市場調査レポート
商品コード
1285970

Eスポーツの世界市場 (2023-2030年):デバイスタイプ・収益モデル・タイプ (マルチプレイヤーオンラインバトルアリーナ・ファーストパーソンシューター)・ストリーミングプラットフォーム・オーディエンス別の規模・シェア・成長分析・予測

Global Esports Market Size, Share, Growth Analysis, By Device Type, By Revenue Model, By Type(Multiplayer Online Battle Arena, First-person Shooter ), By Streaming Platform, By Audience - Industry Forecast 2023-2030

出版日: | 発行: SkyQuest | ページ情報: 英文 157 Pages | 納期: 3~5営業日

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スポーツの世界市場 (2023-2030年):デバイスタイプ・収益モデル・タイプ (マルチプレイヤーオンラインバトルアリーナ・ファーストパーソンシューター)・ストリーミングプラットフォーム・オーディエンス別の規模・シェア・成長分析・予測
出版日: 2023年04月23日
発行: SkyQuest
ページ情報: 英文 157 Pages
納期: 3~5営業日
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  • 概要
  • 目次
概要

Eスポーツの市場規模は、2021年に12億2,000万米ドル、2022年に14億4,000万米ドルを示し、2023年から2030年にかけての予測期間中は21%のCAGRで推移し、2030年には54億8,000万米ドルの規模に成長すると予測されています。

世界のEスポーツ市場の成長は、Facebook、YouTube、TwitchTvなどのオンラインビデオストリーミングサービスがそのほとんどを牽引しています。また、ここ数年の需要増加の背景には、若い世代のライフスタイルの変化や若者人口の拡大があると考えられています。Eスポーツ市場に関する一般的な認知度の向上や、大規模な投資も市場の世界的な成長に影響を及ぼすと予想されています。さらに、最先端のゲーム技術の普及、スマートフォンの普及、インターネットアクセスの強化なども市場の成長を後押ししています。

当レポートでは、世界のEスポーツの市場を調査し、市場概要、市場への各種影響因子の分析、技術・イノベーションの動向、市場規模の推移・予測、各種区分・地域別の内訳、競合情勢、主要企業のプロファイルなどをまとめています。

目次

エグゼクティブサマリー

親市場分析

  • 市場概要
  • 市場規模
  • 市場力学
  • 促進要因
  • 機会
  • 抑制要因
  • 課題
  • 主要な市場洞察
  • 技術分析
  • 価格分析
  • サプライチェーン分析
  • バリューチェーン分析
  • 市場のエコシステム
  • IP分析
  • 貿易分析
  • スタートアップ分析
  • 原材料分析
  • イノベーションマトリックス
  • パイプライン製品の分析
  • マクロ経済指標
  • 主要投資分析
  • 主要成功要因
  • 競合の程度
  • 市場力学と展望
  • 市場力学
  • 促進要因
  • 機会
  • 抑制要因
  • 課題
  • 規制状況
  • ポーターの分析
  • 将来のディスラプションに関するSkyquestの特別な洞察
  • 世界のEスポーツ市場:デバイスタイプ別
  • 市場概要
  • スマートフォン
  • スマートテレビ
  • デスクトップ、ラップトップ、タブレット
  • ゲームコンソール
  • 世界のEスポーツ市場:収益モデル別
  • 市場概要
  • スポンサーシップ
  • 広告
  • グッズ・チケット
  • パブリッシャー手数料
  • メディア権利

世界のEスポーツ市場:タイプ別

  • 市場概要
  • マルチプレイヤーオンラインバトルアリーナ(MOBA)
  • 一人称視点シューティング(FPS)
  • リアルタイムストラテジー(RTS)
  • その他
  • 世界のEスポーツ市場:ストリーミングプラットフォーム別
  • 市場概要
  • Twitch
  • Youtube
  • その他
  • 世界のEスポーツ市場:オーディエンス別
  • 市場概要
  • トーナメントオーガナイザー
  • アライアンス
  • ゲームパブリッシャー
  • スポンサー
  • Eスポーツ投資家
  • 調査機関
  • 組織
  • アナリスト
  • 戦略的ビジネスプランナー
  • 市場調査
  • コンサルティング会社
  • 世界のEスポーツ市場:地域別
  • 市場概要
  • 北米
  • 米国
  • カナダ
  • 欧州
  • ドイツ
  • スペイン
  • フランス
  • 英国
  • その他の欧州
  • アジア太平洋
  • 中国
  • インド
  • 日本
  • 韓国
  • その他のアジア太平洋
  • ラテンアメリカ
  • ブラジル
  • その他のラテンアメリカ
  • 中東・アフリカ
  • GCC諸国
  • 南アフリカ
  • その他の中東・アフリカ
  • 競合情勢
  • 主要5社の比較
  • 主要企業の位置付け
  • 主要企業の採用戦略
  • 主要成功戦略
  • 市場における最近の活動
  • 主要企業の市場シェア
  • 主要企業プロファイル
  • Activision Blizzard
  • Valve Corporation
  • Electronic Arts
  • Tencent Holdings Limited
  • Nintendo Co., Ltd.
  • Amazon.com, Inc.
  • Riot Games, Inc.
  • Microsoft Corporation
  • ESL Gaming
  • FACEIT
  • Gfinity plc
  • Huya Inc.
  • Twitch Interactive, Inc.
  • Douyu TV
  • Streamlabs
  • Cloud9
  • Team Liquid
  • Fnatic
  • G2 Esports
  • SK Telecom Co., Ltd.
目次
Product Code: SQMIG50I2005

Esports Market size was valued at USD 1.22 billion in 2021 and is poised to grow from USD 1.44 billion in 2022 to USD 5.48 billion by 2030, growing at a CAGR of 21% in the forecast period (2023-2030).

A form of online competition known as "esport" involves two or more competitors using online video games in a multiplayer setting. Similar to modern sports, it has a purpose. The main major element promoting the growth of the Esports market is the increasing acceptance of online video games.

Global esports market growth is mostly being driven by online video streaming services like Facebook, YouTube, and TwitchTv. Esports is attracting a lot of interest from people worldwide, who are spending time, money, and effort on it. Over the past several years, there has been an increase in demand for Esports games, which may be attributed to the changing lifestyles of the younger generation and the expanding youth population. It has been expected that increased public knowledge of the Esports market and significant investments in the sector will have an impact on the market's expansion globally.

Additionally, the increased popularity of cutting-edge gaming technology, rising smartphone usage, and enhanced internet access have all helped to boost market growth. Online video game competitions known as "esports" place a premium on the talent and professionalism of the players. The professional gamers that competed at this level are incredibly knowledgeable about the game, just as a professional football player or athlete would be in their respective sports.

Despite the coronavirus-induced worldwide economic slump, the Esports industry is booming. Online gaming is a fun hobby for those looking for social connection who are at home because social distancing practises minimise moment and commercial activities. Due to lockdown, more people played internet games for relaxation and enjoyment while staying at home. The popularity of esports games has greatly expanded as a result. Consequently, this is increasing end-user demand for these services. But as a result of the COVID-19 pandemic, cloud computing is now more widely accepted and is being used by consumers in all sectors to combat the epidemic. For a limited time, many nations are also offering free and open-source E-sports platforms to aid the public in addressing the COVID-19 crisis.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Esports Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined by using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Segments covered in this report:

The Global Esports Market is segmented based on Device Type, Revenue Model Streaming Platform, Type, Audience and Region. Based on Device Type it is categorized into: Smart Phone, Smart TV, Desktop-Laptop-Tablets, and Gaming Console. Based on Revenue Model it is categorised into: Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights. Based on Type, it is categorised into Multiplayer Online Battle Arena (Moba), First-person Shooter (Fps), Real-time Strategy (Rts), Other. Based on Audience it is categorised Tournament Organizers, Alliances, Game Publishers, Sponsors, Esports Investors, Research Institutes and Organizations, Analysts and Strategic Business Planners, Market Research and Consulting Firms. Based on Streaming Platform, it is segmented into: Twitch, Youtube, Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.

Driver

The esports market is expanding globally due to a number of causes, including increased video game awareness and increased popularity of Esport. During the projection period, large corporations will undertake long-term investment efforts, and a growth in the quantity of competitions offering significant prizes will produce attractive opportunities.

Many variables, including an increase in per capita income, cost of affordability, a variety of low-priced alternatives with useful features, and many others, have contributed to the growing use of cellphones in poor nations around the world. Around the world, there are more than two billion players. Despite still growing, this represents only 26% of the total population. There will be profitable prospects for the global esports sector as demand for esports events rises.

Restraint

The expansion of this industry is constrained by the absence of a proper gaming policy and the lack of regulation of activities like betting and gambling.

Players and organisations both face a lot of difficulties because the esports industry is still in its infancy. It can be challenging for many players and tournament participants to judge whether a tournament is legitimate. Esports tournament organisers who are reputable and legitimate have hurdles as a result of the rise in scams and fraudsters that coincides with the expansion of tournaments. The absence of standards in the esports business is also a reflection of the continued difficulties that competitors, competitions, teams, and their contracts, sponsorships, or advertising, face.

Market Trends

Esports investment and revenue have grown incredibly quickly as a result of the market's increasing popularity. Esports have become extremely popular thanks to the social aspect of live streaming and games. For example, Twitch and YouTube Gaming give fans a direct line of communication with the players and teams, and more well-known social media platforms have fostered the growth of those links. Some esports teams, like FaZe Clan, are aggressively expanding into markets like apparel, giving their companies greater recognition than if they had stayed in esports only.

Esports market growth and event monetization are being fueled by the extreme popularity of esports competitions among gamers and spectators. The chance for gamers to pursue it as a professional career is growing thanks to the scholarships offered by numerous universities and colleges as well as esports courses that can be taken just like any other regular sport. In the coming years, it is anticipated that this will accelerate the esports industry's global expansion.

With an estimated investment of up to USD 2,220 million, the Chinese city of Hangzhou intends to construct 14 esports facilities before 2022. It is anticipated that this investment in the construction of esports facilities would turn it into the global esports hub. In addition, the Asian Games will be held in Hangzhou in 2022, and esports is probably going to be a big part of the official award show. China is predicted to take a sizable chunk of the market thanks to its large investments.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune
  • Research Methodology
  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Key Market Insights
  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition
  • Market Dynamics & Outlook
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Regulatory Landscape
  • Porters Analysis
  • Competitive rivalry
  • Threat of Substitute Products
  • Bargaining Power of Buyers
  • Threat of New Entrants
  • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
  • Political Impact
  • Economic Impact
  • Social Impact
  • Technical Impact
  • Environmental Impact
  • Legal Impact
  • Global Esports Market by Device Type
  • Market Overview
  • Smart Phone
  • Smart TV
  • Desktop-Laptop-Tablets
  • Gaming Console
  • Global Esports Market by Revenue Model
  • Market Overview
  • Sponsorship
  • Advertising
  • Merch
  • ise & Tickets
  • Publisher Fees
  • Media Rights

Global Esports Market by Type

  • Market Overview
  • Multiplayer Online Battle Arena (Moba)
  • First-person Shooter (Fps)
  • Real-time Strategy (Rts)
  • Other
  • Global Esports Market by Streaming Platform
  • Market Overview
  • Twitch
  • Youtube
  • Others
  • Global Esports Market by Audience
  • Market Overview
  • Tournament Organizers
  • Alliances
  • Game Publishers
  • Sponsors
  • Esports Investors
  • Research Institutes
  • Organizations
  • Analysts
  • Strategic Business Planners
  • Market Research
  • Consulting Firms
  • Global Esports Market Size by Region
  • Market Overview
  • North America
  • USA
  • Canada
  • Europe
  • Germany
  • Spain
  • France
  • UK
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Rest of Latin America
  • Middle East & Africa (MEA)
  • GCC Countries
  • South Africa
  • Rest of MEA
  • Competitive Landscape
  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
  • By Development
  • By Company
  • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021
  • Key Company Profiles
  • Activision Blizzard
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Valve Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Electronic Arts
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Tencent Holdings Limited
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Nintendo Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Amazon.com, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Riot Games, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Microsoft Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • ESL Gaming
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • FACEIT
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Gfinity plc
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Huya Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Twitch Interactive, Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Douyu TV
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Streamlabs
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Cloud9
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Team Liquid
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Fnatic
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • G2 Esports
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • SK Telecom Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments