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Eスポーツ市場- 世界の産業規模、シェア、動向、収益機会と予測:収益ストリーム別、オーディエンスタイプ別、デバイス別、地域別セグメント、競合、2020年~2030年

Esports Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Revenue Stream, By Audience Type, By Device, By Region & Competition, 2020-2030F


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英文 185 Pages
納期
2~3営業日
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Eスポーツ市場- 世界の産業規模、シェア、動向、収益機会と予測:収益ストリーム別、オーディエンスタイプ別、デバイス別、地域別セグメント、競合、2020年~2030年
出版日: 2025年06月30日
発行: TechSci Research
ページ情報: 英文 185 Pages
納期: 2~3営業日
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  • 全表示
  • 概要
  • 目次
概要

Eスポーツの世界市場規模は2024年に19億8,000万米ドル、2030年には95億5,000万米ドルに達し、予測期間中のCAGRは29.80%で拡大すると予測されています。

Eスポーツは、ビデオゲーム業界の組織化された競合セグメントを指し、プロのチームやプレイヤーがマルチプレイヤーオンラインバトルアリーナ(MOBA)、ファーストパーソンシューティング(FPS)、バトルロワイヤル形式などのジャンルで競い合う。これらの大会は通常、リーグ戦やトーナメントとして構成され、ライブ配信やオンライン視聴を多く集めています。市場には、スポンサーシップ、広告、メディア権、チケットやグッズの販売、デジタルコンテンツなど、さまざまな収益源が含まれます。インターネットインフラの強化、先進的なゲームハードウェアへのアクセスの向上、Twitch、YouTube Gaming、Facebook Gamingなどのライブストリーミングプラットフォームの世界の台頭が成長の原動力となっており、これらすべてがEスポーツの世界のファン層の拡大に貢献しています。

市場概要
予測期間 2026-2030
市場規模:2024年 19億8,000万米ドル
市場規模:2030年 95億5,000万米ドル
CAGR:2025年~2030年 29.80%
急成長セグメント たまに見る人
最大市場 アジア太平洋

市場促進要因

主流への認知と制度的支援

市場の課題

収益化の難しさと財務的持続性

主な市場動向

パフォーマンスとエンゲージメントのための人工知能の統合

目次

第1章 概要

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 顧客の声

第5章 世界のEスポーツ市場展望

  • 市場規模・予測
    • 金額別
  • 市場シェア・予測
    • 収益ストリーム別(スポンサーシップ、メディア権、広告、出版社手数料、グッズとチケット、ストリーミング)
    • オーディエンスタイプ別(時々の視聴者、Eスポーツ愛好家)
    • デバイス別(スマートフォン、PC、タブレット、ゲーム機)
    • 地域別(北米、欧州、南米、中東・アフリカ、アジア太平洋)
  • 企業別(2024)
  • 市場マップ

第6章 北米のEスポーツ市場展望

  • 市場規模・予測
  • 市場シェア・予測
  • 北米:国別分析
    • 米国
    • カナダ
    • メキシコ

第7章 欧州のEスポーツ市場展望

  • 市場規模・予測
  • 市場シェア・予測
  • 欧州:国別分析
    • ドイツ
    • フランス
    • 英国
    • イタリア
    • スペイン

第8章 アジア太平洋地域のEスポーツ市場展望

  • 市場規模・予測
  • 市場シェア・予測
  • アジア太平洋地域:国別分析
    • 中国
    • インド
    • 日本
    • 韓国
    • オーストラリア

第9章 中東・アフリカのEスポーツ市場展望

  • 市場規模・予測
  • 市場シェア・予測
  • 中東・アフリカ:国別分析
    • サウジアラビア
    • アラブ首長国連邦
    • 南アフリカ

第10章 南米のEスポーツ市場展望

  • 市場規模・予測
  • 市場シェア・予測
  • 南米:国別分析
    • ブラジル
    • コロンビア
    • アルゼンチン

第11章 市場力学

  • 促進要因
  • 課題

第12章 市場動向と発展

  • 合併と買収
  • 製品上市
  • 最近の動向

第13章 企業プロファイル

  • Tencent Holdings Ltd
  • Activision Blizzard, Inc
  • Electronic Arts Inc
  • Microsoft Corporation
  • Epic Games, Inc
  • Valve Corporation
  • Sony Interactive Entertainment LLC
  • Riot Games, Inc
  • FaZe Clan Inc
  • Team Liquid Enterprises B.V

第14章 戦略的提言

第15章 調査会社について・免責事項

目次
Product Code: 24161

The Global Esports Market was valued at USD 1.98 Billion in 2024 and is projected to reach USD 9.55 Billion by 2030, expanding at a CAGR of 29.80% during the forecast period. Esports refers to the organized, competitive segment of the video gaming industry where professional teams and players compete in genres such as Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), and Battle Royale formats. These competitions are typically structured as leagues or tournaments and attract substantial live and online viewership. The market includes various revenue sources such as sponsorships, advertising, media rights, ticket and merchandise sales, and digital content. Growth is being driven by enhanced internet infrastructure, better access to advanced gaming hardware, and the global rise of live-streaming platforms like Twitch, YouTube Gaming, and Facebook Gaming, all of which have helped expand Esports' global fan base.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 1.98 Billion
Market Size 2030USD 9.55 Billion
CAGR 2025-203029.80%
Fastest Growing SegmentOccasional Viewers
Largest MarketAsia Pacific

Key Market Drivers

Mainstream Recognition and Institutional Support

Esports has evolved from a niche segment into a widely recognized and legitimized form of competition, gaining support from both public and private institutions. Its inclusion in events such as the Asian Games-featuring prominent titles like League of Legends and Dota 2-highlights its growing acceptance as a formal sport. Academic institutions are also embracing Esports, with several universities now offering scholarships, training programs, and dedicated facilities. This support system is helping to build structured pathways for aspiring professional players, thereby increasing the market's talent base and solidifying its cultural presence.

Key Market Challenges

Monetization Difficulties and Financial Sustainability

Despite its popularity, the Esports industry continues to face challenges in building financially sustainable business models. Revenue from sponsorships, advertising, merchandise, and media rights often fluctuates and may not fully offset the high operational costs of running teams, organizing events, and developing infrastructure. Smaller teams and new entrants are especially vulnerable to inconsistent cash flows and limited funding. Additionally, the heavy reliance on game publishers for ecosystem control can restrict independent growth and innovation. Without more diverse and consistent income streams, Esports organizations may struggle to scale sustainably, posing a risk to long-term industry growth.

Key Market Trends

Integration of Artificial Intelligence for Performance and Engagement

Artificial Intelligence (AI) is becoming increasingly influential in the Esports industry, being applied to both player development and viewer engagement. Teams use AI-driven platforms to analyze gameplay data, helping coaches fine-tune strategies based on real-time performance insights like reaction time and movement efficiency. At the same time, AI is enhancing viewer experiences through personalized content delivery, predictive analytics, and automated commentary. AI-powered moderation tools also help maintain safer and more inclusive environments during live streams, further broadening the appeal of Esports to diverse audiences.

Key Market Players

  • Tencent Holdings Ltd
  • Activision Blizzard, Inc
  • Electronic Arts Inc
  • Riot Games, Inc
  • Epic Games, Inc
  • Valve Corporation
  • Sony Interactive Entertainment LLC
  • Microsoft Corporation
  • FaZe Clan Inc
  • Team Liquid Enterprises B.V

Report Scope:

In this report, the Global Esports Market has been segmented into the following categories, in addition to industry trends which have also been detailed below:

Esports Market, By Revenue Stream:

  • Sponsorship
  • Media Rights
  • Advertising
  • Publisher Fees
  • Merchandise and Tickets
  • Streaming

Esports Market, By Audience Type:

  • Occasional Viewers
  • Esports Enthusiasts

Esports Market, By Device:

  • Smartphones
  • PCs
  • Tablets
  • Gaming Consoles

Esports Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • South Africa

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Esports Market.

Available Customizations:

Global Esports Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, and Trends

4. Voice of Customer

5. Global Esports Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Revenue Stream (Sponsorship, Media Rights, Advertising, Publisher Fees, Merchandise and Tickets, Streaming)
    • 5.2.2. By Audience Type (Occasional Viewers, Esports Enthusiasts)
    • 5.2.3. By Device (Smartphones, PCs, Tablets, Gaming Consoles)
    • 5.2.4. By Region (North America, Europe, South America, Middle East & Africa, Asia Pacific)
  • 5.3. By Company (2024)
  • 5.4. Market Map

6. North America Esports Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Revenue Stream
    • 6.2.2. By Audience Type
    • 6.2.3. By Device
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Esports Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Revenue Stream
        • 6.3.1.2.2. By Audience Type
        • 6.3.1.2.3. By Device
    • 6.3.2. Canada Esports Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Revenue Stream
        • 6.3.2.2.2. By Audience Type
        • 6.3.2.2.3. By Device
    • 6.3.3. Mexico Esports Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Revenue Stream
        • 6.3.3.2.2. By Audience Type
        • 6.3.3.2.3. By Device

7. Europe Esports Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Revenue Stream
    • 7.2.2. By Audience Type
    • 7.2.3. By Device
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Esports Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Revenue Stream
        • 7.3.1.2.2. By Audience Type
        • 7.3.1.2.3. By Device
    • 7.3.2. France Esports Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Revenue Stream
        • 7.3.2.2.2. By Audience Type
        • 7.3.2.2.3. By Device
    • 7.3.3. United Kingdom Esports Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Revenue Stream
        • 7.3.3.2.2. By Audience Type
        • 7.3.3.2.3. By Device
    • 7.3.4. Italy Esports Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Revenue Stream
        • 7.3.4.2.2. By Audience Type
        • 7.3.4.2.3. By Device
    • 7.3.5. Spain Esports Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Revenue Stream
        • 7.3.5.2.2. By Audience Type
        • 7.3.5.2.3. By Device

8. Asia Pacific Esports Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Revenue Stream
    • 8.2.2. By Audience Type
    • 8.2.3. By Device
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Esports Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Revenue Stream
        • 8.3.1.2.2. By Audience Type
        • 8.3.1.2.3. By Device
    • 8.3.2. India Esports Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Revenue Stream
        • 8.3.2.2.2. By Audience Type
        • 8.3.2.2.3. By Device
    • 8.3.3. Japan Esports Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Revenue Stream
        • 8.3.3.2.2. By Audience Type
        • 8.3.3.2.3. By Device
    • 8.3.4. South Korea Esports Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Revenue Stream
        • 8.3.4.2.2. By Audience Type
        • 8.3.4.2.3. By Device
    • 8.3.5. Australia Esports Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Revenue Stream
        • 8.3.5.2.2. By Audience Type
        • 8.3.5.2.3. By Device

9. Middle East & Africa Esports Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Revenue Stream
    • 9.2.2. By Audience Type
    • 9.2.3. By Device
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Esports Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Revenue Stream
        • 9.3.1.2.2. By Audience Type
        • 9.3.1.2.3. By Device
    • 9.3.2. UAE Esports Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Revenue Stream
        • 9.3.2.2.2. By Audience Type
        • 9.3.2.2.3. By Device
    • 9.3.3. South Africa Esports Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Revenue Stream
        • 9.3.3.2.2. By Audience Type
        • 9.3.3.2.3. By Device

10. South America Esports Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Revenue Stream
    • 10.2.2. By Audience Type
    • 10.2.3. By Device
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Esports Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Revenue Stream
        • 10.3.1.2.2. By Audience Type
        • 10.3.1.2.3. By Device
    • 10.3.2. Colombia Esports Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Revenue Stream
        • 10.3.2.2.2. By Audience Type
        • 10.3.2.2.3. By Device
    • 10.3.3. Argentina Esports Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Revenue Stream
        • 10.3.3.2.2. By Audience Type
        • 10.3.3.2.3. By Device

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends and Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Company Profiles

  • 13.1. Tencent Holdings Ltd
    • 13.1.1. Business Overview
    • 13.1.2. Key Revenue and Financials
    • 13.1.3. Recent Developments
    • 13.1.4. Key Personnel
    • 13.1.5. Key Product/Services Offered
  • 13.2. Activision Blizzard, Inc
  • 13.3. Electronic Arts Inc
  • 13.4. Microsoft Corporation
  • 13.5. Epic Games, Inc
  • 13.6. Valve Corporation
  • 13.7. Sony Interactive Entertainment LLC
  • 13.8. Riot Games, Inc
  • 13.9. FaZe Clan Inc
  • 13.10. Team Liquid Enterprises B.V

14. Strategic Recommendations

15. About Us & Disclaimer