市場調查報告書
商品編碼
1413917
電子競技市場:按組件、按串流類型、按收益源、按設備類型、按平台 - 2024-2030 年全球預測E-Sports Market by Components (Platform, Service), Streaming Type (Live, On-demand), Revenue Stream, Device Type, Platform - Global Forecast 2024-2030 |
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預計2023年電競市場規模為21億美元,2024年達24.5億美元,2030年預計將達62億美元,複合年成長率為16.65%。
全球電競市場
主要市場統計 | |
---|---|
基準年[2023] | 21億美元 |
預測年份 [2024] | 24.5億美元 |
預測年份 [2030] | 62億美元 |
複合年成長率(%) | 16.65% |
電子競技,也稱為電子競技,是指個人或團隊在有組織的多人電玩賽事中相互競爭的電子遊戲競技領域。比賽類型多樣,包括即時戰略遊戲(RTS)、第一人稱射擊遊戲(FPS)、多人線上競技場(MOBA)和卡牌遊戲。直播平台的興起、遊戲技術的進步以及現有體育特許經營商和企業贊助商的參與不斷增加正在推動電子競技的成長。因此,電子競技已轉變為娛樂產業的重要市場,吸引了世界各地數百萬觀眾,並為參與企業提供了豐厚的獎金池。然而,監管障礙、玩家倦怠和健康、遊戲誠信和詐欺以及多樣性和整體性問題可能會給這個市場帶來挑戰。也就是說,利用虛擬實境和擴增實境等新技術,並將電子競技涵蓋教育機構和課程,可能會帶來市場機會。
區域洞察
電子競技產業在美洲正在快速成長,其中美國處於領先地位。競技性遊戲錦標賽的激增、傳統體育特許經營權的大量投資以及大學電子競技項目的出現表明了該地區的高度興趣。此外,在網路基礎設施改善和年輕人充滿活力的遊戲文化的推動下,拉丁美洲國家正在迅速迎頭趕上。 EMEA(歐洲、中東和非洲)地區代表著成熟程度不同的多元化電子競技市場。
西歐,特別是德國、英國和法國,由於強大的基礎設施和支援系統,擁有發達的電子競技生態系統。東歐和中東地區正成為電競人才的熱點地區,後者大力投資最先進的場館和競技賽事。此外,知名品牌的策略合作夥伴關係和贊助正在推動電子競技在該地區的持續成長和主流滲透。亞太地區是電競革命的中心,中國、韓國和日本等強國為卓越電競設定了全球基準。高速網路存取、政府支持和深厚的遊戲文化造就了該地區的主導地位。東南亞人口年輕化,可支配所得不斷增加,是個電競潛力巨大的新興市場。亞太地區的出版商和地方政府正在透過舉辦著名的國際比賽和培育基層活動來創造支持電子競技的環境。
FPNV定位矩陣
FPNV定位矩陣對於評估電競市場至關重要。我們檢視與業務策略和產品滿意度相關的關鍵指標,以對供應商進行全面評估。這種深入的分析使用戶能夠根據自己的要求做出明智的決策。根據評估,供應商被分為四個成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一種綜合工具,可以對電子競技市場中供應商的現狀進行深入而詳細的研究。全面比較和分析供應商在整體收益、基本客群和其他關鍵指標方面的貢獻,以便更好地了解公司的績效及其在爭奪市場佔有率時面臨的挑戰。此外,該分析還提供了對該行業競爭特徵的寶貴考察,包括在研究基準年觀察到的累積、分散主導地位和合併特徵等因素。這種詳細程度的提高使供應商能夠做出更明智的決策並制定有效的策略,從而在市場上獲得競爭優勢。
1-市場滲透率:提供有關主要企業所服務的市場的全面資訊。
2-市場開拓:我們深入研究利潤豐厚的新興市場,並分析它們在成熟細分市場中的滲透率。
3- 市場多元化:提供有關新產品發布、開拓地區、最新發展和投資的詳細資訊。
4-競爭力評估與資訊:對主要企業的市場佔有率、策略、產品、認證、監管狀況、專利狀況、製造能力等進行全面評估。
5- 產品開發與創新:提供對未來技術、研發活動和突破性產品開發的見解。
1-電子競技市場的市場規模和預測是多少?
2-電競市場預測期間需要考慮投資的產品、細分市場、應用程式和領域有哪些?
3-電子競技市場的技術趨勢和法律規範是什麼?
4-電競市場主要廠商的市場佔有率是多少?
5-進入電競市場合適的型態和策略手段是什麼?
[190 Pages Report] The E-Sports Market size was estimated at USD 2.10 billion in 2023 and expected to reach USD 2.45 billion in 2024, at a CAGR 16.65% to reach USD 6.20 billion by 2030.
Global E-Sports Market
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 2.10 billion |
Estimated Year [2024] | USD 2.45 billion |
Forecast Year [2030] | USD 6.20 billion |
CAGR (%) | 16.65% |
E-Sports, also known as Electronic Sports, refers to the competitive realm of video gaming, where individuals or teams compete against each other in organized multiplayer video game events. These competitions range from amateur local tournaments to professional leagues and international championships, with genres including real-time strategy games (RTS), first-person shooters (FPS), multiplayer online battle arenas (MOBA), and card games, among others. The rise of live-streaming platforms, advancements in gaming technology, and the increasing involvement of established sports franchises and corporate sponsors have bolstered the growth of e-sports. As a result, e-sports has transformed into a significant market within the entertainment industry, attracting millions of viewers globally and offering substantial prize pools for the participants. However, regulatory hurdles, concerns over player burnout and health, game integrity and cheating, and diversity and inclusion issues may pose challenges for the market. Nevertheless, leveraging emerging technologies, including virtual and augmented reality and integrating e-sports in educational institutions and curriculums, may provide an opportunistic view for the market.
Regional Insights
The e-sports industry has seen exponential growth in the Americas region, with the United States leading the charge. The proliferation of competitive gaming tournaments, substantial investments from traditional sports franchises, and the advent of collegiate e-sports programs signify the region's booming interest. Moreover, Latin American countries are rapidly catching up, aided by improving internet infrastructure and a vibrant gaming culture among the youth. The EMEA region exhibits diverse e-sports markets with varying degrees of maturity.
Western Europe, particularly Germany, the United Kingdom, and France, boasts a developed e-sports ecosystem with robust infrastructure and support systems. Eastern Europe and the Middle East are emerging as hotspots for e-sports talent, with the latter investing heavily in state-of-the-art venues and competitive events. Moreover, strategic partnerships and sponsorships from renowned brands promote sustainable growth and mainstream acceptance of e-sports in the region. APAC is the epicenter of the e-sports revolution, with powerhouse nations including China, South Korea, and Japan setting global benchmarks for e-sports excellence. High-speed internet access, government backing, and a deeply embedded gaming culture contribute to the region's dominance. With its youthful demographic and rising disposable incomes, Southeast Asia is an emerging market with huge potential for e-sports. Publishers and local governments in APAC are creating a supportive environment for e-sports by hosting prestigious international tournaments and fostering grassroots initiatives.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the E-Sports Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the E-Sports Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the E-Sports Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Activision Blizzard, Inc., Challengermode AB, Cloud9 Esports, Inc., Electronic Arts Inc., Esportal AB, FACE IT LIMITED, FanBuff Technology India Private Limited, Fnatic Ltd,, G ESPORTS HOLDING GMBH, Gameloft SE, Khiladi Adda by Techbeliever Technologies Private Limited, Nazara Technologies Limited, Nintendo Co., Ltd., NVIDIA Corporation, Stoughton Street Tech Labs Private Limited, TechnoXo Private Limited, Tencent Holding Limited, The ESL Gaming GmbH, and Valve Corporation.
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the E-Sports Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the E-Sports Market?
3. What are the technology trends and regulatory frameworks in the E-Sports Market?
4. What is the market share of the leading vendors in the E-Sports Market?
5. Which modes and strategic moves are suitable for entering the E-Sports Market?