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市場調查報告書
商品編碼
1390861

2023-2028 年按收入模式、平台、遊戲(多人線上競技場、玩家對玩家、第一人稱射擊遊戲、即時策略)和地區分類的電子競技市場報告

Esports Market Report by Revenue Model, Platform, Games (Multiplayer Online Battle Arena, Player vs Player, First Person Shooters, Real Time Strategy ), and Region 2023-2028

出版日期: | 出版商: IMARC | 英文 145 Pages | 商品交期: 2-3個工作天內

價格

概要

2022年全球電競市場規模達14億美元。展望未來, IMARC Group預計到2028年市場規模將達到47億美元,2022-2028年複合年成長率(CAGR)為22.37%。新興國家高速網路的普及率不斷提高、電子競技在年輕人中日益普及以及電子競技聯賽和錦標賽的正規化是推動該市場的一些主要因素。

電子競技是電子競技的縮寫,指的是快速發展的競技電動遊戲領域,個人或團隊在各種電動遊戲中相互競爭。它涵蓋多種類型,例如第一人稱射擊遊戲、即時策略遊戲和多人線上競技場遊戲。職業選手參加有組織的比賽,這些比賽通常在網路上甚至在電視上轉播,吸引了數百萬觀眾。電子競技錦標賽提供大量現金獎勵、贊助和代言,進一步提升了該行業的合法性。各組織正在建立正式的聯賽和賽事,並受一套標準化規則的約束,以促進公平競爭並確保該行業的持續成長。因此,電子競技正迅速發展成為一種主流娛樂和體育活動,受眾範圍不斷擴大,經濟影響力不斷增強。

不斷擴大的年輕人口,擴大被電子競技作為觀眾和參與者所吸引,加上網路使用者的增加,將在預測期內刺激市場成長。大公司透過贊助和認可的方式進入是另一個主要的成長誘導因素,因為這些合作為產業注入了大量的財政資源,促進了更有組織、更引人注目的活動,吸引了更多的觀眾。此外,轉播電競賽事的媒體版權變得越來越有利可圖,創造了在某些方面可以與傳統運動相媲美的收入來源。主流媒體管道和專門的電子競技網路擴大搶購此類權利,進一步促進了市場成長。此外,電子競技聯賽和錦標賽的正規化以及一套標準化的規則和結構化的比賽,使新手更容易理解和參與這項運動。與此一致的是,收入來源的多樣化,包括商品推銷、遊戲內購買和數位廣告,正在擴大該行業的財務基礎,從而推動市場成長。除此之外,社會越來越接受電動遊戲作為合法的職業道路和體育活動,這為更廣泛的機構支持和更廣泛的市場擴張打開了大門,為全球電子競技市場的持續成功和成長做出了貢獻。

電子競技市場趨勢/促進因素:

網路普及率提高

新興國家高速網路存取的擴展正在對電子競技市場產生正面影響。網路的普及使得更多的人能夠參與和觀看電子競技,從而增加了玩家基礎和觀眾。這種成長在東南亞、拉丁美洲和非洲等地區尤其明顯,這些地區精通科技的年輕人可以更直接獲得可靠的網路服務。隨著網際網路變得更加經濟實惠和易於訪問,電子競技的潛在市場不斷擴大,為廣告商、贊助商和活動組織者提供了更多機會來利用這一不斷成長的人群。

電子競技在年輕人中的受歡迎程度上升

電子競技在年輕一代中擁有大量追隨者,而傳統媒體和體育運動很難接觸到這一群體。這一代不僅參與遊戲,還參與直播、討論,甚至圍繞電子競技創作內容,實際上成為了該行業的佈道者。許多教育機構開始將電子競技涵蓋其課程,進一步驗證其可信度並增加另一層機構支援。年輕人的持續參與確保了長期的粉絲基礎,確保了市場的持續成長。年輕人對產業參與度的提高影響了當前的市場動態,同時塑造了電子競技的未來軌跡。

科技的快速進步

技術的不斷進步不斷提高電動遊戲和線上體驗的品質。高畫質 (HD) 圖形、即時資料分析以及增強和虛擬實境 (AR/VR) 使遊戲更具互動性和吸引力。同時,雲端運算能力的崛起使得無縫多人互動成為可能,即使對於分佈在全球各地的用戶也是如此。網路速度也在不斷發展,5G網路的擴展改善了延遲問題,使即時競技遊戲更加流暢。這些技術改進改善了遊戲玩家的體驗,使觀看更具吸引力,從而提高了串流媒體和廣播活動的收視率。因此,尖端技術在吸引更廣泛、更專注的電競受眾方面發揮著至關重要的作用。

電競產業細分:

IMARC Group提供了全球電競市場報告各細分市場主要趨勢的分析,以及 2023 年至 2028 年全球、區域和國家層面的預測。我們的報告根據收入模式、平台和遊戲對市場進行了分類。

按收入模式細分:

媒體權利

廣告和贊助

商品和門票

其他

廣告和贊助是最受歡迎的收入模式

該報告根據收入模式對市場進行了詳細的細分和分析。這包括媒體權、廣告和贊助、商品和門票等。根據該報告,廣告和贊助佔據了最大的部分。

推動廣告和贊助領域的主要因素包括電子競技賽事中觀眾的高參與度,這為廣告商提供了一個理想的平台來接觸大量且集中的目標受眾。這些觀眾通常代表較年輕的人群,傳統上很難透過傳統媒體管道接觸到他們,這使得他們對行銷人員特別有價值。除此之外,贊助還提供了一種共生關係。公司獲得品牌曝光度,而電子競技賽事則獲得舉辦高品質、有吸引力的比賽所需的財務支持。

此外,電子競技的即時性促進了創新的廣告技術,例如可以在直播期間動態插入的遊戲內品牌和互動廣告。與傳統廣告媒體相比,這些現代方法通常會帶來更好的保留和轉換。此外,電子競技的全球影響力確保廣告商和贊助商可以跨不同文化和語言有效地傳達訊息,從而提高投資回報。除此之外,聯賽的正規化和比賽的標準化為長期廣告和贊助承諾提供了可靠且一致的平台,從而支持了細分市場的成長。

按平台分類:

基於 PC 的電子競技

基於遊戲機的電子競技

手機和平板電腦

報告還提供了基於該平台的詳細市場細分和分析。這包括基於 PC 的電子競技、基於遊戲機的電子競技以及行動裝置和平板電腦。

基於 PC 的電子競技涉及個人電腦 (PC) 的使用,它是電子競技的傳統平台,並且在玩家數量和收入方面繼續佔據主導地位。許多流行的電子競技遊戲,例如“英雄聯盟”、“反恐精英:全球攻勢”和“Dota 2”,主要是基於 PC 的。該細分市場受益於 PC 的卓越硬體功能,可提供高品質的圖形和更流暢的遊戲體驗,從而吸引了一群認真、有競爭力的玩家群。個人電腦還提供更容易的升級能力,使玩家能夠跟上技術進步,而無需購買新系統。

以遊戲機為基礎的電競利用 PlayStation、Xbox 和 Nintendo Switch 等遊戲機平台,這些平台在市場上也佔有重要地位。 《火箭聯盟》、《FIFA》和《決勝時刻》等遊戲是這一領域的熱門遊戲。雖然基於遊戲機的電子競技通常不會提供與 PC 相同程度的硬體客製化,但它們提供了更標準化的遊戲體驗。這可以創造公平的競爭環境,讓新人更容易參加比賽。遊戲機通常也被認為更適合家庭使用,從而擴大了潛在受眾。

手機和平板電腦遊戲在全球迅速受到重視。 《Mobile Legends》、《Clash Royale》和《PUBG Mobile》等遊戲為可能無法使用 PC 或遊戲機的更廣泛人群打開了電競的大門。行動裝置的攜帶性和易用性使個人更容易在旅途中參與電子競技。雖然該平台可能無法提供與 PC 或遊戲機相同程度的遊戲複雜性,但其增強的可近性和便利性正在促進該細分市場的成長。

按遊戲分類:

多人線上競技競技場 (MOBA)

玩家對玩家 (PvP)

第一人稱射擊遊戲 (FPS)

即時策略 (RTS)

第一人稱射擊遊戲(FPS)佔據大部分市場佔有率

該報告根據遊戲對市場進行了詳細的細分和分析。這包括多人線上競技場 (MOBA)、玩家對玩家 (PvP)、第一人稱射擊遊戲 (FPS) 和即時策略 (RTS)。根據該報告,第一人稱射擊遊戲 (FPS) 代表了最大的細分市場。

第一人稱射擊遊戲 (FPS) 類型因其對玩家和觀眾的高參與度和刺激性而聞名。快節奏、以動作為導向的遊戲玩法營造出激動人心的比賽和引人入勝的場面,有助於提高觀眾數量和觀眾保留率。 FPS 遊戲中的真人元素也非常適合動態評論和分析,進一步增強觀眾體驗。此外,第一人稱射擊遊戲在遊戲世界中有著悠久的歷史,使其成為較成熟且易於理解的電競類型之一。像《反恐精英》這樣的遊戲已經流行了幾十年,為它們奠定了堅實的玩家、粉絲和機構知識基礎。這種長期穩定性吸引了尋求可靠投資和保證受眾的贊助商和廣告商。

此外,FPS 遊戲通常需要個人技能和團隊策略的結合,這使得它們吸引了廣泛的玩家——從擅長單人遊戲的玩家到喜歡協作遊戲的玩家。個人和團隊目標的平衡有助於形成多維度的競爭場景。此外,即使對於不熟悉該類型或特定遊戲機制的人來說,FPS 遊戲也相對容易上手。這種易於理解的特性使其更容易被普通觀眾所接受,吸引了普通觀眾和忠實粉絲。第一人稱射擊遊戲在電競領域提供了一個令人興奮、易於理解且具有深度吸引力的類別,推動了市場成長。

按地區分類:

北美洲

美國

加拿大

亞太

中國

日本

印度

韓國

澳洲

印尼

其他

歐洲

德國

法國

英國

義大利

西班牙

俄羅斯

其他

拉丁美洲

巴西

墨西哥

其他

中東和非洲

亞太地區在市場上表現出明顯的主導地位

市場研究報告還對所有主要區域市場進行了全面分析,其中包括北美(美國和加拿大);亞太地區(中國、日本、印度、韓國、澳洲、印尼等);歐洲(德國、法國、英國、義大利、西班牙、俄羅斯等);拉丁美洲(巴西、墨西哥等);以及中東和非洲。報告顯示,亞太地區佔據最大的市場佔有率。

亞太地區佔據了最大的市場佔有率,因為該地區人口密度高,擁有龐大的休閒和鐵桿遊戲玩家基礎。該地區也是韓國、中國和日本等電競早期採用者的所在地,其中韓國經常被認為是現代電競的發源地。這些國家擁有成熟的基礎設施,並支持遊戲作為一項職業活動,包括專用體育場和廣泛的訓練設施。

另一個貢獻因素是網路普及率和行動科技的巨大成長,使遊戲和電子競技更容易被更廣泛的受眾所接受。無所不在的網咖(尤其是在中國)為遊戲提供了公共環境,鼓勵更多人參與。此外,與其他地區相比,亞太地區對遊戲作為合法運動和職業道路的文化接受度更高,有些國家甚至在教育課程中提供電子競技。

此外,某些亞太國家的強​​有力的政府支持和有利的法規進一步刺激了市場成長。除此之外,該地區的當地企業贊助和媒體版權也很強勁,因為企業逐漸認知到將其品牌與快速發展的行業聯繫起來的價值,將亞太地區定位為電子競技的領先區域市場。

競爭格局:

隨著主要參與者採取一系列策略來擴大其足跡和影響力,該市場正在經歷顯著成長。這些玩家正在與主流媒體和串流媒體服務建立合作夥伴關係,以擴大電子競技內容的分發,從而增加收視率和收入來源。也積極尋求與大公司的贊助協議,為賽事和團隊注入資金。此外,這些行業領導者也廣泛投資於人才引進和發展,尋找有前途的球員,為他們的陣容增添競爭優勢。他們還透過探索商品銷售、遊戲內購買甚至虛擬貨幣來實現收入多元化。為了進一步使行業專業化,他們正在為建立正式聯盟和標準化規則做出貢獻,旨在使電子競技更容易為主流觀眾所接受和理解。總體而言,電子競技領域的主要參與者致力於透過創新、策略合作以及致力於提升行業的專業性和可信度來推動成長。

市場研究報告對市場競爭格局進行了全面分析。也提供了所有主要公司的詳細資料。市場上的一些主要參與者包括:

動視暴雪公司

卡普空有限公司

藝電公司

史詩遊戲公司

面對它

Gameloft SE(維旺迪 SE)

Gfinity PLC

英特爾公司

摩登時代集團

任天堂有限公司

英偉達公司

防暴遊戲公司

閥門公司

Zynga 公司

最近的發展:

2021 年 8 月,為品牌打造遊戲和遊戲化體驗的領導者 Gameloft SE 與德國電競製作和組織公司 ESL Gaming 合作。此次合作旨在改善行動電競驅動的品牌贊助解決方案。

2021 年 7 月,英特爾公司與國際奧委會 (IOC) 合作舉辦了一場重要的虛擬比賽,作為奧運的拉開序幕。這場電競賽事原定於奧運前一個月在波蘭卡托維茲舉行。

本報告回答的關鍵問題

  • 2022年全球電競市場規模有多大
  • 2023-2028年全球電競市場的預期成長率是多少
  • 推動全球電子競技市場的關鍵因素是什麼
  • COVID-19 對全球電競市場有何影響
  • 從收入模式來看,全球電競市場的細分是怎麼樣的
  • 基於遊戲的全球電子競技市場的細分是什麼
  • 全球電競市場的重點區域有哪些
  • 誰是全球電子競技市場的主要參與者/公司

本報告回答的關鍵問題

  • 2022年全球電競市場規模有多大?
  • 2023-2028年全球電競市場的預期成長率是多少?
  • 推動全球電子競技市場的關鍵因素是什麼?
  • COVID-19 對全球電競市場有何影響?
  • 從收入模式來看,全球電競市場的分化是怎麼樣的?
  • 基於遊戲的全球電子競技市場的分化是什麼?
  • 全球電競市場的重點區域有哪些?
  • 誰是全球電子競技市場的主要參與者/公司?

目錄

第 1 章:前言

第 2 章:範圍與方法

  • 研究目的
  • 利害關係人
  • 資料來源
    • 主要資源
    • 二手資料
  • 市場預測
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第 3 章:執行摘要

第 4 章:簡介

  • 概述
  • 主要行業趨勢

第 5 章:全球電競市場

  • 市場概況
  • 市場業績
  • COVID-19 的影響
  • 市場預測

第 6 章:依收入模式分類的市場區隔

  • 媒體權利
    • 市場走向
    • 市場預測
  • 廣告和贊助
    • 市場走向
    • 市場預測
  • 商品和門票
    • 市場走向
    • 市場預測
  • 其他
    • 市場走向
    • 市場預測

第 7 章:按平台分類的市場區隔

  • 基於 PC 的電子競技
    • 市場走向
    • 市場預測
  • 基於遊戲機的電子競技
    • 市場走向
    • 市場預測
  • 手機和平板電腦
    • 市場走向
    • 市場預測

第 8 章:遊戲市場區隔

  • 多人線上競技競技場 (MOBA)
    • 市場走向
    • 市場預測
  • 玩家對玩家 (PvP)
    • 市場走向
    • 市場預測
  • 第一人稱射擊遊戲 (FPS)
    • 市場走向
    • 市場預測
  • 即時策略 (RTS)
    • 市場走向
    • 市場預測

第 9 章:按地區分類的市場區隔

  • 北美洲
    • 美國
      • 市場走向
      • 市場預測
    • 加拿大
      • 市場走向
      • 市場預測
  • 亞太
    • 中國
      • 市場走向
      • 市場預測
    • 日本
      • 市場走向
      • 市場預測
    • 印度
      • 市場走向
      • 市場預測
    • 韓國
      • 市場走向
      • 市場預測
    • 澳洲
      • 市場走向
      • 市場預測
    • 印尼
      • 市場走向
      • 市場預測
    • 其他
      • 市場走向
      • 市場預測
  • 歐洲
    • 德國
      • 市場走向
      • 市場預測
    • 法國
      • 市場走向
      • 市場預測
    • 英國
      • 市場走向
      • 市場預測
    • 義大利
      • 市場走向
      • 市場預測
    • 西班牙
      • 市場走向
      • 市場預測
    • 俄羅斯
      • 市場走向
      • 市場預測
    • 其他
      • 市場走向
      • 市場預測
  • 拉丁美洲
    • 巴西
      • 市場走向
      • 市場預測
    • 墨西哥
      • 市場走向
      • 市場預測
    • 其他
      • 市場走向
      • 市場預測
  • 中東和非洲
    • 市場走向
    • 按國家/地區分類的市場細分
    • 市場預測

第 10 章:SWOT 分析

  • 概述
  • 優勢
  • 弱點
  • 機會
  • 威脅

第 11 章:價值鏈分析

第 12 章:波特五力分析

  • 概述
  • 買家的議價能力
  • 供應商的議價能力
  • 競爭程度
  • 新進入者的威脅
  • 替代品的威脅

第 13 章:價格分析

第14章:競爭格局

  • 市場結構
  • 關鍵參與者
  • 關鍵參與者簡介
    • Activision Blizzard Inc.
    • Capcom Co. Ltd.
    • Electronic Arts Inc.
    • Epic Games Inc.
    • FACEIT
    • Gameloft SE (Vivendi SE)
    • Gfinity PLC
    • Intel Corporation
    • Modern Times Group
    • Nintendo Co. Ltd.
    • NVIDIA Corporation
    • Riot Games Inc.
    • Valve Corporation
    • Zynga Inc.
Product Code: SR112023A4746

Abstract

The global esports market size reached US$ 1.4 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 4.7 Billion by 2028, exhibiting a growth rate (CAGR) of 22.37% during 2022-2028. The rising penetration of high-speed internet in emerging nations, the growing popularity of esports among the younger population, and the formalization of Esports leagues and tournaments are some of the major factors propelling the market.

Esports, short for electronic sports, refers to the rapidly growing field of competitive video gaming, where individuals or teams compete against each other in various video game titles. It spans a wide array of genres, such as first-person shooters, real-time strategy, and multiplayer online battle arena games. Professional players participate in organized competitions, which are often streamed online and even broadcast on television, garnering millions of viewers. Esports tournaments offer substantial cash prizes, sponsorships, and endorsements, further elevating the legitimacy of the sector. Organizations are establishing formal leagues and events, governed by a set of standardized rules, to foster fair competition and ensure the sector's sustained growth. As a result, Esports is rapidly evolving into a mainstream entertainment and sporting activity, with a broadening audience and increasing economic impact.

The expanding younger population, which is increasingly attracted to Esports as viewers and participants, coupled with the rise in internet users, will stimulate market growth during the forecast period. The entrance of large corporations through sponsorships and endorsements represents another major growth-inducing factor as these collaborations infuse substantial financial resources into the industry, facilitating more organized, high-profile events that draw greater viewership. Furthermore, media rights for broadcasting Esports events are becoming more lucrative, creating a revenue stream that rivals traditional sports in some aspects. Such rights are increasingly being snapped up by mainstream media channels as well as dedicated Esports networks, further augmenting the market growth. Additionally, the formalization of Esports leagues and tournaments with a standardized set of rules and structured competitions, make it easier for newcomers to understand and engage with the sport. In line with this, the diversification of revenue streams, including merchandising, in-game purchases, and digital advertising, is broadening the financial base of the industry, thereby propelling market growth. Besides this, the increasing social acceptance of video gaming as a legitimate professional path and sporting activity has opened doors for more extensive institutional support and wider market expansion, contributing to the ongoing success and growth of the global Esports market.

Esports Market Trends/Drivers:

Increase in Internet Penetration Rates

The expansion of access to high-speed internet across emerging nations is positively influencing the Esports market. Internet penetration allows a higher number of individuals to participate in and watch Esports, thereby increasing both the player base and the audience. This growth is particularly noticeable in regions like Southeast Asia, Latin America, and Africa, where the young, tech-savvy population is gaining more straightforward access to reliable internet services. As the internet becomes more affordable and easily accessible, the potential market for Esports enlarges, offering more opportunities for advertisers, sponsors, and event organizers to tap into this growing demographic.

Rise in Esports Popularity Among Youth

Esports enjoys a massive following among the younger generation, a demographic that is notoriously difficult for traditional media and sports to reach. This generation engages in playing as well as in streaming, discussing, and even creating content around Esports, effectively becoming evangelists for the industry. Many educational institutions are starting to incorporate Esports into their programs, further validating its credibility and adding another layer of institutional support. The rising involvement of youth secures a long-term fan base, ensuring sustained growth for the market. This heightened engagement of the young population with the industry influences current market dynamics while shaping the future trajectory of Esports.

Rapid Technological Advancements

Continual advancements in technology have been incessant in elevating the quality of video games and online experiences. High-definition (HD) graphics, real-time data analytics, and augmented and virtual reality (AR/VR) are making games more interactive and engaging. Simultaneously, the rise in cloud computing capabilities enables seamless multiplayer interactions, even for users distributed across the globe. Internet speed has also evolved, with the expansion of 5G networks improving latency issues, making real-time competitive gaming smoother. These technological enhancements improve the gamer's experience and make viewing more engaging, driving up viewership numbers for streamed and broadcasted events. As a result, cutting-edge technology is playing a crucial role in attracting a broader and more dedicated audience to Esports.

Esports Industry Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global esports market report, along with forecasts at the global, regional and country levels from 2023-2028. Our report has categorized the market based on revenue model, platform and games.

Breakup by Revenue Model:

Media Rights

Advertising and Sponsorships

Merchandise and Tickets

Others

Advertising and sponsorships represent the most popular revenue model

The report has provided a detailed breakup and analysis of the market based on the revenue model. This includes media rights, advertising and sponsorships, merchandise and tickets, and others. According to the report, advertising and sponsorships represented the largest segment.

The main factors that are propelling the advertising and sponsorships segment include the high level of viewer engagement in Esports events, which offers an ideal platform for advertisers to reach a target audience that is both large and focused. These viewers often represent a younger demographic, which is traditionally difficult to reach through conventional media channels, making them particularly valuable to marketers. Besides this, sponsorships offer a symbiotic relationship; companies receive brand exposure, whereas Esports events gain the financial support needed to host high-quality, attractive competitions.

In addition, the real-time nature of e-sports facilitates innovative advertising techniques such as in-game branding and interactive ads that can be dynamically inserted during live streams. These modern methods often lead to better retention and conversion compared to traditional advertising mediums. Also, the global reach of Esports ensures that both advertisers and sponsors can communicate their messages effectively across different cultures and languages, enhancing their return on investment. Apart from this, the formalization of leagues and the standardization of competitions provide a reliable and consistent platform for long-term advertising and sponsorship commitments, thus supporting the segment growth.

Breakup by Platform:

PC-based Esports

Consoles-based Esports

Mobile and Tablets

A detailed breakup and analysis of the market based on the platform has also been provided in the report. This includes PC-based esports, consoles-based esports, and mobile and tablets.

PC-based esports involve the use of personal computers (PCs), which serve as the traditional platform for Esports and continue to dominate in terms of both player numbers and revenue. Numerous popular Esports titles, such as "League of Legends," "Counter-Strike: Global Offensive," and "Dota 2," are primarily PC-based. This segment benefits from the superior hardware capabilities of PCs, allowing for high-quality graphics and smoother gameplay, which in turn attracts a serious, competitive player base. PCs also offer easier upgradability, enabling players to keep up with technological advances without purchasing a new system.

Console-based esports utilize console platforms like PlayStation, Xbox, and Nintendo Switch, which also have a significant presence in the market. Games such as "Rocket League," "FIFA," and "Call of Duty" are popular titles in this segment. While consoles-based e-sports generally do not offer the same level of hardware customization as PCs, they provide a more standardized gaming experience. This can level the playing field and make it easier for newcomers to enter competitions. Consoles are also often seen as more family-friendly, broadening the potential audience.

Mobile and tablet gaming has rapidly gained prominence across the globe. Titles like "Mobile Legends," "Clash Royale," and "PUBG Mobile" have opened up Esports to a broader demographic that may not have access to PCs or consoles. The portability and ease of use of mobile devices make it easier for individuals to engage with Esports on-the-go. While this platform may not provide the same level of gameplay complexity as PCs or consoles, its enhanced accessibility and convenience are fostering the growth of this segment.

Breakup by Games:

Multiplayer Online Battle Arena (MOBA)

Player vs Player (PvP)

First Person Shooters (FPS)

Real Time Strategy (RTS)

First person shooters (FPS) account for the majority of the market share

The report has provided a detailed breakup and analysis of the market based on the games. This includes multiplayer online battle arena (MOBA), player vs player (PvP), first person shooters (FPS), and real time strategy (RTS). According to the report, first person shooters (FPS) represented the largest segment.

The first-person shooters (FPS) genre is known for its high level of engagement and excitement, both for players and viewers. The fast-paced, action-oriented gameplay makes for thrilling competitions and compelling spectacles, contributing to higher viewer numbers and greater audience retention. The live-action element in FPS games also lends itself well to dynamic commentary and analysis, further enhancing the viewer experience. Additionally, the FPS genre has a long history in the gaming world, making it one of the more mature and well-understood types of Esports. Titles like "Counter-Strike" have been popular for decades, giving them a strong foundation of players, fans, and institutional knowledge. This long-term stability attracts sponsors and advertisers looking for a reliable investment with a guaranteed audience.

Moreover, FPS games often require a combination of individual skill and team strategy, making them appealing to a broad range of players-from those who excel in solo performance to those who prefer collaborative gameplay. The balance of individual and team-based objectives contributes to a multi-dimensional competitive scene. Also, FPS games are relatively easy to follow even for people who are not familiar with the genre or specific game mechanics. This ease of understanding makes it more accessible to a general audience, attracting casual viewers as well as dedicated fans. FPS games offer an exciting, comprehensible, and deeply engaging category within the Esports landscape, thus fueling market growth.

Breakup by Region:

North America

United States

Canada

Asia-Pacific

China

Japan

India

South Korea

Australia

Indonesia

Others

Europe

Germany

France

United Kingdom

Italy

Spain

Russia

Others

Latin America

Brazil

Mexico

Others

Middle East and Africa

Asia Pacific exhibits a clear dominance in the market

The market research report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia-Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific accounted for the largest market share.

Asia Pacific held the biggest share in the market since the region has a high population density, creating a large base of both casual and hardcore gamers. The region is also home to countries, such as South Korea, China, and Japan, that have been early adopters of Esports, with South Korea often cited as the birthplace of the modern Esports scene. These nations have mature infrastructures that support gaming as a professional endeavor, including dedicated stadiums and extensive training facilities.

Another contributing aspect is the tremendous growth in internet penetration and mobile technology, making gaming and Esports more accessible to a broader audience. The ubiquity of internet cafes, particularly in China, provides a communal setting for gaming, encouraging more people to participate. Also, the cultural acceptance of gaming as a legitimate sport and career path is higher in Asia Pacific compared to other regions, with some countries even offering Esports in educational curriculums.

Additionally, strong government support and favorable regulations in certain Asia Pacific countries further stimulate market growth. Besides this, local corporate sponsorships and media rights in the region are robust as companies are recognizing the value of associating their brands with a rapidly growing industry, positioning Asia Pacific as the leading regional market for esports.

Competitive Landscape:

The market is experiencing significant growth as key players are engaging in a range of strategies to expand their footprint and influence. These players are forming partnerships with mainstream media outlets and streaming services to widen the distribution of Esports content, thereby increasing both viewership and revenue streams. Sponsorship deals with major corporations are also being aggressively pursued to infuse capital into events and teams. Additionally, these industry leaders are extensively investing in talent acquisition and development, scouting for promising players to add a competitive edge to their rosters. They are also diversifying revenue by exploring merchandise sales, in-game purchases, and even virtual currencies. To professionalize the industry further, they are contributing to the establishment of formal leagues and standardized rules, aiming to make Esports more accessible and understandable to mainstream audiences. Overall, key players operating in the esports domain are focused on driving growth through innovation, strategic collaborations, and a commitment to elevating the industry's professionalism and credibility.

The market research report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

Activision Blizzard Inc.

Capcom Co. Ltd.

Electronic Arts Inc.

Epic Games Inc.

FACEIT

Gameloft SE (Vivendi SE)

Gfinity PLC

Intel Corporation

Modern Times Group

Nintendo Co. Ltd.

NVIDIA Corporation

Riot Games Inc.

Valve Corporation

Zynga Inc.

Recent Developments:

In August 2021, Gameloft SE, a leader in the creation of gaming and gamified experiences for brands, partnered with ESL Gaming, a German electronic sports production and organizer company. This collaboration aimed to improve mobile esports-driven sponsoring solutions for brands.

In July 2021, Intel Corporation collaborated with the International Olympic Committee (IOC) to host one of the major virtual competitions as a kickoff to the Olympic Games. The electronic sports event was scheduled to be held in Katowice, Poland, a month before the Olympic Games.

Key Questions Answered in This Report

  • 1. What was the size of the global esports market in 2022?
  • 2. What is the expected growth rate of the global esports market during 2023-2028?
  • 3. What are the key factors driving the global esports market?
  • 4. What has been the impact of COVID-19 on the global esports market?
  • 5. What is the breakup of the global esports market based on the revenue model?
  • 6. What is the breakup of the global esports market based on the games?
  • 7. What are the key regions in the global esports market?
  • 8. Who are the key players/companies in the global esports market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Esports Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Revenue Model

  • 6.1 Media Rights
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Advertising and Sponsorships
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Merchandise and Tickets
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Others
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast

7 Market Breakup by Platform

  • 7.1 PC-based Esports
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Consoles-based Esports
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Mobile and Tablets
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by Games

  • 8.1 Multiplayer Online Battle Arena (MOBA)
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Player vs Player (PvP)
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 First Person Shooters (FPS)
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Real Time Strategy (RTS)
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast

9 Market Breakup by Region

  • 9.1 North America
    • 9.1.1 United States
      • 9.1.1.1 Market Trends
      • 9.1.1.2 Market Forecast
    • 9.1.2 Canada
      • 9.1.2.1 Market Trends
      • 9.1.2.2 Market Forecast
  • 9.2 Asia-Pacific
    • 9.2.1 China
      • 9.2.1.1 Market Trends
      • 9.2.1.2 Market Forecast
    • 9.2.2 Japan
      • 9.2.2.1 Market Trends
      • 9.2.2.2 Market Forecast
    • 9.2.3 India
      • 9.2.3.1 Market Trends
      • 9.2.3.2 Market Forecast
    • 9.2.4 South Korea
      • 9.2.4.1 Market Trends
      • 9.2.4.2 Market Forecast
    • 9.2.5 Australia
      • 9.2.5.1 Market Trends
      • 9.2.5.2 Market Forecast
    • 9.2.6 Indonesia
      • 9.2.6.1 Market Trends
      • 9.2.6.2 Market Forecast
    • 9.2.7 Others
      • 9.2.7.1 Market Trends
      • 9.2.7.2 Market Forecast
  • 9.3 Europe
    • 9.3.1 Germany
      • 9.3.1.1 Market Trends
      • 9.3.1.2 Market Forecast
    • 9.3.2 France
      • 9.3.2.1 Market Trends
      • 9.3.2.2 Market Forecast
    • 9.3.3 United Kingdom
      • 9.3.3.1 Market Trends
      • 9.3.3.2 Market Forecast
    • 9.3.4 Italy
      • 9.3.4.1 Market Trends
      • 9.3.4.2 Market Forecast
    • 9.3.5 Spain
      • 9.3.5.1 Market Trends
      • 9.3.5.2 Market Forecast
    • 9.3.6 Russia
      • 9.3.6.1 Market Trends
      • 9.3.6.2 Market Forecast
    • 9.3.7 Others
      • 9.3.7.1 Market Trends
      • 9.3.7.2 Market Forecast
  • 9.4 Latin America
    • 9.4.1 Brazil
      • 9.4.1.1 Market Trends
      • 9.4.1.2 Market Forecast
    • 9.4.2 Mexico
      • 9.4.2.1 Market Trends
      • 9.4.2.2 Market Forecast
    • 9.4.3 Others
      • 9.4.3.1 Market Trends
      • 9.4.3.2 Market Forecast
  • 9.5 Middle East and Africa
    • 9.5.1 Market Trends
    • 9.5.2 Market Breakup by Country
    • 9.5.3 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Competitive Landscape

  • 14.1 Market Structure
  • 14.2 Key Players
  • 14.3 Profiles of Key Players
    • 14.3.1 Activision Blizzard Inc.
      • 14.3.1.1 Company Overview
      • 14.3.1.2 Product Portfolio
      • 14.3.1.3 Financials
      • 14.3.1.4 SWOT Analysis
    • 14.3.2 Capcom Co. Ltd.
      • 14.3.2.1 Company Overview
      • 14.3.2.2 Product Portfolio
      • 14.3.2.3 Financials
      • 14.3.2.4 SWOT Analysis
    • 14.3.3 Electronic Arts Inc.
      • 14.3.3.1 Company Overview
      • 14.3.3.2 Product Portfolio
      • 14.3.3.3 Financials
      • 14.3.3.4 SWOT Analysis
    • 14.3.4 Epic Games Inc.
      • 14.3.4.1 Company Overview
      • 14.3.4.2 Product Portfolio
    • 14.3.5 FACEIT
      • 14.3.5.1 Company Overview
      • 14.3.5.2 Product Portfolio
    • 14.3.6 Gameloft SE (Vivendi SE)
      • 14.3.6.1 Company Overview
      • 14.3.6.2 Product Portfolio
    • 14.3.7 Gfinity PLC
      • 14.3.7.1 Company Overview
      • 14.3.7.2 Product Portfolio
      • 14.3.7.3 Financials
    • 14.3.8 Intel Corporation
      • 14.3.8.1 Company Overview
      • 14.3.8.2 Product Portfolio
      • 14.3.8.3 Financials
      • 14.3.8.4 SWOT Analysis
    • 14.3.9 Modern Times Group
      • 14.3.9.1 Company Overview
      • 14.3.9.2 Product Portfolio
      • 14.3.9.3 Financials
    • 14.3.10 Nintendo Co. Ltd.
      • 14.3.10.1 Company Overview
      • 14.3.10.2 Product Portfolio
      • 14.3.10.3 Financials
      • 14.3.10.4 SWOT Analysis
    • 14.3.11 NVIDIA Corporation
      • 14.3.11.1 Company Overview
      • 14.3.11.2 Product Portfolio
      • 14.3.11.3 Financials
      • 14.3.11.4 SWOT Analysis
    • 14.3.12 Riot Games Inc.
      • 14.3.12.1 Company Overview
      • 14.3.12.2 Product Portfolio
    • 14.3.13 Valve Corporation
      • 14.3.13.1 Company Overview
      • 14.3.13.2 Product Portfolio
    • 14.3.14 Zynga Inc.
      • 14.3.14.1 Company Overview
      • 14.3.14.2 Product Portfolio
      • 14.3.14.3 Financials

List of Figures

  • Figure 1: Global: Esports Market: Major Drivers and Challenges
  • Figure 2: Global: Esports Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Esports Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Esports Market: Breakup by Revenue Model (in %), 2022
  • Figure 5: Global: Esports Market: Breakup by Platform (in %), 2022
  • Figure 6: Global: Esports Market: Breakup by Games (in %), 2022
  • Figure 7: Global: Esports Market: Breakup by Region (in %), 2022
  • Figure 8: Global: Esports (Media Rights) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 9: Global: Esports (Media Rights) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 10: Global: Esports (Advertising and Sponsorships) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 11: Global: Esports (Advertising and Sponsorships) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 12: Global: Esports (Merchandise and Tickets) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 13: Global: Esports (Merchandise and Tickets) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 14: Global: Esports (Other Revenue Models) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 15: Global: Esports (Other Revenue Models) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 16: Global: Esports (PC-based Esports) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 17: Global: Esports (PC-based Esports) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 18: Global: Esports (Consoles-based Esports) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 19: Global: Esports (Consoles-based Esports) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 20: Global: Esports (Mobile and Tablets) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 21: Global: Esports (Mobile and Tablets) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 22: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 23: Global: Esports (Multiplayer Online Battle Arena-MOBA) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 24: Global: Esports (Player vs Player-PvP) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 25: Global: Esports (Player vs Player-PvP) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 26: Global: Esports (First Person Shooters-FPS) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 27: Global: Esports (First Person Shooters-FPS) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 28: Global: Esports (Real Time Strategy-RTS) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 29: Global: Esports (Real Time Strategy-RTS) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 30: North America: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 31: North America: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 32: United States: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 33: United States: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 34: Canada: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 35: Canada: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 36: Asia-Pacific: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 37: Asia-Pacific: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 38: China: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 39: China: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 40: Japan: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 41: Japan: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 42: India: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 43: India: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 44: South Korea: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 45: South Korea: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 46: Australia: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 47: Australia: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 48: Indonesia: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 49: Indonesia: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 50: Others: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 51: Others: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 52: Europe: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 53: Europe: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 54: Germany: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 55: Germany: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 56: France: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 57: France: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 58: United Kingdom: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 59: United Kingdom: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 60: Italy: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 61: Italy: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 62: Spain: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 63: Spain: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 64: Russia: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 65: Russia: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 66: Others: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 67: Others: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 68: Latin America: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 69: Latin America: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 70: Brazil: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 71: Brazil: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 72: Mexico: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 73: Mexico: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 74: Others: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 75: Others: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 76: Middle East and Africa: Esports Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 77: Middle East and Africa: Esports Market: Breakup by Country (in %), 2022
  • Figure 78: Middle East and Africa: Esports Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 79: Global: Esports Industry: SWOT Analysis
  • Figure 80: Global: Esports Industry: Value Chain Analysis
  • Figure 81: Global: Esports Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Esports Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Esports Market Forecast: Breakup by Revenue Model (in Million US$), 2023-2028
  • Table 3: Global: Esports Market Forecast: Breakup by Platform (in Million US$), 2023-2028
  • Table 4: Global: Esports Market Forecast: Breakup by Games (in Million US$), 2023-2028
  • Table 5: Global: Esports Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 6: Global: Esports Market: Competitive Structure
  • Table 7: Global: Esports Market: Key Players