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市場調查報告書
商品編碼
1687960

電子競技 -市場佔有率分析、產業趨勢與統計、成長預測(2025-2030)

eSports - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

出版日期: | 出版商: Mordor Intelligence | 英文 120 Pages | 商品交期: 2-3個工作天內

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簡介目錄

預計 2025 年電競市場規模為 25.3 億美元,到 2030 年將達到 63.2 億美元,預測期內(2025-2030 年)的複合年成長率為 20.05%。

電子競技市場-IMG1

全球數百萬人正在關注提供數百萬美元獎金的競技電子遊戲。休閒遊戲玩家賺取七位數的薪水、獲得串流媒體服務的重磅商業代言以及出現在實況活動中已不再罕見。電子競技市場目前仍處於早期階段,但隨著觀眾人數的增加,預計未來將成為一個巨大的市場。

關鍵亮點

  • 市場成長要素包括遊戲直播的興起、大量投資、不斷成長的觀​​眾群、參與活動以及聯賽基礎設施的發展。隨著產業專業化程度的提高,影響者、遊戲玩家、活動策劃者和遊戲開發者的利潤前景一片光明,市場也從中受益。
  • 大多數電競觀眾和參與企業都是千禧世代。因此,電子競技發行商透過個人化遊戲體驗並在主機、個人電腦和手機等不同平台上提供遊戲來瞄準這一人群。例如,截至 2018 年 4 月,遊戲《要塞英雄》在各個平台上創造了 2.96 億美元的收益,收益了任何其他重要的主機或 PC 遊戲的單年收入。透過這種方式,生態系統中增加新的遊戲玩家有望吸引更多的電競觀眾,並在長期內創造更多的收益。
  • 此外,一些旨在為整個體育運動提供管治的組織也應運而生。例如,世界電子競技協會(WESA)和電子競技誠信聯盟等組織與電子競技相關人員合作,保護比賽的完整性並調查任何作弊行為,包括比賽操縱。因此,預計這將為市場帶來積極的前景並促進其成長。
  • 然而,缺乏支持性基礎設施和對體育的認知是預測期內阻礙市場成長的一些因素。
  • COVID-19 疫情影響了人類生活的各個方面和許多商業領域。由於 COVID-19,許多聯賽和錦標賽被重新安排或取消。由於體育場館關閉,一些組織者在網上舉辦活動。由於 COVID-19,8% 的實況活動被推遲,53% 的活動轉移到虛擬平台,26% 的活動被重新安排,13% 的活動按計劃進行。在所有這些條件下,市場在 2020 年實現了一定成長。

電競市場趨勢

廣告成為電競最大的收入來源

  • 廣告收入包括針對電競觀眾的廣告收益,包括線上平台直播、電競比賽隨選節目或電競電視上顯示的廣告。
  • 當今全球最受歡迎的電子遊戲包括 Dota 2、Fortnite、英雄聯盟、反恐精英和全球攻勢。守望先鋒、全球攻勢等。電子遊戲產業已經從娛樂業發展成為可行的職業。觀眾對電競比賽的興趣非常高,它吸引了包括名人和全球品牌在內的投資者的贊助。
  • 過去幾年,觀眾和粉絲數量穩步成長,帶來了新的成長機會和增加的投資。由於生態系統在多個子行業提供各種投資機會,近年來該領域的投資顯著成長。一級市場諮詢來自傳統創業投資公司、策略投資者和私募股權。
  • 俄亥俄州立大學、麻薩諸塞州貝克爾學院和維吉尼亞州雪蘭多大學均提供電競學位課程。此外,美國 100 多所高中還舉辦電競比賽和傳統足球等其他比賽。與其他幾所學校一樣,加州大學歐文分校也為其排名前六名的球員提供獎學金,以幫助擴大其計畫。
  • 因此,預計所有上述因素都將在預測期內為電競市場的收益廣告部分做出貢獻。

亞太地區可望主導市場

  • 在亞太地區,由於電子競技在年輕人中的流行以及政府對市場成長的支持,預計中國將在電競市場中佔據主要市場佔有率。
  • 例如,中國杭州市計劃在 2022 年建成 14 個電競設施,預計投資額高達 ​​154.5 億元(22.2 億美元)。這項投資預計將使杭州成為全球電競中心。
  • 此外,杭州將於2022年舉辦亞運會,電子競技可望成為正式比賽項目。透過這項投資,中國可望搶佔大量市場佔有率。
  • 此外,電競產業的主要參與企業騰訊控股有限公司總部位於中國,透過開發諸如大獲成功的《王者榮耀》等遊戲,在中國電競的崛起中發揮了重要作用。騰訊控股有限公司計劃在中國擴大《英雄聯盟》和《王者榮耀》等熱門成人遊戲的錦標賽,吸引來自世界各地的參與企業和觀眾。
  • 騰訊天美電競中心總經理張小龍在騰訊全球電競高峰會上宣布,2022年王者榮耀世界冠軍盃(KCC)的總獎金池為1000萬美元(820萬歐元)。張解釋說,從2022年起,來自中國KPL和其他海外的16支球隊將參加該賽事。
  • 本次比賽將創下行動電競領域最高獎金池紀錄,標誌著該產業的重大發展。作為全球最盈利的遊戲之一,《王者榮耀》及其開發商騰訊天美工作室已經明確表示了他們的電競意圖。
  • 因此,預計增加對中國電子競技的投資將推動中國市場的發展。

電競產業概覽

電子競技市場尚處於早期階段,因此競爭較少。看到電競聯盟的受歡迎程度,各公司紛紛進入市場以獲得競爭優勢並擴大其地理影響力。此外,這些公司為提高其在不同地區的知名度而採取的策略包括組織新的體育聯盟、建立合作夥伴關係、合併、收購等。主要參與企業包括 Modern Times Group、Activision Blizzard Inc.、RIoT Games Inc. 和騰訊控股有限公司。最近的趨勢如下:

  • 2022 年 4 月-SK Telecom 與韓國電競協會 (KeSPA) 簽署為期三年的贊助合約。根據該協議,SK Telecom 將成為 KeSPA 的官方贊助商,並可能在即將舉行的亞運會上擔任韓國電競隊伍的教練。預計與市場相關的多項措施和創新技術將在預期期內推動進一步成長。
  • 2022 年 3 月 - Rooter Sports Technologies Private Limited 購買 Sky Esports 所有智慧財產權的媒體版權,期限為一年。南亞領先的電競賽事組織者 Sky Esports 擁有該智慧財產權。媒體版權將使 Rooter Sports 能夠在印度以多種語言轉播比賽,包括英語、印地語、孟加拉語、卡納達語、泰米爾語、馬拉雅拉姆語和泰盧固語。這些併購預計將擴大媒體版權部門。

其他福利

  • Excel 格式的市場預測 (ME) 表
  • 3個月的分析師支持

目錄

第1章 引言

  • 調查結果和先決條件
  • 研究範圍

第2章調查方法

第3章執行摘要

第4章 市場動態

  • 市場概覽
  • 採用市場促進因素與限制因素
  • 市場促進因素
    • 電子遊戲日益普及
    • 人們對電子競技的認知不斷提高
  • 市場限制
    • 盜版、法律限制以及遊戲交易過程中的詐欺問題
  • 產業價值鏈分析
  • 產業吸引力-波特五力分析
    • 新進入者的威脅
    • 買家/消費者的議價能力
    • 供應商的議價能力
    • 替代品的威脅
    • 競爭對手之間的競爭強度

第5章:電競市場現狀

  • 各國電競參與狀況
  • 電競愛好者最愛的 10 款遊戲
  • 收視率和獎金排名前十名的聯賽

第6章市場區隔

  • 按收益模式
    • 媒體權利
    • 廣告和贊助
    • 商品和門票
    • 其他
  • 透過串流媒體平台
    • Twitch
    • YouTube
    • 其他串流媒體平台(鬥魚和哈魚)
  • 按地區
    • 北美洲
      • 美國
      • 加拿大
      • 北美其他地區
    • 歐洲
      • 德國
      • 英國
      • 法國
      • 其他歐洲國家
    • 中國
    • 亞太地區(不包括中國)
      • 日本
      • 印度
      • 韓國
      • 其他亞太地區
    • 拉丁美洲
    • 中東和非洲

第7章競爭格局

  • 公司簡介
    • Modern Times Group
    • Activision Blizzard Inc
    • Electronic Arts Inc
    • RIoT Games Inc.(Tencent Holdings Ltd)
    • Epic Games Inc.
    • Gfinity PLC
    • Faceit
    • Capcom Co. Ltd
    • Valve Corporation

第8章 市場機會與未來趨勢

第9章投資分析

簡介目錄
Product Code: 67091

The eSports Market size is estimated at USD 2.53 billion in 2025, and is expected to reach USD 6.32 billion by 2030, at a CAGR of 20.05% during the forecast period (2025-2030).

eSports - Market - IMG1

Millions of people worldwide are increasingly interested in competitive video gaming, which offers millions of dollars in prize money. It is no longer uncommon for casual gamers to command seven-figure wages, receive significant business endorsements from streaming services, and appear at live events. Although the eSports market is still in its initial stage, and with the growing viewership, it is expected that it may offer strong potential to capitalize on the market in the future.

Key Highlights

  • The market growth factors are an increase in the live streaming of games, significant investments, growing audience reach, engagement activities, and infrastructure for league competitions. The market benefits from the lucrative prospects made possible by the industry's increasing professionalization for influencers, gamers, event planners, and game developers.
  • The majority of the audience and the players of eSports are the Millenials. Thus, the publishers of eSports are targeting this customer base by personalizing the gameplay experience and offering the game on different platforms such as console, PC, and mobile. For instance, as of April 2018, the Fortnite game generated USD 296 million in revenue across platforms, which was more annual than any significant console or PC game. Thus, with the new gamers in the ecosystem, it is expected to attract more eSports audiences, generating more revenue over time.
  • Moreover, organizations are emerging for governance to make the entire sports organized. For instance, associations such as the World esports Association (WESA) and Esports Integrity Coalition are working with esports stakeholders to protect the integrity of competition and investigate all forms of cheating, including match manipulation. Hence, this is expected to have a positive outlook on the market and is expected to complement the growth of the market.
  • However, on the flip, lack of supportive infrastructure and awareness about sports are a few factors hindering market growth during the forecast period.
  • The COVID-19 pandemic impacted many aspects of human life and numerous business sectors. Due to COVID-19, numerous leagues and tournaments were rescheduled or abandoned. As the stadiums were closed, some organizers held the event online. In COVID-19, 8% of live events were postponed, 53% were shifted to virtual platforms, 26% were rescheduled, and 13% were held as planned. Under all of these conditions, the market increased somewhat in 2020.

esports Market Trends

Advertising to be the Largest Sources of eSports Revenue

  • The advertising comprises the revenue generated from the advertisements targeting esports viewers, including ads shown during live streams on online platforms, on video-on-demand content of esports matches, or esports TV.
  • The top video games globally now include Dota2, Fortnite, League of Legends, Counter-Strike: Overwatch, and Global Offensive. The video game industry has developed from a pastime to a viable job path. Due to the huge amount of interest in esports competitions among spectators, investors, including celebrities and global brands, are becoming sponsors.
  • The number of viewers and fans has grown steadily over the past few years, opening up new growth opportunities and increasing investment. Investments in this area have advanced significantly in recent years thanks to the ecosystem, which offers a variety of investment opportunities across several subsectors. The key market draw is traditional venture capital firms, strategic investors, and private equity.
  • The esports degree program is offered by Ohio State University, Becker College in Massachusetts, and Shenandoah University in Virginia. Additionally, esports competitions and other games like conventional soccer are being held in more than 100 high schools around the United States. The University of California Irvine offers scholarships to the top 6 players, as are several other institutions, to boost the program's expansion.
  • Hence, all the above factors are expected to contribute to the advertising segment for generating revenue for the eSports market in the forecasted period.

Asia-Pacific is expected to dominate the Market

  • In the Asian-pacific region, China is anticipated to hold a significant market share in the eSports market owing to the popularity of esports among the youth and supportive government support for the market's growth.
  • For instance, Hangzhou ( a city in China) could plan to build 14 esports facilities before 2022, and it is expected to invest up to CNY 15.45 billion (USD 2.22 billion). This investment is expected to make it the esports capital of the world.
  • Moreover, Hangzhou will host Asian Games in 2022, where esports is expected to be an official medal event. With its investments, China is expected to hold a significant market share.
  • Furthermore, Tencent Holdings Limited, a significant player in the eSports industry, is headquartered in China and played an influential role in the increase of eSports in China by developing games like "Honor of Kings," which was a huge success. Tencent Holdings Limited plans to expand tournaments for hugely popular games like "League of Legends" and "Honor of Kings in China, " which will attract global players and viewers.
  • The prize pool for the 2022 Honor of Kings World Champion Cup (KCC) will be USD 10 million (EUR 8.2 million), according to Allan Zhang, general manager of Tencent TiMi Esports Center, who announced during the Tencent Global Esports Summit. Zhang explained that 16 teams from the King Pro League (KPL) in China and other international locations would participate in the competition after 2022.
  • The competition will set a new record for the largest prize pool in mobile esports, which is a significant development for the industry. The honor of Kings and its developer Tencent's TiMi Studio have made their intentions for esports clear as one of the most lucrative games globally.
  • Hence, the increasing investment in eSports in the country is expected to augment the China market.

esports Industry Overview

The eSports market is at its initial stage; thus, it is a little competitive. Although seeing the popularity of the eSports leagues, companies are entering the market to gain a competitive advantage and expand their geographical presence. Furthermore, these companies' strategies to increase their visibility across different geographic locations include organizing new sports leagues, partnerships, mergers, and acquisitions. Some significant players are Modern Times Group, Activision Blizzard Inc., and Riot Games Inc. (Tencent Holdings Ltd), amongst others. A few recent developments are:

  • April 2022 - SK Telecom and the Korean Esports Association (KeSPA) have a three-year sponsorship agreement. As a result of the arrangement, SK Telecom is now KeSPA's official sponsor and may coach the Korean esports team for forthcoming Asian tournaments. During the anticipated term, several market-related efforts and innovations are expected to fuel additional growth.
  • March 2022 - Rooter Sports Technologies Private Limited purchased Sky Esports' media rights for all of its intellectual property for a year. The top esports event organizer in South Asia, Sky Esports, owns its intellectual properties. With media rights, Rooter Sports may broadcast matches in India in several languages, including English, Hindi, Bengali, Kannada, Tamil, Malayalam, and Telugu. These M&A operations are anticipated to boost the media rights segment's expansion during the expected term.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Deliverables and Assumptions
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Introduction to Market Drivers and Restraints
  • 4.3 Market Drivers
    • 4.3.1 Increasing Popularity of Video Games
    • 4.3.2 Growing Awareness about eSports
  • 4.4 Market Restraints
    • 4.4.1 Issues Such as Piracy, Laws and Regulations, and Concerns Relating to Fraud During Gaming Transactions
  • 4.5 Industry Value Chain Analysis
  • 4.6 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.6.1 Threat of New Entrants
    • 4.6.2 Bargaining Power of Buyers/Consumers
    • 4.6.3 Bargaining Power of Suppliers
    • 4.6.4 Threat of Substitute Products
    • 4.6.5 Intensity of Competitive Rivalry

5 ESPORTS MARKET LANDSCAPE

  • 5.1 Esports Engagement by Country
  • 5.2 Top 10 Games Played by eSports Fans
  • 5.3 Top 10 Leagues, By Viewership, By Prize Money

6 MARKET SEGMENTATION

  • 6.1 By Revenue Model
    • 6.1.1 Media Rights
    • 6.1.2 Advertising and Sponsorships
    • 6.1.3 Merchandise and Tickets
    • 6.1.4 Other Revenue Models
  • 6.2 By Streaming Platform
    • 6.2.1 Twitch
    • 6.2.2 YouTube
    • 6.2.3 Other Streaming Platforms ( DouYu and Hayu )
  • 6.3 By Geography
    • 6.3.1 North America
      • 6.3.1.1 United States
      • 6.3.1.2 Canada
      • 6.3.1.3 Rest of North America
    • 6.3.2 Europe
      • 6.3.2.1 Germany
      • 6.3.2.2 United Kingdom
      • 6.3.2.3 France
      • 6.3.2.4 Rest of Europe
    • 6.3.3 China
    • 6.3.4 Asia-Pacific ( excluding China)
      • 6.3.4.1 Japan
      • 6.3.4.2 India
      • 6.3.4.3 South Korea
      • 6.3.4.4 Rest of Asia-Pacific
    • 6.3.5 Latin America
    • 6.3.6 Middle East & Africa

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Modern Times Group
    • 7.1.2 Activision Blizzard Inc
    • 7.1.3 Electronic Arts Inc
    • 7.1.4 Riot Games Inc. ( Tencent Holdings Ltd)
    • 7.1.5 Epic Games Inc.
    • 7.1.6 Gfinity PLC
    • 7.1.7 Faceit
    • 7.1.8 Capcom Co. Ltd
    • 7.1.9 Valve Corporation

8 MARKET OPPORTUNITIES AND FUTURE TRENDS

9 INVESTMENT ANALYSIS