) are making games more interactive and engaging. Simultaneously, the rise in cloud computing capabilities enables seamless multiplayer interactions, even for users distributed across the globe. Internet speed has also evolved, with the expansion of 5G networks improving latency issues, making real-time competitive gaming smoother. These technological enhancements improve the gamer's experience and make viewing more engaging, driving up viewership numbers for streamed and broadcasted events. As a result, cutting-edge technology is playing a crucial role in attracting a broader and more dedicated audience to Esports.

Esports Industry Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global esports market report, along with forecasts at the global, regional and country levels from 2023-2028. Our report has categorized the market based on revenue model, platform and games.

Breakup by Revenue Model:

Media Rights

Advertising and Sponsorships

Merchandise and Tickets

Others

Advertising and sponsorships represent the most popular revenue model

The report has provided a detailed breakup and analysis of the market based on the revenue model. This includes media rights, advertising and sponsorships, merchandise and tickets, and others. According to the report, advertising and sponsorships represented the largest segment.

The main factors that are propelling the advertising and sponsorships segment include the high level of viewer engagement in Esports events, which offers an ideal platform for advertisers to reach a target audience that is both large and focused. These viewers often represent a younger demographic, which is traditionally difficult to reach through conventional media channels, making them particularly valuable to marketers. Besides this, sponsorships offer a symbiotic relationship; companies receive brand exposure, whereas Esports events gain the financial support needed to host high-quality, attractive competitions.

In addition, the real-time nature of e-sports facilitates innovative advertising techniques such as in-game branding and interactive ads that can be dynamically inserted during live streams. These modern methods often lead to better retention and conversion compared to traditional advertising mediums. Also, the global reach of Esports ensures that both advertisers and sponsors can communicate their messages effectively across different cultures and languages, enhancing their return on investment. Apart from this, the formalization of leagues and the standardization of competitions provide a reliable and consistent platform for long-term advertising and sponsorship commitments, thus supporting the segment growth.

Breakup by Platform:

PC-based Esports

Consoles-based Esports

Mobile and Tablets

A detailed breakup and analysis of the market based on the platform has also been provided in the report. This includes PC-based esports, consoles-based esports, and mobile and tablets.

PC-based esports involve the use of personal computers (PCs), which serve as the traditional platform for Esports and continue to dominate in terms of both player numbers and revenue. Numerous popular Esports titles, such as "League of Legends," "Counter-Strike: Global Offensive," and "Dota 2," are primarily PC-based. This segment benefits from the superior hardware capabilities of PCs, allowing for high-quality graphics and smoother gameplay, which in turn attracts a serious, competitive player base. PCs also offer easier upgradability, enabling players to keep up with technological advances without purchasing a new system.

Console-based esports utilize console platforms like PlayStation, Xbox, and Nintendo Switch, which also have a significant presence in the market. Games such as "Rocket League," "FIFA," and "Call of Duty" are popular titles in this segment. While consoles-based e-sports generally do not offer the same level of hardware customization as PCs, they provide a more standardized gaming experience. This can level the playing field and make it easier for newcomers to enter competitions. Consoles are also often seen as more family-friendly, broadening the potential audience.

Mobile and tablet gaming has rapidly gained prominence across the globe. Titles like "Mobile Legends," "Clash Royale," and "PUBG Mobile" have opened up Esports to a broader demographic that may not have access to PCs or consoles. The portability and ease of use of mobile devices make it easier for individuals to engage with Esports on-the-go. While this platform may not provide the same level of gameplay complexity as PCs or consoles, its enhanced accessibility and convenience are fostering the growth of this segment.

Breakup by Games:

Multiplayer Online Battle Arena (MOBA)

Player vs Player (PvP)

First Person Shooters (FPS)

Real Time Strategy (RTS)

First person shooters (FPS) account for the majority of the market share

The report has provided a detailed breakup and analysis of the market based on the games. This includes multiplayer online battle arena (MOBA), player vs player (PvP), first person shooters (FPS), and real time strategy (RTS). According to the report, first person shooters (FPS) represented the largest segment.

The first-person shooters (FPS) genre is known for its high level of engagement and excitement, both for players and viewers. The fast-paced, action-oriented gameplay makes for thrilling competitions and compelling spectacles, contributing to higher viewer numbers and greater audience retention. The live-action element in FPS games also lends itself well to dynamic commentary and analysis, further enhancing the viewer experience. Additionally, the FPS genre has a long history in the gaming world, making it one of the more mature and well-understood types of Esports. Titles like "Counter-Strike" have been popular for decades, giving them a strong foundation of players, fans, and institutional knowledge. This long-term stability attracts sponsors and advertisers looking for a reliable investment with a guaranteed audience.

Moreover, FPS games often require a combination of individual skill and team strategy, making them appealing to a broad range of players-from those who excel in solo performance to those who prefer collaborative gameplay. The balance of individual and team-based objectives contributes to a multi-dimensional competitive scene. Also, FPS games are relatively easy to follow even for people who are not familiar with the genre or specific game mechanics. This ease of understanding makes it more accessible to a general audience, attracting casual viewers as well as dedicated fans. FPS games offer an exciting, comprehensible, and deeply engaging category within the Esports landscape, thus fueling market growth.

Breakup by Region:

North America

United States

Canada

Asia-Pacific

China

Japan

India

South Korea

Australia

Indonesia

Others

Europe

Germany

France

United Kingdom

Italy

Spain

Russia

Others

Latin America

Brazil

Mexico

Others

Middle East and Africa

Asia Pacific exhibits a clear dominance in the market

The market research report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia-Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific accounted for the largest market share.

Asia Pacific held the biggest share in the market since the region has a high population density, creating a large base of both casual and hardcore gamers. The region is also home to countries, such as South Korea, China, and Japan, that have been early adopters of Esports, with South Korea often cited as the birthplace of the modern Esports scene. These nations have mature infrastructures that support gaming as a professional endeavor, including dedicated stadiums and extensive training facilities.

Another contributing aspect is the tremendous growth in internet penetration and mobile technology, making gaming and Esports more accessible to a broader audience. The ubiquity of internet cafes, particularly in China, provides a communal setting for gaming, encouraging more people to participate. Also, the cultural acceptance of gaming as a legitimate sport and career path is higher in Asia Pacific compared to other regions, with some countries even offering Esports in educational curriculums.

Additionally, strong government support and favorable regulations in certain Asia Pacific countries further stimulate market growth. Besides this, local corporate sponsorships and media rights in the region are robust as companies are recognizing the value of associating their brands with a rapidly growing industry, positioning Asia Pacific as the leading regional market for esports.

Competitive Landscape:

The market is experiencing significant growth as key players are engaging in a range of strategies to expand their footprint and influence. These players are forming partnerships with mainstream media outlets and streaming services to widen the distribution of Esports content, thereby increasing both viewership and revenue streams. Sponsorship deals with major corporations are also being aggressively pursued to infuse capital into events and teams. Additionally, these industry leaders are extensively investing in talent acquisition and development, scouting for promising players to add a competitive edge to their rosters. They are also diversifying revenue by exploring merchandise sales, in-game purchases, and even virtual currencies. To professionalize the industry further, they are contributing to the establishment of formal leagues and standardized rules, aiming to make Esports more accessible and understandable to mainstream audiences. Overall, key players operating in the esports domain are focused on driving growth through innovation, strategic collaborations, and a commitment to elevating the industry's professionalism and credibility.

The market research report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

Activision Blizzard Inc.

Capcom Co. Ltd.

Electronic Arts Inc.

Epic Games Inc.

FACEIT

Gameloft SE (Vivendi SE)

Gfinity PLC

Intel Corporation

Modern Times Group

Nintendo Co. Ltd.

NVIDIA Corporation

Riot Games Inc.

Valve Corporation

Zynga Inc.

Recent Developments:

In August 2021, Gameloft SE, a leader in the creation of gaming and gamified experiences for brands, partnered with ESL Gaming, a German electronic sports production and organizer company. This collaboration aimed to improve mobile esports-driven sponsoring solutions for brands.

In July 2021, Intel Corporation collaborated with the International Olympic Committee (IOC) to host one of the major virtual competitions as a kickoff to the Olympic Games. The electronic sports event was scheduled to be held in Katowice, Poland, a month before the Olympic Games.

Key Questions Answered in This Report

  • 1. What was the size of the global esports market in 2022?
  • 2. What is the expected growth rate of the global esports market during 2023-2028?
  • 3. What are the key factors driving the global esports market?
  • 4. What has been the impact of COVID-19 on the global esports market?
  • 5. What is the breakup of the global esports market based on the revenue model?
  • 6. What is the breakup of the global esports market based on the games?
  • 7. What are the key regions in the global esports market?
  • 8. Who are the key players/companies in the global esports market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Esports Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Revenue Model

  • 6.1 Media Rights
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Advertising and Sponsorships
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Merchandise and Tickets
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Others
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast

7 Market Breakup by Platform

  • 7.1 PC-based Esports
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Consoles-based Esports
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Mobile and Tablets
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by Games

  • 8.1 Multiplayer Online Battle Arena (MOBA)
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Player vs Player (PvP)
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 First Person Shooters (FPS)
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Real Time Strategy (RTS)
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 United States
      • 9.1.1.1 Market Trends
      • 9.1.1.2 Market Forecast
    • 9.1.2 Canada
      • 9.1.2.1 Market Trends
      • 9.1.2.2 Market Forecast
  • 9.2 Asia-Pacific
    • 9.2.1 China
      • 9.2.1.1 Market Trends
      • 9.2.1.2 Market Forecast
    • 9.2.2 Japan
      • 9.2.2.1 Market Trends
      • 9.2.2.2 Market Forecast
    • 9.2.3 India
      • 9.2.3.1 Market Trends
      • 9.2.3.2 Market Forecast
    • 9.2.4 South Korea
      • 9.2.4.1 Market Trends
      • 9.2.4.2 Market Forecast
    • 9.2.5 Australia
      • 9.2.5.1 Market Trends
      • 9.2.5.2 Market Forecast
    • 9.2.6 Indonesia
      • 9.2.6.1 Market Trends
      • 9.2.6.2 Market Forecast
    • 9.2.7 Others
      • 9.2.7.1 Market Trends
      • 9.2.7.2 Market Forecast
  • 9.3 Europe
    • 9.3.1 Germany
      • 9.3.1.1 Market Trends
      • 9.3.1.2 Market Forecast
    • 9.3.2 France
      • 9.3.2.1 Market Trends
      • 9.3.2.2 Market Forecast
    • 9.3.3 United Kingdom
      • 9.3.3.1 Market Trends
      • 9.3.3.2 Market Forecast
    • 9.3.4 Italy
      • 9.3.4.1 Market Trends
      • 9.3.4.2 Market Forecast
    • 9.3.5 Spain
      • 9.3.5.1 Market Trends
      • 9.3.5.2 Market Forecast
    • 9.3.6 Russia
      • 9.3.6.1 Market Trends
      • 9.3.6.2 Market Forecast
    • 9.3.7 Others
      • 9.3.7.1 Market Trends
      • 9.3.7.2 Market Forecast
  • 9.4 Latin America
    • 9.4.1 Brazil
      • 9.4.1.1 Market Trends
      • 9.4.1.2 Market Forecast
    • 9.4.2 Mexico
      • 9.4.2.1 Market Trends
      • 9.4.2.2 Market Forecast
    • 9.4.3 Others
      • 9.4.3.1 Market Trends
      • 9.4.3.2 Market Forecast
  • 9.5 Middle East and Africa
    • 9.5.1 Market Trends
    • 9.5.2 Market Breakup by Country
    • 9.5.3 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Activision Blizzard Inc.
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
      • 14.3.1.3 Financials
      • 14.3.1.4 SWOT Analysis
    • 14.3.2 Capcom Co. Ltd.
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
      • 14.3.2.3 Financials
      • 14.3.2.4 SWOT Analysis
    • 14.3.3 Electronic Arts Inc.
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
      • 14.3.3.4 SWOT Analysis
    • 14.3.4 Epic Games Inc.
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
    • 14.3.5 FACEIT
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6 Gameloft SE (Vivendi SE)
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
    • 14.3.7 Gfinity PLC
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
      • 14.3.7.3 Financials
    • 14.3.8 Intel Corporation
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio
      • 14.3.8.3 Financials
      • 14.3.8.4 SWOT Analysis
    • 14.3.9 Modern Times Group
      • 14.3.9.1 Company Overview
      • 14.3.9.2 Product Portfolio
      • 14.3.9.3 Financials
    • 14.3.10 Nintendo Co. Ltd.
      • 14.3.10.1 Company Overview
      • 14.3.10.2 Product Portfolio
      • 14.3.10.3 Financials
      • 14.3.10.4 SWOT Analysis
    • 14.3.11 NVIDIA Corporation
      • 14.3.11.1 Company Overview
      • 14.3.11.2 Product Portfolio
      • 14.3.11.3 Financials
      • 14.3.11.4 SWOT Analysis
    • 14.3.12 Riot Games Inc.
      • 14.3.12.1 Company Overview
      • 14.3.12.2 Product Portfolio
    • 14.3.13 Valve Corporation
      • 14.3.13.1 Company Overview
      • 14.3.13.2 Product Portfolio
    • 14.3.14 Zynga Inc.
      • 14.3.14.1 Company Overview
      • 14.3.14.2 Product Portfolio
      • 14.3.14.3 Financials