2026-2030年全球電競市場
市場調查報告書
商品編碼
2030459

2026-2030年全球電競市場

Global Esports Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 303 Pages | 訂單完成後即時交付

價格
簡介目錄

全球電競市場預計將在 2025 年至 2030 年間成長至 52.826 億美元,預測期內複合年成長率為 21.4%。

本報告對全球電子競技市場進行了全面分析,包括市場規模和預測、趨勢、成長要素、挑戰以及對約 25 家公司的供應商分析。

本報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。市場成長的促進因素包括:策略品牌贊助和商業性夥伴關係的拓展、媒體版權和優質廣播合約的成長,以及串流媒體技術和數位基礎設施的進步。

本研究客觀地結合了一手和二手訊息,包括主要行業相關人員的意見。報告內容涵蓋主要公司分析、全面的市場規模數據、區域細分分析以及供應商格局。報告還包含歷史數據和預測數據。

市場範圍
基準年 2025
年末 2030
調查期 2026-2030
成長勢頭 加速度
2026 年同比比較 20.4%
複合年成長率 21.4%
增量 52.826億美元

本研究指出,行動電競的擴張和本地基礎設施的建設是未來幾年全球電競市場成長的關鍵促進因素。此外,人工智慧(AI)和先進數據分析技術的融合,以及國家身份驗證的普及和政府主導的生態系統建設,預計也將產生顯著的市場需求。

目錄

第1章執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃採納率和購買標準。
  • 輸入的重要性及差異化因素
  • 干擾因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 市場展望,2025-2030年

第5章 市場規模與表現

  • 2020-2024年全球電競市場
  • 2020-2024年收入來源細分分析
  • 2020-2024 年基於類型細分市場的分析
  • 2020-2024 年設備特定細分市場分析
  • 區域區隔市場分析,2020-2024 年
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:全球電競市場
  • 地緣政治衝突的影響:全球電競市場

第7章:五力分析

第8章 市場區隔:依收入來源分類

  • 比較:按收入來源
  • 贊助
  • 媒體版權
  • 出版商佣金
  • 商品和門票銷售
  • 廣告
  • 市場機會:依收入來源分類

第9章 市場細分:依類型

  • 比較:按類型
  • MOBA
  • FPS
  • RTS
  • 其他
  • 市場機會:按類型分類

第10章 市場區隔:依設備

  • 比較:按設備
  • 智慧型手機和智慧型電視
  • 遊戲機
  • 桌上型電腦/筆記型電腦/平板電腦
  • 市場機會:依設備分類

第11章 客戶情況

第12章 區域情勢

  • 區域細分
  • 比較:按地區
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 智利
  • 中東和非洲
    • 沙烏地阿拉伯
    • 南非
    • 阿拉伯聯合大公國
    • 以色列
    • 土耳其
  • 市場機會:按地區分類

第13章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第14章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 工業風險

第15章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • 100 Thieves LLC
  • Activision Blizzard Inc.
  • BLAST ApS
  • DreamHack AB
  • Electronic Arts Inc.
  • Epic Games Inc.
  • ESL FACEIT Group
  • FaZe Holdings Inc
  • Garena
  • Krafton Inc.
  • Logitech International SA
  • Nintendo Co. Ltd.
  • RIoT Games Inc.
  • Ubisoft Entertainment SA
  • Valve Corp.

第16章附錄

簡介目錄
Product Code: IRTNTR43348

The global esports market is forecasted to grow by USD 5282.6 mn during 2025-2030, accelerating at a CAGR of 21.4% during the forecast period. The report on the global esports market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by proliferation of strategic brand sponsorships and commercial partnerships, expansion of media rights and premium broadcasting agreements, advancements in streaming technology and digital infrastructure.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202620.4%
CAGR21.4%
Incremental Value$5282.6 mn

Technavio's global esports market is segmented as below:

By Revenue Stream

  • Sponsorships
  • Media rights
  • Publisher fees
  • Merchandise and ticket sales
  • Advertising

By Genre

  • MOBA
  • FPS
  • RTS
  • Others

By Device

  • Smart phone and smart TV
  • Gaming console
  • Desktop/laptop/tablets

Geography

  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • North America
    • US
    • Canada
    • Mexico
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • South Africa
    • UAE
    • Turkey
  • Rest of World (ROW)

This study identifies the expansion of mobile esports and regional infrastructure development as one of the prime reasons driving the global esports market growth during the next few years. Also, integration of artificial intelligence and advanced data analytics and rise of national identity and government-backed ecosystems will lead to sizable demand in the market.

The report on the global esports market covers the following areas:

  • Global esports market sizing
  • Global esports market forecast
  • Global esports market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global esports market vendors that include 100 Thieves LLC, Activision Blizzard Inc., BLAST ApS, Cloud9 Esports Inc, DreamHack AB, Electronic Arts Inc., Epic Games Inc., ESL FACEIT Group, FaZe Holdings Inc, Fnatic Ltd., G2 Esports GmbH, Garena, Krafton Inc., Logitech International SA, Nintendo Co. Ltd., Riot Games Inc., Team Liquid, TSM FTX Inc, Ubisoft Entertainment SA, Valve Corp.. Also, the global esports market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Revenue Stream
    • Executive Summary - Chart on Market Segmentation by Genre
    • Executive Summary - Chart on Market Segmentation by Device
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Esports Market 2020 - 2024
    • Historic Market Size - Data Table on Global Esports Market 2020 - 2024 ($ million)
  • 5.2 Revenue Stream segment analysis 2020 - 2024
    • Historic Market Size - Revenue Stream Segment 2020 - 2024 ($ million)
  • 5.3 Genre segment analysis 2020 - 2024
    • Historic Market Size - Genre Segment 2020 - 2024 ($ million)
  • 5.4 Device segment analysis 2020 - 2024
    • Historic Market Size - Device Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on global esports market
  • 6.2 Impact of geopolitical conflicts on global esports market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Revenue Stream

  • 8.1 Market segments
  • 8.2 Comparison by Revenue Stream
  • 8.3 Sponsorships - Market size and forecast 2025-2030
  • 8.4 Media rights - Market size and forecast 2025-2030
  • 8.5 Publisher fees - Market size and forecast 2025-2030
  • 8.6 Merchandise and ticket sales - Market size and forecast 2025-2030
  • 8.7 Advertising - Market size and forecast 2025-2030
  • 8.8 Market opportunity by Revenue Stream
    • Market opportunity by Revenue Stream ($ million)

9 Market Segmentation by Genre

  • 9.1 Market segments
  • 9.2 Comparison by Genre
  • 9.3 MOBA - Market size and forecast 2025-2030
  • 9.4 FPS - Market size and forecast 2025-2030
  • 9.5 RTS - Market size and forecast 2025-2030
  • 9.6 Others - Market size and forecast 2025-2030
  • 9.7 Market opportunity by Genre
    • Market opportunity by Genre ($ million)

10 Market Segmentation by Device

  • 10.1 Market segments
  • 10.2 Comparison by Device
  • 10.3 Smart phone and smart TV - Market size and forecast 2025-2030
  • 10.4 Gaming console - Market size and forecast 2025-2030
  • 10.5 Desktop/laptop/tablets - Market size and forecast 2025-2030
  • 10.6 Market opportunity by Device
    • Market opportunity by Device ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 APAC - Market size and forecast 2025-2030
    • 12.3.1 China - Market size and forecast 2025-2030
    • 12.3.2 Japan - Market size and forecast 2025-2030
    • 12.3.3 India - Market size and forecast 2025-2030
    • 12.3.4 South Korea - Market size and forecast 2025-2030
    • 12.3.5 Australia - Market size and forecast 2025-2030
    • 12.3.6 Indonesia - Market size and forecast 2025-2030
  • 12.4 Europe - Market size and forecast 2025-2030
    • 12.4.1 Germany - Market size and forecast 2025-2030
    • 12.4.2 UK - Market size and forecast 2025-2030
    • 12.4.3 France - Market size and forecast 2025-2030
    • 12.4.4 Italy - Market size and forecast 2025-2030
    • 12.4.5 Spain - Market size and forecast 2025-2030
    • 12.4.6 The Netherlands - Market size and forecast 2025-2030
  • 12.5 North America - Market size and forecast 2025-2030
    • 12.5.1 US - Market size and forecast 2025-2030
    • 12.5.2 Canada - Market size and forecast 2025-2030
    • 12.5.3 Mexico - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Chile - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.2 South Africa - Market size and forecast 2025-2030
    • 12.7.3 UAE - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 Turkey - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Proliferation of strategic brand sponsorships and commercial partnerships
    • Expansion of media rights and premium broadcasting agreements
    • Advancements in streaming technology and digital infrastructure
  • 13.2 Market challenges
    • Regulatory fragmentation and legal ambiguity across jurisdictions
    • Economic sustainability and high operational expenditures for organizations
    • Complexity of intellectual property ownership and publisher control
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Expansion of mobile esports and regional infrastructure development
    • Integration of artificial intelligence and advanced data analytics
    • Rise of national identity and government-backed ecosystems

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 100 Thieves LLC
    • 100 Thieves LLC - Overview
    • 100 Thieves LLC - Product / Service
    • 100 Thieves LLC - Key offerings
    • SWOT
  • 15.5 Activision Blizzard Inc.
    • Activision Blizzard Inc. - Overview
    • Activision Blizzard Inc. - Product / Service
    • Activision Blizzard Inc. - Key offerings
    • SWOT
  • 15.6 BLAST ApS
    • BLAST ApS - Overview
    • BLAST ApS - Product / Service
    • BLAST ApS - Key offerings
    • SWOT
  • 15.7 DreamHack AB
    • DreamHack AB - Overview
    • DreamHack AB - Product / Service
    • DreamHack AB - Key offerings
    • SWOT
  • 15.8 Electronic Arts Inc.
    • Electronic Arts Inc. - Overview
    • Electronic Arts Inc. - Product / Service
    • Electronic Arts Inc. - Key offerings
    • SWOT
  • 15.9 Epic Games Inc.
    • Epic Games Inc. - Overview
    • Epic Games Inc. - Product / Service
    • Epic Games Inc. - Key offerings
    • SWOT
  • 15.10 ESL FACEIT Group
    • ESL FACEIT Group - Overview
    • ESL FACEIT Group - Product / Service
    • ESL FACEIT Group - Key offerings
    • SWOT
  • 15.11 FaZe Holdings Inc
    • FaZe Holdings Inc - Overview
    • FaZe Holdings Inc - Product / Service
    • FaZe Holdings Inc - Key offerings
    • SWOT
  • 15.12 Garena
    • Garena - Overview
    • Garena - Product / Service
    • Garena - Key offerings
    • SWOT
  • 15.13 Krafton Inc.
    • Krafton Inc. - Overview
    • Krafton Inc. - Product / Service
    • Krafton Inc. - Key offerings
    • SWOT
  • 15.14 Logitech International SA
    • Logitech International SA - Overview
    • Logitech International SA - Business segments
    • Logitech International SA - Key news
    • Logitech International SA - Key offerings
    • Logitech International SA - Segment focus
    • SWOT
  • 15.15 Nintendo Co. Ltd.
    • Nintendo Co. Ltd. - Overview
    • Nintendo Co. Ltd. - Product / Service
    • Nintendo Co. Ltd. - Key offerings
    • SWOT
  • 15.16 Riot Games Inc.
    • Riot Games Inc. - Overview
    • Riot Games Inc. - Product / Service
    • Riot Games Inc. - Key offerings
    • SWOT
  • 15.17 Ubisoft Entertainment SA
    • Ubisoft Entertainment SA - Overview
    • Ubisoft Entertainment SA - Business segments
    • Ubisoft Entertainment SA - Key offerings
    • Ubisoft Entertainment SA - Segment focus
    • SWOT
  • 15.18 Valve Corp.
    • Valve Corp. - Overview
    • Valve Corp. - Product / Service
    • Valve Corp. - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations