電子競技市場規模、佔有率和成長分析(按收入、直播類型、遊戲類型和地區分類)-2026-2033年產業預測
市場調查報告書
商品編碼
1902738

電子競技市場規模、佔有率和成長分析(按收入、直播類型、遊戲類型和地區分類)-2026-2033年產業預測

Esports Market Size, Share, and Growth Analysis, By Revenue Streaming (Media Rights, Advertisement), By Streaming Type (On demand, Live Streaming), By Gaming Genre, By Region - Industry Forecast 2026-2033

出版日期: | 出版商: SkyQuest | 英文 193 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

全球電競市場規模預計在 2024 年達到 17.5 億美元,從 2025 年的 21.2 億美元成長到 2033 年的 98.5 億美元,在預測期(2026-2033 年)內複合年成長率為 21.2%。

全球電子競技市場正經歷強勁成長,這主要得益於幾個關鍵因素。網路連線的日益普及和串流媒體技術的進步,使得觀眾能夠更方便地觀看現場比賽。行動遊戲的快速崛起和高品質遊戲硬體的廣泛應用,顯著擴大了受眾群體。各大品牌和贊助商的積極投資,促成了職業戰隊和聯盟的建立,進一步鞏固了產業的基礎。社群媒體的整合也提升了社區的參與。然而,監管方面的挑戰、高成本、選手疲勞以及網路安全問題,都可能限制市場成長。儘管如此,持續的技術創新和主流市場的接受度,為未來拓展至新市場和新領域創造了機遇,展現了電競生態系統的光明前景。

全球電子競技市場促進因素

全球電子競技市場的成長主要得益於政府主導的措施和大規模投資。各國正投入大量資金加強電競生態系統建設,包括建立電競中心和支持數位內容發展。公私合營不斷拓展,以舉辦大型電競賽事,同時法規結構也逐漸完善,以保護選手和投資人的權益。創新企業正利用這些趨勢,促進產業內的專業技術和創新發展。這些共同努力的成果,造就了一個充滿活力且不斷擴張的全球電競市場,吸引了許多不同類型的觀眾和參與者。

限制全球電競市場的因素

全球電競市場正面臨與職業選手身心健康相關的諸多挑戰,亟需採取緊急行動。人們對重複性勞損的擔憂促使人們呼籲引入符合人體工學的遊戲設備,衛生部門也強調了預防此類問題的重要性。此外,選手焦慮程度的上升凸顯了提供全面心理支持和治療的必要性,這也要求我們創造一個更健康的競技環境。一些地區已經開始實施強制性螢幕休息等措施來促進選手健康。最終,建立行業通用標準對於促進選手長期成功和確保電子競技行業的永續性至關重要。

全球電競市場趨勢

全球電子競技市場正經歷著行動電子競技的顯著成長,尤其是在非洲和東南亞等新興市場。這些地區的政府正積極推廣行動電子競技,將其視為一項戰略舉措,旨在充分利用智慧型手機的高普及率。這一趨勢反映出人們日益認知到行動平台在吸引和培養龐大玩家群體方面的巨大潛力,因為相當一部分用戶更傾向於在自己的裝置上玩遊戲。政府專案的加大投入和獎勵進一步推動了行動電子競技生態系統的發展,從而創造出一個能夠吸引廣大受眾的競技遊戲環境。

目錄

介紹

  • 調查目標
  • 調查範圍
  • 定義

調查方法

  • 資訊收集
  • 二手資料和一手資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分市場機會分析

市場動態與展望

  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制與挑戰
  • 波特分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 關鍵投資機會
  • 市場生態系統
  • 市場吸引力指數(2025)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析
  • 案例研究
  • 技術進步
  • 監管環境

全球電競市場規模:按收入和複合年成長率分類的串流媒體市場(2026-2033 年)

  • 媒體版權
  • 廣告
  • 贊助
  • 門票和商品
  • 遊戲發行商費用
  • 其他

全球電競市場規模(依直播類型分類)及複合年成長率(2026-2033 年)

  • 一經請求
  • 直播

全球電競市場規模:依遊戲類型和複合年成長率分類(2026-2033 年)

  • 即時戰略遊戲
  • 第一人稱射擊遊戲
  • 格鬥遊戲
  • 多人線上戰鬥競技場遊戲
  • 大型多人線上角色扮演遊戲
  • 其他

全球電競市場規模及複合年成長率(2026-2033)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業的市場定位(2025 年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市佔率分析(2025 年)
  • 主要企業公司簡介
    • 公司詳情
    • 產品系列分析
    • 依業務板塊進行公司股票分析
    • 2023-2025年營收年比比較

主要企業簡介

  • Tencent
  • Activision Blizzard
  • Riot Games(Tencent subsidiary)
  • Epic Games
  • Valve Corporation
  • Garena(SEA Group)
  • EA Sports(Electronic Arts)
  • Krafton
  • Ubisoft
  • Microsoft
  • Sony Interactive Entertainment
  • Nintendo
  • ESL(Savvy Games Group)
  • TSM(Team SoloMid)

結論與建議

簡介目錄
Product Code: SQMIG50I2005

Global Esports Market size was valued at USD 1.75 Billion in 2024 and is poised to grow from USD 2.12 Billion in 2025 to USD 9.85 Billion by 2033, growing at a CAGR of 21.2% in the forecast period (2026-2033).

The global esports market exhibits robust growth driven by several key factors. Enhanced internet connectivity and advancements in streaming technology have improved accessibility to live competitions. The surge in mobile gaming popularity and the availability of quality gaming hardware have significantly broadened the audience base. Major brands and sponsors are investing heavily, leading to the establishment of professional teams and leagues that solidify the industry's foundation. Integration with social media has further amplified community engagement. However, challenges such as regulatory issues, high event costs, player burnout, and cybersecurity concerns could temper growth. Nevertheless, ongoing technological innovations, coupled with mainstream acceptance, present opportunities for future expansion into new markets and genres, signaling a promising outlook for the esports ecosystem.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Esports market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Esports Market Segments Analysis

Global Esports Market is segmented by Revenue Streaming, Streaming Type, Gaming Genre, and region. Based on Revenue Streaming, the market is segmented into Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, and Others. Based on Streaming Type, the market is segmented into On demand, and Live Streaming. Based on Gaming Genre, the market is segmented into Real-time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-playing Games, Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Esports Market

The growth of the global esports market is significantly influenced by government initiatives and substantial investments. Various countries are allocating considerable funds to enhance the esports ecosystem, which includes the establishment of esports centers and the support of digital content. Public-private partnerships for hosting major esports events are becoming more common, while regulatory frameworks are being established to protect players and investors alike. Innovative companies are capitalizing on these developments, fostering professionalism and promoting creativity within the industry. As a result, these combined efforts contribute to a vibrant and expanding global esports market that attracts diverse audiences and participants.

Restraints in the Global Esports Market

The global esports market faces various challenges regarding the physical and mental well-being of its professionals that require urgent attention. Concerns such as repetitive strain injuries have prompted calls for ergonomic gaming equipment, as various health authorities point out the importance of preventing these issues. Additionally, rising anxiety levels among players highlight the need for comprehensive psychological support and therapy, fostering a healthier competitive environment. Initiatives like mandatory screen breaks have emerged in some regions to promote wellness. Ultimately, establishing universal standards across the industry is crucial to promote player longevity and ensure the sustainability of the esports sector.

Market Trends of the Global Esports Market

The Global Esports market is witnessing a significant surge in mobile esports, particularly within emerging markets such as Africa and Southeast Asia. Governments in these regions are actively promoting mobile esports as a strategic initiative to leverage extensive smartphone penetration among the population. This trend reflects a growing recognition of the potential for mobile platforms to engage and cultivate a vast player base, with a substantial percentage of users favoring gaming on their devices. Enhanced investments and incentives from governmental programs are further stimulating the development of mobile esports ecosystems, establishing a dynamic landscape for competitive gaming that appeals to a broad audience.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2025
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Technology Advancement
  • Regulatory Landscape

Global Esports Market Size by Revenue Streaming & CAGR (2026-2033)

  • Market Overview
  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Game Publisher Fees
  • Others

Global Esports Market Size by Streaming Type & CAGR (2026-2033)

  • Market Overview
  • On demand
  • Live Streaming

Global Esports Market Size by Gaming Genre & CAGR (2026-2033)

  • Market Overview
  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others

Global Esports Market Size & CAGR (2026-2033)

  • North America (Revenue Streaming, Streaming Type, Gaming Genre)
    • US
    • Canada
  • Europe (Revenue Streaming, Streaming Type, Gaming Genre)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Revenue Streaming, Streaming Type, Gaming Genre)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Revenue Streaming, Streaming Type, Gaming Genre)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Revenue Streaming, Streaming Type, Gaming Genre)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2023-2025)

Key Company Profiles

  • Tencent
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Activision Blizzard
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Riot Games (Tencent subsidiary)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Garena (SEA Group)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • EA Sports (Electronic Arts)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Krafton
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Interactive Entertainment
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ESL (Savvy Games Group)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • TSM (Team SoloMid)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations