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市場調査レポート
商品コード
1607674

eスポーツの市場規模、シェア、成長分析、ストリーミングタイプ別、ストリーミング収益別、ゲームジャンル別、地域別 - 産業予測、2024年~2031年

Esports Market Size, Share, Growth Analysis, By Streaming Type (Live, On-demand), By Revenue Streaming (Media Rights, Advertisement), By Gaming Genre, By Region - Industry Forecast 2024-2031


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=144.06円
eスポーツの市場規模、シェア、成長分析、ストリーミングタイプ別、ストリーミング収益別、ゲームジャンル別、地域別 - 産業予測、2024年~2031年
出版日: 2024年12月04日
発行: SkyQuest
ページ情報: 英文 157 Pages
納期: 3~5営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

eスポーツの世界市場規模は、2022年に12億2,000万米ドルと評価され、2023年の14億4,000万米ドルから2031年には54億8,000万米ドルに成長し、予測期間(2024-2031年)のCAGRは21%で成長する見通しです。

eスポーツ市場は、主にオンライン多人数参加型ビデオゲームの人気の高まりによって、大きな成長を遂げています。YouTube、Facebook、Twitchのような主要なオンラインストリーミングプラットフォームは、eスポーツを世界的に普及させる上で極めて重要であり、この競争の場に時間と資金を投資する膨大な視聴者を引き付けています。この急成長の背景には、若年層、ライフスタイルの変化、業界を取り巻く意識の高まり、そして多額の投資があります。高度なゲーム技術の普及、スマートフォンの利用、インターネット接続の強化が、ゲーマー層をさらに拡大しています。興味深いことに、COVID-19が大流行するなかでも、社会的な距離感によって身体的な活動が制限されるなか、オンラインゲームが人気の娯楽として台頭し、社会的な交流を促進し、eスポーツの需要を牽引しています。また、多くの国では、このような困難な時期に国民を参加させるために、eスポーツ・プラットフォームへの無料アクセスを提供しています。

目次

イントロダクション

  • 調査の目的
  • 調査範囲
  • 定義

調査手法

  • 情報調達
  • 二次データと一次データの方法
  • 市場規模予測
  • 市場の前提条件と制限

エグゼクティブサマリー

  • 世界市場の見通し
  • 供給と需要の動向分析
  • セグメント別機会分析

市場力学と見通し

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因と機会
    • 抑制要因と課題
  • ポーター分析と影響
    • 競争企業間の敵対関係
    • 代替品の脅威
    • 買い手の交渉力
    • 新規参入業者の脅威
    • 供給企業の交渉力

主な市場の考察

  • 重要成功要因
  • 競合の程度
  • 主な投資機会
  • 市場エコシステム
  • 市場の魅力指数(2023年)
  • PESTEL分析
  • マクロ経済指標
  • バリューチェーン分析
  • 価格分析
  • 技術の進歩
  • 規制情勢
  • ケーススタディ
  • 顧客と購買基準の分析

eスポーツ市場規模:ストリーミングタイプ別& CAGR(2024-2031)

  • 市場概要
  • ライブ
  • ビデオオンデマンド

eスポーツ市場規模: ストリーミング収益別& CAGR(2024-2031)

  • 市場概要
  • メディアの権利
  • 広告
  • スポンサーシップ
  • チケット&グッズ
  • ゲームパブリッシャー手数料
  • その他
    • アプリ内購入
    • その他

eスポーツ市場規模:ゲームジャンル別& CAGR(2024-2031)

  • 市場概要
  • リアルタイムストラテジーゲーム
  • ファーストパーソンシューティングゲーム
  • 格闘ゲーム
  • MOBAゲーム
  • MMORPG
  • その他
    • レース
    • eスポーツシミュレーター
    • その他

eスポーツ市場規模& CAGR(2024-2031)

  • 北米
    • 米国
    • カナダ
  • 欧州
    • 英国
    • ドイツ
    • スペイン
    • フランス
    • イタリア
    • その他欧州地域
  • アジア太平洋地域
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカ
    • ブラジル
    • その他ラテンアメリカ地域
  • 中東・アフリカ
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ

競合情報

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2023年)
  • 主な市場企業が採用した戦略
  • 市場の最近の動向
  • 企業の市場シェア分析(2023年)
  • 主要企業の企業プロファイル
    • 会社概要
    • 製品ポートフォリオ分析
    • セグメント別シェア分析
    • 収益の前年比比較(2021-2023)

主要企業プロファイル

  • Modern Times Group(MTG)
  • Activision Blizzard
  • Electronic Arts(EA)
  • Epic Games
  • Riot Games
  • Valve Corporation
  • Capcom
  • Faceit
  • Gfinity PLC
  • Natus Vincere(NAVI)
  • T1 Entertainment & Sports
  • 100 Thieves
  • Gen.G Esports
  • Cloud9
  • Team Liquid
  • Fnatic
  • FaZe Clan
  • OG Esports
  • Envy Gaming
  • SK Gaming I

結論と推奨事項

目次
Product Code: SQMIG50I2005

Global Esports Market size was valued at USD 1.22 billion in 2022 and is poised to grow from USD 1.44 billion in 2023 to USD 5.48 billion by 2031, growing at a CAGR of 21% in the forecast period (2024-2031).

The Esports market is experiencing significant growth, primarily driven by the rising popularity of online multiplayer video games. Key online streaming platforms like YouTube, Facebook, and Twitch are pivotal in promoting Esports globally, attracting vast audiences who invest both time and money in this competitive arena. This surge is fueled by a young demographic, shifting lifestyles, and increased awareness surrounding the industry, coupled with substantial investments. The proliferation of advanced gaming technologies, smartphone usage, and enhanced internet connectivity has further expanded the gamer base. Interestingly, even amidst the COVID-19 pandemic, as social distancing limits physical activities, online gaming has emerged as a popular pastime, promoting social interaction and driving demand for Esports. Many countries are also providing free access to E-sports platforms to engage the public during these challenging times.

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 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.

Global Esports Market Segmental Analysis

Global Esports Market is segmented by Streaming Type, Revenue Streaming, Gaming Genre and region. Based on Streaming Type, the market is segmented into Live, On-demand. Based on Revenue Streaming, the market is segmented into Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, Others. Based on Gaming Genre, the market is segmented into Real-Time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-Playing Games, Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.

Driver of the Global Esports Market

The global esports market is driven by a myriad of factors, including heightened awareness of video games and the growing popularity of esports events. Major corporations are making long-term investments while increasing the number of tournaments with substantial prize pools, enhancing market opportunities throughout the forecast period. Furthermore, the widespread adoption of smartphones in developing nations, fueled by rising per capita income, affordability, and access to budget-friendly options with impressive features, contributes to this trend. With over two billion gamers worldwide, representing 26% of the global population, the escalating demand for esports events paves the way for exciting prospects in the industry.

Restraints in the Global Esports Market

The global esports market faces significant restraints primarily due to the absence of comprehensive gambling policies and the need for standardization across the sector. As the esports industry continues to evolve, organizations and participants encounter numerous challenges, particularly in verifying the legitimacy of tournaments. The increase in competitions has been paralleled by a rise in scams and fraudulent activities, complicating matters for authentic tournament organizers. Furthermore, the lack of uniformity in regulations presents ongoing difficulties for players, teams, and tournaments, particularly regarding advertising, sponsorship agreements, and contractual obligations, ultimately hindering the sector's overall growth potential.

Market Trends of the Global Esports Market

The global esports market is witnessing unprecedented growth, driven by a surge in investment and revenue fueled by the expanding social media landscape and live streaming platforms. Services like Twitch and YouTube Gaming have created vibrant communities, granting fans an interactive experience with their favorite players and teams. This direct engagement enhances fan loyalty and broadens the audience base, further accelerating market growth. Additionally, esports organizations such as FaZe Clan are diversifying their revenue streams through merchandise and lifestyle branding, showcasing a trend where traditional esports entities are transcending their core activities to capitalize on broader market opportunities, solidifying their relevance in popular culture.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Driver & Opportunities
    • Restraints & Challenges
  • Porters Analysis & Impact
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2023
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technological Advancement
  • Regulatory Landscape
  • Case Studies
  • Customer & Buying Criteria Analysis

Global Esports Market Size by Streaming Type & CAGR (2024-2031)

  • Market Overview
  • Live
  • Video-on-demand

Global Esports Market Size by Revenue Streaming & CAGR (2024-2031)

  • Market Overview
  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Game Publisher Fees
  • Others
    • In-app Purchase
    • Others

Global Esports Market Size by Gaming Genre & CAGR (2024-2031)

  • Market Overview
  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others
    • Racing
    • eSports Simulators
    • Others

Global Esports Market Size & CAGR (2024-2031)

  • North America, (Streaming Type, Revenue Streaming, Gaming Genre)
    • US
    • Canada
  • Europe, (Streaming Type, Revenue Streaming, Gaming Genre)
    • UK
    • Germany
    • Spain
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific, (Streaming Type, Revenue Streaming, Gaming Genre)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America, (Streaming Type, Revenue Streaming, Gaming Genre)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa, (Streaming Type, Revenue Streaming, Gaming Genre)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2023
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2021-2023)

Key Company Profiles

  • Modern Times Group (MTG)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Activision Blizzard
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Electronic Arts (EA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Riot Games
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Capcom
    • 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
  • Natus Vincere (NAVI)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • T1 Entertainment & Sports
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 100 Thieves
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Gen.G Esports
    • 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
  • FaZe Clan
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • OG Esports
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Envy Gaming
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SK Gaming I
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendation