封面
市場調查報告書
商品編碼
2127113

電子競技教育

Esports in Education

出版日期: | 出版商: Futuresource Consulting Ltd. | 英文 55 Pages | 商品交期: 請詢問到貨日

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簡介目錄

電子競技產業在經歷了2020年代初期的爆炸性成長後正趨於穩定,這對教育領域產生了連鎖反應。區域差異和當前投資不足使得準確了解電子競技在教育領域的應用、投資和效益變得越來越困難。

本報告提供了當前及未來兩年內與K-12和高等教育領域電子競技IT硬體相關的關鍵主題資料點。說明了中小學和大學的區域採購決策趨勢,並指出了教育機構目前面臨的障礙。此外,報告還納入了學生的觀點,並探討了電子競技在教育中的學習成果和影響。

市場趨勢:

電子競技在全球中小學校中蓬勃發展,其重點在於透過課外活動提高學生的參與度和包容性。電子競技作為一項課外活動,構成了中小學校電子競技發展的基礎,它不僅為學生提供了豐富的課外活動選擇,而且與學校設定的學習目標高度契合。預計未來兩年,學校將更加重視電競比賽和電競隊伍的建設。

培養團隊合作、溝通和解決問題等方面的技能是推動電競活動投資的關鍵因素。北美在將電子競技融入教育方面處於世界領先地位,並致力於加大對中小學電競環境的投資。中小學電競在西歐也發展迅猛,其中英國憑藉其成熟且標準化的電競生態系統,引領著這股潮流。

研究領域:

本報告的分析是基於對北美、拉丁美洲、西歐和亞太地區 8,833 名最終用戶的訪談。

本報告重點關注學校和大學的區域採購決策、目前採用的障礙、學習成果、電子競技對教育的影響以及學生的主要觀點。

目錄

  • 報告背景和調查方法
  • 電子競技的定義和市場概況
  • 電子競技中的包容性和特殊教育需求
  • 摘要整理
  • K-12電競市場
    • 程式操作員和結構
    • 基礎建設、環境發展、投資
    • 串流、廣播、媒體整合
    • 結果和影響
  • 高等教育中的電競市場
    • 學生參與情況和人口統計數據
    • 電子競技在高等教育中的戰略作用
    • 基礎建設、環境發展、投資
    • 串流、廣播、媒體整合
    • 結果和影響
  • 關於Futuresource
簡介目錄

The esports industry is stabilising after the immense growth of the early 2020s, and it has created a knock-on effect on esports in education. Due to regional disparities and lack of current investment, it has become increasingly difficult to truly understand the adoption, investment and benefits of esports in education.

This report provides data points on key themes for esports IT hardware across K12 and Higher Ed, now and over the next 2 years. It explains regional purchasing decisions of schools and universities and highlights the current barriers that face institutions. Additionally, it gives a student perspective and covers the learning outcomes and impact of esports in education.

Market Trends:

Esports continues to grow within K-12 schools globally, focusing on student engagement and inclusion through extracurricular clubs. Extracurricular esports is the foundation of K-12 esports, by giving students a non-traditional activity that very much aligns with the schools' plans for learning outcomes. Over the next two years, schools will begin to focus on developing competitive tournaments and esports teams.

Skill development in areas such as teamwork, communication and problem-solving is a key driver of investment for esports activities. North America leads globally with esports integration and aims to increase investment into esports capabilities within K-12 schools.Growth of K-12 esports in Western Europe is significant, with the UK leading as a mature, standardised esports ecosystem.

Areas Explored:

Insights from this report are based on interviews of 8,833 end-users across North America, LATAM, Western Europe and APAC.

The report focuses on regional purchasing decisions of schools and universities, the current barriers to adoption, learning outcomes, the impact of esports in education alongside vital student perspectives.

Did you know?

Futuresource has been tracking, researching and consulting on the global education technology market for more than 20 years. However, since 2020, the pandemic has placed a spotlight on EdTech and the role it has played in keeping children educated, and Futuresource’s reporting has been ramped up accordingly. Any enterprise operating within the EdTech sector will benefit from this report, particularly:

  • Manufacturers and their suppliers
  • Resellers and VARs
  • Intermediaries and supply chain
  • EdTech market strategists, marketing and sales professionals
  • Investors

Frequently Asked Questions (FAQs):

What is the Esports in Education 2026 report?

A global research study examining esports adoption, investment, infrastructure and outcomes across K-12 and higher education institutions.

How extensive is the research?

The study includes 8,833 end-user interviews across North America, LATAM, Western Europe and APAC.

Which education segments are covered?

The report covers both K-12 schools and higher education institutions.

Why are schools investing in esports?

Schools cite student engagement, inclusion and skills development, including teamwork, communication and problem-solving, as key drivers.

How are universities using esports?

Higher education institutions are increasingly using esports to support student recruitment, retention and engagement strategies.

What does the report say about broadcasting?

The research shows growing investment in streaming and broadcasting infrastructure, especially within higher education.

Which regions are leading adoption?

North America remains the leading region globally, while the UK is identified as a mature esports ecosystem within Western Europe.

Does the report include future forecasts?

Yes. The report includes analysis and forecasts covering the next two years.

Who should read this report?

Education technology vendors, PC manufacturers, display providers, esports platforms, higher education institutions, schools, investors and policymakers.

Table of Contents

  • Report Background and Methodology
  • Esports Definition and Market Overview
  • Inclusivity and SEND in Esports
  • Executive Summary
  • K-12 Esports Landscape
    • Programme Ownership and Structure
    • Infrastructure, Set-Up and Investment
    • Streaming, Broadcasting and Media Integration
    • Outcomes and Impact
  • Higher Education Esports Landscape
    • Student Participation and Demographics
    • Strategic Role of Esports in Higher Education
    • Infrastructure, Set-Up and Investment
    • Streaming, Broadcasting and Media Integration
    • Outcomes and Impact
  • About Futuresource