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市場調査レポート
商品コード
1296923
eスポーツの世界市場2023-2030Global Esports Market 2023-2030 |
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カスタマイズ可能
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eスポーツの世界市場2023-2030 |
出版日: 2023年05月28日
発行: Orion Market Research
ページ情報: 英文 105 Pages
納期: 2~3営業日
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eスポーツの世界市場は、予測期間中にCAGR 18.6%で成長すると予測されています。市場の成長を促進する重要な要因には、ゲームのライブストリーミングの増加、視聴者数の増加、エンゲージメント活動、リーグトーナメントのインフラなどがあります。インフルエンサー、ゲーマー、イベント主催者、ゲーム開発者にとって、業界のプロ化が進むことで生まれる収益機会は、市場に利益をもたらしています。ミレニアル世代は、ゲームトーナメントの人気の増加、1対1のスポンサーシップ、ストリーミング収入、印象的な国際的な賞金プールのおかげで、eスポーツをプロのキャリアの選択肢と考えています。さらに、大学や専門学校は、熟練した専門家を育成するために、専用のeスポーツプログラムを提供し始めています。例えば、オハイオ州立大学、マサチューセッツ州のベッカー・カレッジ、バージニア州のシェナンドー大学は、eスポーツの学位コースを提供しています。また、プレーヤーに奨学金を提供する機関もあり、市場成長をさらに後押しします。例えば、nea.orgによると、2021年に米国の大学はeスポーツの奨学金を1,600万米ドル以上授与しています。eスポーツ企業は、収益を増やし消費者層を拡大するために、革新的な新しいeスポーツプラットフォームに投資しています。例えば、2022年6月、ライブストリーミングプラットフォームのLoCo.は、eスポーツのための初の非代替性トークンのプラットフォームであるLoco Legendsを立ち上げました。
メディアライツは、eスポーツコンテンツをチャンネルで放送する権利を得るために、チーム、リーグ、イベント主催者に支払われるすべての収入で構成されます。メディア・ライツは、様々なストリーミング・プラットフォームで定期的に開催される数多くの個人リーグ、チャンピオンシップ、イベントにより、かなりの収益を生み出すと予想されています。Twitch Interactive, Inc.は、主要なトーナメントを観戦するファンに採用されているライブストリーミングの優れたプラットフォームを持っています。GamesIndustry.bizによると、Twitchは2021年にストリーマー視聴に240億時間を費やし、視聴者数は2020年に比べて45.0%増加しました。さらに、2022年3月、Rooter Sports Technologies Private Limitedは、Sky Esportsの全Ipsのメディア権を1年間取得しました。Sky Esportsは南アジアを代表するeスポーツ大会主催者であり、自社所有のIPSを持っています。今回のメディア権取得により、Rooter Sportsはインドで大会を英語など複数の言語でストリーミング配信できるようになります。
インドでは、英語、ヒンディー語、ベンガル語、カンナダ語、タミル語、マラヤーラム語、テルグ語などの複数の言語で配信できるようになります。これらの合併および買収活動は、予測期間におけるメディア権利部門の成長を促進すると予想されます。
アジア太平洋地域では、若者の間でeスポーツの人気が高まっていることから、中国がeスポーツ市場で大きなシェアを占めると予想されます。さらに、大手企業が新しいゲームを開発することで、市場の成長がさらに促進されます。例えば、中国に本社を置くeスポーツ業界の重要なプレーヤーであるTencent Holdings Limitedは、Honor of Kingsのようなゲームを開発することで、中国におけるeスポーツの増加に影響力のある役割を果たしています。
韓国も予測期間中に大きな市場シェアを占めると予想されています。同国はeスポーツでよく知られており、コーチ、ゲーミングハウス、アナリストなどを含む標準的なインフラをゲーマーに提供しています。例えば、2022年4月、Korean eスポーツ Association(KeSPA)はSK Telecomと3年間のスポンサー契約を結びました。この契約により、SKテレコムはKeSPAの公式スポンサーとなり、アジア競技大会に向けた韓国eスポーツチームを育成することになっています。市場におけるこのような取り組みや開拓は、予測期間中のさらなる成長を促進すると予想されます。
Title:Global Esports Market Size, Share & Trends Analysis Report by Streaming Type (Live, and On-demand), by Platform (PC-based esports, Consoles-based esports, and Mobile and Tablets), by Revenue Model (Media Rights, Advertisement, Sponsorship, Game Publisher Fees, and Merchandise and Tickets), and by Gaming Genre (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), and Real Time Strategy (RTS)) Forecast Period (2023-2030).
The global esports market is anticipated to grow at a CAGR of 18.6% during the forecast period. Pivotal factors driving the growth of the market include the increasing live streaming of games, rising audience reach, engagement activities, and infrastructure for league tournaments. The profitable opportunities created by increasing professionalization in the industry for influencers, gamers, event organizers, and game developers benefit the market. Millennials consider esports a professional career option, owing to the increasing popularity of gaming tournaments, one-to-one sponsorships, streaming revenues, and impressive international prize pools. Additionally, colleges and universities have started providing dedicated esports programs to develop skilled professionals. For instance, Ohio State University, Becker College in Massachusetts, and Virginia's Shenandoah University provide the esports degree course. Some institutes are also providing scholarships to the players that will further propel the market growth. For instance, according to nea.org, in 2021, US colleges awarded more than $16.0 million in scholarships in esports. E-sports companies are investing in innovative new esports platforms for increasing their revenue and expanding their consumer base. For instance, in June 2022, LoCo., a live-streaming platform, launched Loco Legends, which is the first non-fungible token platform for esports.
The global esports market is segmented based on streaming type, platform, revenue model, and gaming genre. Based on streaming type, the market is bifurcated into live and on-demand. By platform, the market is sub-segmented into PC-based esports, consoles-based esports, and mobile and tablets. By revenue model, the market is sub-segmented into media rights, advertisement, sponsorship, game publisher fees, and merchandise and tickets. Further, by gaming genre, the market is sub-segmented into the multiplayer online battle arena (MOBA), player vs player (PvP), first-person shooters (FPS), and real-time strategy (RTS). Among these, the sponsorship sub-segment accounted for the dominant share of the market during the forecast period. Sponsorships allow brands to reach their potential customers directly through online and offline media channels. Interactive advertising, posters, freebies, video displays, and many additional creative methods enable the brand to target potential customers.
Media rights comprise all the revenue paid to teams, leagues, and event organizers to obtain the rights to broadcasting esports content on a channel. Media rights are anticipated to generate considerable revenue because of numerous individual leagues, championships, and events held on various streaming platforms regularly. Twitch Interactive, Inc. has an eminent platform for live streaming adopted by fans to watch major tournaments. According to GamesIndustry.biz, Twitch had witnessed fans spending 24.0 billion hours watching streamers in 2021, an 45.0% increase in viewership compared to 2020. Additionally, in March 2022, Rooter Sports Technologies Private Limited acquired the media rights for all Ips of Sky Esports for one year. Sky Esports is the leading esports tournament organizer in South Asia and has self-owned Ips. The acquisition of media rights will allow Rooter Sports to stream competitions
in India in several languages such as English, Hindi, Bengali, Kannada, Tamil, Malayalam, and Telugu. These mergers and acquisitions activities are expected to fuel the growth of the media rights segment in the forecast period.
Regional Outlook
The global Esports market is further segmented based on geography including North America (the US and Canada), Europe (UK, Italy, Spain, Germany, France, and Others), Asia-Pacific (India, China, Japan, South Korea, and Others), and the Rest of the World (the Middle East and Africa, and Latin America). Among these, the North American region is projected to expand at a significant CAGR during the forecast period, due to the rising popularity of video games, growing investments from major companies, and increased media coverage.
Global Esports Market Growth, by Region 2023-2030
Source: OMR Analysis
In the Asian-pacific region, China is anticipated to hold a significant market share in the esports market owing to the popularity of esports among the youth. Additionally, major companies develop new games that will further propel the market growth. For example, Tencent Holdings Limited, a significant player in the esports industry, is headquartered in China, has played an influential role in the increase of esports in China by developing games like Honor of Kings.
South Korea is also anticipated to hold a significant market share over the forecast period. The country is well-known for esports, providing standard infrastructure to gamers, containing coaches, gaming houses, analysts, and others. For instance, in April 2022, the Korean Esports Association (KeSPA) signed a three-year sponsorship deal with SK Telecom. The agreement has made SK Telecom an official sponsor of KeSPA and will train the Korean esports team for Asian games. Such initiatives and developments in the market are expected to fuel further growth in the forecast period.
Market Players Outlook
The major companies serving the global esports market include Activision Blizzard, Inc., Epic Games, Inc., Gfinity PLC, and Modern Times Group. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, funding, collaborations, and new product launches to stay competitive in the market. For instance, in January 2022, Savvy Gaming Group, a Saudi Arabia-based esports investment company, acquired ESL, a German-based esports organizer and production company, and FACEIT, a UK-based esports platform for $1.5 billion. Through this acquisition, Savvy Gaming Group will integrate ESL's expertise in creating, broadcasting, and commercializing premium esports ecosystems, including arena events and festival shows, with FACEIT's ability to develop top-notch tools for competitive games. In June 2021, SEG Esports, Inc. announced a technological partnership with Adamas Esports, Inc. to improve its services and provide a 360-degree approach for clients.
The Report Covers: