電子競技:世界市場趨勢、預測
市場調查報告書
商品編碼
1230309

電子競技:世界市場趨勢、預測

Esports: Global Market Trends & Forecast

出版日期: | 出版商: BCC Research | 英文 112 Pages | 訂單完成後即時交付

價格

全球電子競技的市場規模,從2022年的13億美元,預計2027年達到30億美元,從2022年到2027年的在預測期間中以17.5%的年複合成長率成長。

北美地區,從2022年的5億2,010萬美元,預計2027年達到11億美元,同期間中以年複合成長率17%成長。還有亞太地區,從2022年的4億1,890萬美元,預計2027年達到10億美元,同期間中以年複合成長率20.4%成長。

本報告提供全球電子競技的市場調查,市場概要,市場成長的各種影響因素分析,市場規模的變化、預測,各種區分、各地區的詳細分析,競爭環境,主要企業簡介等彙整資訊。

目錄

第1章 簡介

第2章 摘要、亮點

第3章 市場概要

  • 電子競技的歷史
  • 電子競技市場價值鏈分析
  • 標準與法規
  • 技術分析
  • COVID-19對市場的影響的評估

第4章 市場動態

  • 推動市場要素
  • 市場機會
  • 市場課題

第5章 市場明細:各收益來源

  • 媒體權利
  • 廣告
  • 票、商品
  • 贊助商
  • 發行者手續費

第6章 市場明細:各串流類型

  • 實況
  • 隨選

第7章 市場明細:各遊戲種類

  • 參與者對參與者 (PvP)
  • 多人線上戰鬥競技場 (MOBA)
  • 即時策略 (RTS)
  • 第一人稱射擊 (FPS)
  • 夢幻運動

第8章 市場明細:各地區

  • 北美
  • 歐洲
  • 亞太地區
  • 其他地區

第9章 專利分析

第10章 競爭情形

  • 最近的發展
  • 最受歡迎的電子競技遊戲
  • 市場形勢、進入經營者
  • 對像觀眾分析

第11章 企業簡介

  • ACTIVISION BLIZZARD
  • AMAZON
  • ALLIED ESPORTS ENTERTAINMENT
  • BANDAI NAMCO ENTERTAINMENT
  • CAPCOM CO. LTD.
  • CJ CORP.
  • CONTAGIOUS GAMING INC.
  • DOUYU
  • ELECTRONIC ARTS INC.
  • EPIC GAMES INC.
  • FACEIT
  • GFINITY PLC
  • GUNGHO ONLINE ENTERTAINMENT INC.
  • HI-REZ STUDIOS
  • HUYA
  • KONAMI HOLDINGS CORP.
  • KUUHUBB INC.
  • MAD CATZ INTERACTIVE INC.
  • MICROSOFT CORP.
  • MODERN TIMES GROUP
  • PLUG IN DIGITAL
  • SEGA
  • SONY CORP.
  • SQUARE ENIX CO. LTD.
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • TENCENT
  • THE STARS GROUP INC.
  • TURNER BROADCASTING SYSTEM
  • UBISOFT ENTERTAINMENT SA
  • VALVE CORP.
  • VERSUS SYSTEMS INC.
  • ZYNGA INC.
Product Code: CON007B

Highlights:

The global esports market reached $1.3 billion in 2022 and should reach $3 billion by 2027, with a compound annual growth rate (CAGR) of 17.5% during the forecast period of 2022-2027.

North American esports market reached $520.1 million in 2022 and should reach $1.1 billion by 2027, with a CAGR of 17% during the forecast period of 2022-2027.

Asia-Pacific esports market reached $418.9 million in 2022 and should reach $1 billion by 2027, with a CAGR of 20.4% during the forecast period of 2022-2027.

Report Scope:

The scope of this report is broad and covers the global markets for esports, which is organized globally to generate various types of revenue streams, ranging from media rights to sponsorships to tickets and merchandise. In this report, the esports market is segmented based on revenue streams, streaming type and region.

The report also offers insights on drivers, challenges and opportunities facing the esports market. These insights were gathered through primary and secondary research. Strategies adopted by companies in the esports market are provided so readers can analyze ongoing trends in the market. COVID-19 has had a massive impact on society since the start of 2020. This report considers the impact of COVID-19 and the economic slowdown it created. With people relying more on technology to pass the time during the period of social distance restrictions, demand for esports increased. It is expected that this demand will continue to increase in the forecast period.

The report also includes a discussion of the major players in each of the regional markets for esports. It explains the major market drivers of the global market for esports, the current trends within the industry and the regional dynamics of the esports market. The report concludes with a special focus on the vendor landscape, which includes detailed profiles of the major vendors in the esports industry globally.

Report Includes:

  • 61 data tables and 23 additional tables
  • An overview of global esports market
  • Analyses of global market trends, with data from 2021 and 2022, and projections of compound annual growth rates (CAGRs) through 2027
  • Highlights of the market potential for esports market based on revenue stream, streaming type, gaming genre and region
  • Analysis of the market dynamics, specifically growth drivers, restraints, and opportunities; and discussion on development of virtual sports and safety issues and frauds related to gaming transactions
  • Information on popular esports games and market analysis of target audience
  • Detailed description about revenue streams of esports market, i.e., media rights, advertising, tickets and merchandise sales, sponsorships, and publisher fees
  • Coverage of esports market landscape and involved parties
  • Company profiles of major players within the industry, including Amazon, CJ Corp., Microsoft Corp., Sony Corp. and Tencent Holdings Ltd.

Table of Contents

Chapter 1 Introduction

  • 1.1 Study Goals and Objectives
  • 1.2 Information Sources
  • 1.3 Reasons for Doing This Study
  • 1.4 What's New in This Update?
  • 1.5 Intended Audience
  • 1.6 Scope of Report
  • 1.7 Methodology
  • 1.8 Geographic Breakdown
  • 1.9 Analyst's Credentials
  • 1.10 BCC Custom Research
  • 1.11 Related BCC Research Reports

Chapter 2 Summary and Highlights

Chapter 3 Market Overview

  • 3.1 Introduction
  • 3.2 History of Esports
  • 3.3 Value Chain Analysis of Esports Market
  • 3.4 Standards and Regulations
  • 3.5 Technology Analysis
  • 3.6 Assessment of the Impact of COVID-19 on the Market

Chapter 4 Market Dynamics

  • 4.1 Introduction
  • 4.2 Market Drivers
    • 4.2.1 Rising Popularity of Video Games
    • 4.2.2 Future of Artificial Intelligence (AI)
    • 4.2.3 Increasing Popularity of Live Streaming
    • 4.2.4 Increase in Demand for Mobile Gaming
    • 4.2.5 Rising Adoption of Esports Platforms
  • 4.3 Market Opportunities
    • 4.3.1 Opportunities for Collaboration Among Different Nations
    • 4.3.2 Opportunities from Regions Such as North America
    • 4.3.3 Educational and Social Opportunities
  • 4.4 Market Challenges
    • 4.4.1 Prevalence of Betting Frauds and Match-Fixing Threats
    • 4.4.2 Sedentary Behavior, Obesity and Cardiovascular Disease
    • 4.4.3 Eye Fatigue and Sleep Deprivation
    • 4.4.4 Lack of Standardization
    • 4.4.5 Problems with Legal Regulations

Chapter 5 Market Breakdown by Revenue Stream

  • 5.1 Introduction
  • 5.2 Media Rights
  • 5.3 Advertising
  • 5.4 Tickets and Merchandise
  • 5.5 Sponsorships
  • 5.6 Publisher Fees

Chapter 6 Market Breakdown by Streaming Type

  • 6.1 Introduction
  • 6.2 Live
  • 6.3 On-demand

Chapter 7 Market Breakdown by Gaming Genre

  • 7.1 Introduction
  • 7.2 Player vs. Player (PvP)
  • 7.3 Multiplayer Online Battle Arena (MOBA)
  • 7.4 Real-Time Strategy (RTS)
  • 7.5 First-Person Shooter (FPS)
  • 7.6 Fantasy Sports

Chapter 8 Market Breakdown by Region

  • 8.1 Introduction
  • 8.2 North American Market for Esports
    • 8.2.1 U.S.
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 European Market for Esports
    • 8.3.1 Germany
    • 8.3.2 U.K.
    • 8.3.3 France
    • 8.3.4 Rest of Europe
  • 8.4 Asia-Pacific Market for Esports
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 India
    • 8.4.5 Rest of Asia-Pacific
  • 8.5 RoW Market for Esports

Chapter 9 Patent Analysis

  • 9.1 Global Esports Patents by Applicant Company

Chapter 10 Competitive Landscape

  • 10.1 Recent Developments
  • 10.2 Most Popular Esports Games
  • 10.3 Market Landscape and Participants
  • 10.4 Target Audience Analysis

Chapter 11 Company Profiles

  • ACTIVISION BLIZZARD
  • AMAZON
  • ALLIED ESPORTS ENTERTAINMENT
  • BANDAI NAMCO ENTERTAINMENT
  • CAPCOM CO. LTD.
  • CJ CORP.
  • CONTAGIOUS GAMING INC.
  • DOUYU
  • ELECTRONIC ARTS INC.
  • EPIC GAMES INC.
  • FACEIT
  • GFINITY PLC
  • GUNGHO ONLINE ENTERTAINMENT INC.
  • HI-REZ STUDIOS
  • HUYA
  • KONAMI HOLDINGS CORP.
  • KUUHUBB INC.
  • MAD CATZ INTERACTIVE INC.
  • MICROSOFT CORP.
  • MODERN TIMES GROUP
  • PLUG IN DIGITAL
  • SEGA
  • SONY CORP.
  • SQUARE ENIX CO. LTD.
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • TENCENT
  • THE STARS GROUP INC.
  • TURNER BROADCASTING SYSTEM
  • UBISOFT ENTERTAINMENT SA
  • VALVE CORP.
  • VERSUS SYSTEMS INC.
  • ZYNGA INC.

List of Tables

  • Summary Table : Global Market for Esports, by Region, Through 2027
  • Table 1 : Global Market for Esports, by Revenue Stream, Through 2027
  • Table 2 : Global Market for Esports, by Streaming Type, Through 2027
  • Table 3 : Global Market for Esports, by Gaming Genre, Through 2027
  • Table 4 : Global Market for Esports, by Region, Through 2027
  • Table 5 : Top 5 Popular Esports in U.S., 2021
  • Table 6 : Top 5 Popular Esports in Canada, 2021
  • Table 7 : Top 5 Popular Esports in Mexico, 2021
  • Table 8 : North American Market for Esports, by Country, Through 2027
  • Table 9 : North American Market for Esports, by Revenue Stream, Through 2027
  • Table 10 : North American Market for Esports, by Streaming Type, Through 2027
  • Table 11 : Top 5 Popular Esports in Germany, 2021
  • Table 12 : Top 5 Popular Esports in the U.K, 2021
  • Table 13 : Top 5 Popular Esports in France, 2021
  • Table 14 : European Market for Esports, by Country, Through 2027
  • Table 15 : European Market for Esports, by Revenue Stream, Through 2027
  • Table 16 : European Market for Esports, by Streaming Type, Through 2027
  • Table 17 : Top 5 Popular Esports in China, 2021
  • Table 18 : Top 5 Popular Esports in Japan, 2021
  • Table 19 : Top 5 Popular Esports in South Korea, 2021
  • Table 20 : Top 5 Popular Esports in India, 2021
  • Table 21 : Asia-Pacific Market for Esports, by Country/Region, Through 2027
  • Table 22 : Asia-Pacific Market for Esports, by Revenue Stream, Through 2027
  • Table 23 : Asia-Pacific Market for Esports, by Streaming Type, Through 2027
  • Table 24 : RoW Market for Esports, by Sub-Region, Through 2027
  • Table 25 : RoW Market for Esports, by Revenue Stream, Through 2027
  • Table 26 : RoW Market for Esports, by Streaming Type, Through 2027
  • Table 27 : Global Esports Patents, by Applicant Company
  • Table 28 : Recent Developments in the Esports Market, 2021 and 2022
  • Table 29 : Biggest Esports Games with Total Prize Money, 2022
  • Table 30 : Number of Viewers of the Biggest Esports Games for the Most Popular Tournaments, 2022
  • Table 31 : Top 10 Professional Esports Companies, by Their Revenue and Value, 2021
  • Table 32 : Top 7 Most Watched Esports Games on Twitch, 2021
  • Table 33 : Top Esports Games Developers and Their Most Popular Game Franchises, 2022
  • Table 34 : Top 10 Esports Games, by Player Participation and Number of Tournaments, 2022
  • Table 35 : Activision Blizzard Inc.: Net Revenue, 2019-2021
  • Table 36 : Amazon: Net Revenue, 2019-2021
  • Table 37 : Allied Esports & Entertainment Inc.: Net Revenue, 2019-2021
  • Table 38 : Bandai Namco Group: Net Revenue, 2019-2021
  • Table 39 : Capcom Co. Ltd.: Net Revenue, 2019-2021
  • Table 40 : CJ Corp.: Recent Financial Performance, Through 2021
  • Table 41 : Electronic Arts Inc.: Net Revenue, 2019-2021
  • Table 42 : Epic Games Inc.: Products and Services
  • Table 43 : Gfinity plc: Recent Financial Performance, 2019-2021
  • Table 44 : GungHo Online Entertainment Inc.: Recent Financial Performance, 2019-2021
  • Table 45 : Konami Holdings Corp.: Net Revenue, 2019-2021
  • Table 46 : Microsoft Corp.: Net Revenue, 2019-2021
  • Table 47 : Modern Times Group: Recent Financial Performance, 2019-2021
  • Table 48 : Sega: Recent Financial Performance, 2019-2021
  • Table 49 : Sony Corp.: Net Revenue, 2020-2022
  • Table 50 : Square Enix Holdings Co. Ltd.: Net Revenue, 2019-2021
  • Table 51 : Take-Two Interactive Software Inc.: Net Revenue, 2019-2021
  • Table 52 : Tencent Holdings Ltd.: Net Revenue, 2019-2021
  • Table 53 : Ubisoft Entertainment SA: Net Revenue, 2019-2021
  • Table 54 : Zynga Inc.: Recent Financial Performance, 2019-2021

List of Figures

  • Summary Figure : Global Market Shares of Esports, by Region, 2021*
  • Figure 1 : Value Chain Analysis of Esports Market
  • Figure 2 : Global Market Shares of Esports, by Revenue Stream, 2021
  • Figure 3 : Global Market Shares of Esports, by Streaming Type, 2021
  • Figure 4 : Global Market Shares of Esports, by Gaming Genre, 2021
  • Figure 5 : Global Market Shares of Esports, by Region, 2021
  • Figure 6 : Esports Patents Published and Granted by Year, 2018-2022
  • Figure 7 : Global Esports Audience Breakdown, by Age Group, 2021
  • Figure 8 : Activision Blizzard Inc.: Sales Share, by Business Segment, 2021
  • Figure 9 : Activision Blizzard Inc.: Sales Share, by Distribution Channel, 2021
  • Figure 10 : Amazon: Revenue Share, by Segment, 2021
  • Figure 11 : Amazon: Revenue Share, by Region, 2021
  • Figure 12 : Allied Esports & Entertainment Inc.: Revenue Share, by Segment, 2021
  • Figure 13 : Bandai Namco Group: Sales Share, by Business Segment, 2021
  • Figure 14 : Bandai Namco Group: Sales Share, by Region/Country, 2021
  • Figure 15 : Capcom Co. Ltd.: Sales Share, by Business Segment, 2021
  • Figure 16 : CJ Corp.: Revenue Share, by Country, 2021
  • Figure 17 : Electronic Arts Inc.: Revenue Share, by Business Composition, 2021
  • Figure 18 : Electronic Arts Inc.: Revenue Share, by Platform, 2021
  • Figure 19 : Electronic Arts Inc.: Revenue Share, by Region, 2021
  • Figure 20 : Gfinity plc: Revenue Share, by Business Segment, 2021
  • Figure 21 : Gfinity plc: Revenue Share, by Region, 2021
  • Figure 22 : GungHo Online Entertainment Inc.: Revenue Share, by Region, 2021
  • Figure 23 : Konami Holdings Corp.: Revenue Share, by Business Segment, 2021
  • Figure 24 : Konami Holdings Corp.: Revenue Share, by Region/Country, 2021
  • Figure 25 : Microsoft Corp.: Sales Share, by Business Segment, 2021
  • Figure 26 : Modern Times Group: Revenue Share, by Segment, 2021
  • Figure 27 : Modern Times Group: Revenue Share, by Region, 2021
  • Figure 28 : Sega: Revenue Share, by Segment, 2021
  • Figure 29 : Sega: Revenue Share, by Region, 2021
  • Figure 30 : Sony Corp.: Revenue Share, by Business Segment, 2022
  • Figure 31 : Sony Corp.: Revenue Share, by Region/Country, 2021
  • Figure 32 : Square Enix Holdings Co. Ltd.: Revenue Share, by Business Segment, 2021
  • Figure 33 : Take-Two Interactive Software Inc.: Revenue Share, by Gaming Platform, 2021
  • Figure 34 : Take-Two Interactive Software Inc.: Revenue Share, by Region/Country, 2021
  • Figure 35 : Tencent Holdings Ltd.: Revenue Share, by Business Segment, 2021
  • Figure 36 : Tencent Holdings Ltd.: Revenue Share, by Region, 2021
  • Figure 37 : Ubisoft Entertainment SA: Revenue Share, by Platform, 2021
  • Figure 38 : Ubisoft Entertainment SA: Revenue Share, by Distribution Channel, 2021
  • Figure 39 : Ubisoft Entertainment SA: Revenue Share, by Region/Country, 2021
  • Figure 40 : Zynga Inc.: Revenue Share, by Segment, 2021
  • Figure 41 : Zynga Inc.: Revenue Share, by Region, 2021