¼¼°èÀÇ e½ºÆ÷Ã÷ ½ÃÀå º¸°í¼­ : ¼öÀÍ ¸ðµ¨, Ç÷§Æû, °ÔÀÓ, Áö¿ªº°(2024-2032³â)
Esports Market Report by Revenue Model, Platform, Games (Multiplayer Online Battle Arena, Player vs Player, First Person Shooters, Real Time Strategy ), and Region 2024-2032
»óǰÄÚµå : 1561488
¸®¼­Ä¡»ç : IMARC Group
¹ßÇàÀÏ : 2024³â 09¿ù
ÆäÀÌÁö Á¤º¸ : ¿µ¹® 140 Pages
 ¶óÀ̼±½º & °¡°Ý (ºÎ°¡¼¼ º°µµ)
US $ 2,999 £Ü 4,234,000
PDF & Excel (Single User License) help
PDF, Excel º¸°í¼­¸¦ 1¸í¸¸ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμâ´Â 1ȸ °¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 3,999 £Ü 5,646,000
PDF & Excel (5 User License) help
PDF, Excel º¸°í¼­¸¦ µ¿ÀÏ »ç¾÷ÀåÀÇ 5¸í±îÁö ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμâ´Â °¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 4,999 £Ü 7,058,000
PDF & Excel (Corporate License) help
PDF, Excel º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμâ´Â °¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.


¤± Add-on °¡´É: °í°´ÀÇ ¿äû¿¡ µû¶ó ÀÏÁ¤ÇÑ ¹üÀ§ ³»¿¡¼­ CustomizationÀÌ °¡´ÉÇÕ´Ï´Ù. ÀÚ¼¼ÇÑ »çÇ×Àº ¹®ÀÇÇØ Áֽñ⠹ٶø´Ï´Ù.

Çѱ۸ñÂ÷

¼¼°è e½ºÆ÷Ã÷ ½ÃÀå ±Ô¸ð´Â 2023³â 18¾ï ´Þ·¯¿¡ ´ÞÇß½À´Ï´Ù. ÇâÈÄ IMARC ±×·ìÀº 2024³âºÎÅÍ 2032³â±îÁö 18%ÀÇ ¿¬Æò±Õ ¼ºÀå·ü(CAGR)À» º¸À̸ç 2032³â¿¡´Â 82¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøÇß½À´Ï´Ù. ÀÌ ½ÃÀåÀº ÁÖ·Î ÀÎÅÍ³Ý º¸±Þ·ü Áõ°¡, °ÔÀÓ ±â¼úÀÇ Çõ½Å, ¶óÀÌºê ½ºÆ®¸®¹Ö Ç÷§ÆûÀÇ Àα⠻ó½Â, ½ºÆù¼­ ¹× ±¤°íÁÖÀÇ È£ÀÇÀûÀÎ ÅõÀÚ¿¡ ÀÇÇØ ÁÖµµµÇ°í ÀÖ½À´Ï´Ù.

e½ºÆ÷Ã÷ ½ÃÀå ºÐ¼® :

e½ºÆ÷Ã÷ ½ÃÀå µ¿Çâ :

ÀÎÅͳÝÀÇ º¸±Þ

ÀÎÅͳÝÀÇ ±Þ¼ÓÇÑ º¸±Þ°ú Àü ¼¼°è Ãʰí¼Ó ÀÎÅÍ³Ý Á¢¼ÓÀÇ È®´ë´Â ¿Â¶óÀÎ °ÔÀÓ Ä¿¹Â´ÏƼ¿Í Åä³Ê¸ÕÆ®ÀÇ ¼ºÀåÀ» °¡¼ÓÇϰí ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î, 2024³â¿¡´Â Àü ¼¼°è Àα¸ÀÇ 66.2%¿¡ ÇØ´çÇÏ´Â 53¾ï 5,000¸¸ ¸íÀÌ ÀÎÅͳÝÀ» »ç¿ëÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù. Áö³­ 1³â°£ ÀÎÅÍ³Ý »ç¿ëÀÚ ¼ö´Â 1.8% Áõ°¡ÇßÀ¸¸ç, 2023³â¿¡´Â 9,700¸¸ ¸íÀÌ Ã³À½À¸·Î ÀÎÅͳÝÀ» »ç¿ëÇÏ°Ô µÉ °ÍÀÔ´Ï´Ù. ÀÎÅͳÝÀÇ ±â´ÉÀÌ ÁøÈ­ÇÏ°í »ç¶÷µéÀÇ ¶óÀÌÇÁ ½ºÅ¸ÀÏ¿¡ ÀûÀÀÇÔ¿¡ µû¶ó »ç¿ëÀÚ ¼ö´Â ºü¸£°Ô Áõ°¡ÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù. °í¼Ó ÀÎÅÍ³Ý ¿¬°áÀº ¿øÈ°ÇÑ ½ºÆ®¸®¹Ö°ú °æÀï °ÔÀÓ Ç÷¹À̸¦ °¡´ÉÇÏ°Ô ÇÏ¿© ´õ ¸¹Àº Âü°¡ÀÚ¿Í ½ÃûÀÚ¸¦ e½ºÆ÷Ã÷ »ýŰè·Î ²ø¾îµéÀÏ °ÍÀÔ´Ï´Ù.

½ºÆù¼­ ¹× ±¤°íÁÖÀÇ ÅõÀÚ Áõ°¡

´ëÇü ºê·£µå¿Í ±¤°íÁÖµéÀÇ ¸·´ëÇÑ ÀÚ±Ý Áö¿øÀÌ ÇÁ·Î e½ºÆ÷Ã÷ÀÇ »óȲÀ» ºÎÃß±â°í ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ÅõÀÚ´Â ´ëȸ »ó±Ý, ¼±¼ö ±Þ¿©, ÀÎÇÁ¶ó ±¸Ãà¿¡ »ç¿ëµÇ¾î e½ºÆ÷Ã÷¸¦ À¯¸®ÇÑ Á÷¾÷ ¼±ÅÃÀ¸·Î ¸¸µé°í, ±× ÀÎÁöµµ¿Í ½Å·Úµµ¸¦ ³ôÀ̰í ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î, 2024³â 6¿ù ±¹Á¦¿Ã¸²ÇÈÀ§¿øÈ¸(IOC)´Â "Olympic Esports Games"¸¦ ÅëÇØ e½ºÆ÷Ã÷¸¦ ¼¼°è ½ºÆ÷Ã÷ Ä¿¹Â´ÏƼ¿¡ ÅëÇÕÇÒ °ÍÀ» Á¦¾ÈÇß½À´Ï´Ù. ÀÌ Á¦¾ÈÀº 2024³â ÆÄ¸® ¿Ã¸²ÇÈ ±â°£ µ¿¾È ¿­¸®´Â Á¦142Â÷ IOC ÃÑȸ¿¡¼­ ³íÀÇµÉ ¿¹Á¤À̸ç, e½ºÆ÷Ã÷´Â Ç×Àú¿ì¿¡¼­ ¿­¸° 2022³â ¾Æ½Ã¾Æ°æ±â´ëȸ¿¡¼­ °ø½Ä ¸Þ´Þ Á¾¸ñÀ¸·Î µ¥ºßÇß½À´Ï´Ù. ÀÌ·¯ÇÑ Áß¿äÇÑ À̺¥Æ®´Â Àü ¼¼°èÀûÀ¸·Î e½ºÆ÷Ã÷ ½ÃÀåÀÇ °¡Ä¡¸¦ Å©°Ô ³ôÀÌ´Â µ¥ ÀÏÁ¶Çϰí ÀÖ½À´Ï´Ù.

Á¤´çÇÑ ½ºÆ÷Ã÷·Î¼­ÀÇ e½ºÆ÷Ã÷¿¡ ´ëÇÑ ÀνÄÀÌ ³ô¾ÆÁö°í ÀÖ½À´Ï´Ù.

e½ºÆ÷Ã÷°¡ Á¶Á÷È­µÈ ¸®±×¿Í Åä³Ê¸ÕÆ®¸¦ °¡Áø °æÀï ½ºÆ÷Ã÷·Î ¹Þ¾Æµé¿©Áö°í ÀÖ´Ù´Â ÀνÄÀÌ e½ºÆ÷Ã÷ ¼ö¿ä¿Í ¾öû³­ Àα⸦ °ßÀÎÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ÀνÄÀ¸·Î ÀÎÇØ Âü°¡ÀÚ¿Í °üÁß ¸ðµÎ¸¦ »ç·ÎÀâ´Â ü°èÀûÀÎ ´ëȸ°¡ Çü¼ºµÇ°í ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î, 2024³â 7¿ù ½ºÄ«À̽ºÆ÷Ã÷´Â Àεµ ÃÖÃÊÀÇ LAN Åä³Ê¸ÕÆ®ÀÎ ÆÄÀ̳Πe½ºÆ÷Ã÷ ·¹º¼·ç¼Ç ¼î´Ù¿î(Finals Esports Revolution Showdown)À» þ³ªÀÌ¿¡¼­ °³ÃÖÇß½À´Ï´Ù. ÀÌ °°Àº °íµµÀÇ ÁÖ¸ñÀ» ¹Þ´Â À̺¥Æ®ÀÇ ¼º°øÀº e½ºÆ÷Ã÷ÀÇ ÇÁ·ÎÈ­¸¦ º¸¿©ÁÖ¸ç, ¾ð·ÐÀÇ Å« ÁÖ¸ñÀ» ¹Þ°í ½ÃûÀÚÀÇ °ü½ÉÀ» ³ôÀÔ´Ï´Ù. ±× °á°ú, e½ºÆ÷Ã÷´Â ÁÖ·ù ¿£ÅÍÅ×ÀÎ¸ÕÆ®ÀÌÀÚ Àü¹®ÀûÀÎ ±æ·Î Á¤´çÈ­µÇ¾î ½ÃÀå È®´ë¿¡ ´õ¿í ¹ÚÂ÷¸¦ °¡ÇÒ ¼ö ÀÖ°Ô µÉ °ÍÀÔ´Ï´Ù. ¿¹¸¦ µé¾î, 2024³â 4¿ù NODWIN GamingÀº GEF(Global Esports Federation)¿Í ÆÄÆ®³Ê½ÊÀ» ¸Î°í ³²Á߾ƽþÆ, ¾ÆÇÁ¸®Ä«, Áßµ¿, µ¿³²¾Æ½Ã¾ÆÀÇ ÀϺΠÁÖ¿ä ½ÅÈï ½ÃÀåÀÇ Æ÷Æ®Æú¸®¿À °ü¸® ȸ»ç(PMC)°¡ µÉ °ÍÀ̶ó°í ¹ßÇ¥Çß½À´Ï´Ù. À̹ø Á¦ÈÞ´Â NODWIN GamingÀÇ ÇØ´ç Áö¿ª¿¡¼­ÀÇ Àü¹®¼º°ú ¸®´õ½ÊÀ» Ȱ¿ëÇÏ¿© °ÔÀÓ°ú e½ºÆ÷Ã÷ÀÇ ¼¼°è ¼ºÀåÀ» °¡¼ÓÇÒ °ÍÀ» ¸ñÇ¥·Î ÇÕ´Ï´Ù. À̹ø °è¾àÀº NODWINÀÌ ¿µÇâ·ÂÀ» È®´ëÇÏ°í ¼¼°è e½ºÆ÷Ã÷ÀÇ ¹ßÀüÀ» ÃËÁøÇϱâ À§ÇÑ ³ë·Â¿¡ ÀÖ¾î Áß¿äÇÑ ÀÌÁ¤Ç¥°¡ µÉ °ÍÀ¸·Î ±â´ëµÇ¸ç, À̸¦ ÅëÇØ e½ºÆ÷Ã÷ ½ÃÀåÀÇ ¼öÀÍÀ» Áõ´ë½Ãų ¼ö ÀÖÀ» °ÍÀ¸·Î ±â´ëµË´Ï´Ù.

e½ºÆ÷Ã÷ ½ÃÀå ¼¼ºÐÈ­ :

IMARC GroupÀº °¢ ½ÃÀå ºÎ¹®ÀÇ ÁÖ¿ä µ¿Ç⠺м®°ú 2024³âºÎÅÍ 2032³â±îÁö Àü ¼¼°è, Áö¿ª ¹× ±¹°¡º° ¿¹ÃøÀ» Á¦°øÇÕ´Ï´Ù. ÀÌ º¸°í¼­´Â ¼öÀÍ ¸ðµ¨, Ç÷§Æû, °ÔÀÓÀ» ±âÁØÀ¸·Î ½ÃÀåÀ» ºÐ·ùÇÕ´Ï´Ù.

¼öÀÍ ¸ðµ¨º° ³»¿ª

±¤°í¿Í ½ºÆù¼­½ÊÀÌ ½ÃÀå Á¡À¯À²ÀÇ ´ëºÎºÐÀ» Â÷ÁöÇÕ´Ï´Ù.

ÀÌ º¸°í¼­´Â ¼öÀÍ ¸ðµ¨¿¡ µû¶ó ½ÃÀåÀ» ¼¼ºÎÀûÀ¸·Î ºÐ·ùÇÏ°í ºÐ¼®ÇÕ´Ï´Ù. ¿©±â¿¡´Â ¹Ìµð¾î »ç¿ë±Ç, ±¤°í ¹× ½ºÆù¼­½Ê, »óǰ ¹× ƼÄÏ, ±âŸ µîÀÌ Æ÷ÇԵ˴ϴÙ. º¸°í¼­¿¡ µû¸£¸é, ±¤°í ¹× ½ºÆù¼­½ÊÀÌ °¡Àå Å« ºÎ¹®À» Â÷ÁöÇϰí ÀÖ½À´Ï´Ù.

±¤°í¿Í ½ºÆù¼­½ÊÀº À̺¥Æ®¿Í ¼±¼öµé¿¡°Ô ¸·´ëÇÑ ÀçÁ¤Àû Áö¿ø°ú ÀÎÁöµµ¸¦ Á¦°øÇϱ⠶§¹®¿¡ e½ºÆ÷Ã÷ ½ÃÀå Á¡À¯À²ÀÇ ´ëºÎºÐÀ» Â÷ÁöÇÕ´Ï´Ù. ºê·£µåµéÀº À̺¥Æ® ½ºÆù¼­½Ê, ÆÀ ÆÄÆ®³Ê½Ê, °ÔÀÓ ³» ±¤°í¸¦ ÅëÇØ Àþ°í ¿­Á¤ÀûÀÎ ½ÃûÀڵ鿡°Ô ´Ù°¡°¥ ¼ö ÀÖµµ·Ï e½ºÆ÷Ã÷¿¡ ¸¹Àº ÅõÀÚ¸¦ Çϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ÅõÀÚ´Â Åä³Ê¸ÕÆ®, ¼±¼ö ±Þ¿©, ÇÁ·Î¸ð¼Ç Ȱµ¿¿¡ ÀÚ±ÝÀ» Áö¿øÇÏ¿© »ê¾÷ ¼ºÀåÀ» °¡¼ÓÇϰí ÀÖÀ¸¸ç, e½ºÆ÷Ã÷ÀÇ ³ôÀº ½Ãû·ü°ú ÆÒ Âü¿©µµ´Â ±â¼ú¿¡ Á¤ÅëÇÑ ¼ÒºñÀÚÃþ°ú ¼ÒÅëÇϰíÀÚ ÇÏ´Â ±¤°íÁֵ鿡°Ô ¸Å·ÂÀûÀÎ Ç÷§ÆûÀÌ µÇ°í ÀÖ½À´Ï´Ù.

¿¹¸¦ µé¾î, 2024³â 6¿ù KFC Àεµ´Â ¹èƲ±×¶ó¿îµå ¸ð¹ÙÀÏ Àεµ(BGMI)ÀÇ Á¦ÀÛ»çÀÎ Å©·¡ÇÁÅæ Àεð¾Æ(Krafton India)¿Í Á¦ÈÞ¸¦ ¸Î°í °ÔÀÓ ³» µ¶Á¡ ÇýÅÃÀ» Á¦°øÇß½À´Ï´Ù. À̹ø Á¦ÈÞ¸¦ ÅëÇØ 'Winner Winner Chicken Lunch' ÇÁ·Î¸ð¼ÇÀÌ µµÀԵǾî BGMI ±â¾÷ÀÌ KFC Zinger Box¸¦ ±¸¸ÅÇÏ¸é °ÔÀÓ ³» ÇýÅÃÀÌ Á¦°øµË´Ï´Ù. ÀÌ ÀÌ´Ï¼ÅÆ¼ºê´Â 2025³â±îÁö 7¾ï 5,000¸¸ ¸í¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹»óµÇ´Â Àεµ ÀþÀº ÃþÀÇ °ÔÀÓ Àα⠻ó½ÂÀ» °Ü³ÉÇÑ °ÍÀÔ´Ï´Ù. ÀÌ·¯ÇÑ ÀÌ´Ï¼ÅÆ¼ºê´Â e½ºÆ÷Ã÷ ½ÃÀå ¿ªÇп¡ ±àÁ¤ÀûÀÎ ¿µÇâÀ» ¹ÌÄ¡´Â µ¥ Áß¿äÇÑ °ÍÀ¸·Î ÀÔÁõµÆ½À´Ï´Ù.

Ç÷§Æûº° ºÐ¼®

ÀÌ º¸°í¼­´Â Ç÷§Æûº° ½ÃÀå ºÐ¼®°ú ºÐ¼®µµ »ó¼¼ÇÏ°Ô Á¦½ÃÇÕ´Ï´Ù. ¿©±â¿¡´Â PC ±â¹Ý Esports, ÄÜ¼Ö ±â¹Ý Esports, ¸ð¹ÙÀÏ ¹× ÅÂºí¸´ÀÌ Æ÷ÇԵ˴ϴÙ.

PC ±â¹Ý e½ºÆ÷Ã÷´Â ¶Ù¾î³­ ±×·¡ÇÈ, ó¸® ´É·Â, °ÔÀÓ °æÇèÀ» Çâ»ó½ÃŰ´Â »ç¿ëÀÚ ÁöÁ¤ ¿É¼ÇÀ» Á¦°øÇÏ´Â °³Àοë ÄÄÇ»ÅÍÀÇ °í±Þ ±â´É¿¡ ÈûÀÔ¾î ¼ºÀåÇϰí ÀÖ½À´Ï´Ù. ºü¸¥ ÀÎÅͳݰú °­·ÂÇÑ Çϵå¿þ¾î, ±×¸®°í ´ëÀü Ç÷¹ÀÌ¿Í ¶óÀÌºê ½ºÆ®¸®¹ÖÀ» Áö¿øÇϴ ŸÀÌÆ²ÀÇ Àαâ´Â ÇÁ·Î°ÔÀÌ¸Ó¿Í °üÁßÀ» ²ø¾îµéÀÌ´Â µ¥ Å« ¿ªÇÒÀ» Çϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ, PC °ÔÀÓ ÀÎÇÁ¶ó°¡ Àß ±¸ÃàµÇ¾î ÀÖ¾î Ä¿¹Â´ÏƼ Âü¿©¿Í Åä³Ê¸ÕÆ® °³ÃÖ°¡ ¿ëÀÌÇÏ¿© ½ÃÀå ¼ºÀå¿¡ ±â¿©Çϰí ÀÖÀ¸¸ç, PC Çϵå¿þ¾î ¹× ÁÖº¯±â±âÀÇ ²÷ÀÓ¾ø´Â ±â¼ú Çõ½ÅÀº ijÁÖ¾ó °ÔÀÌ¸Ó¿Í ÇÁ·Î°ÔÀÌ¸Ó ¸ðµÎ¸¦ ¸¸Á·½Ã۸ç ÀÌ ºÎ¹®ÀÇ ¼ºÀåÀ» °¡¼ÓÇϰí ÀÖ½À´Ï´Ù. Áö¿øÇϰí ÀÖ½À´Ï´Ù.

ÄÜ¼Ö ±â¹Ý e½ºÆ÷Ã÷´Â PlayStation°ú Xbox¿Í °°Àº °ÔÀÓ ÄܼÖÀÇ ±¤¹üÀ§ÇÑ º¸±Þ°ú »ç¿ëÀÚ Ä£È­¼º¿¡ ÈûÀÔ¾î ¼ºÀåÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Ç÷§ÆûÀº Ç¥ÁØÈ­µÈ Çϵå¿þ¾î·Î ¿øÈ°ÇÑ °ÔÀÓ °æÇèÀ» Á¦°øÇÏ°í ´Ù¾çÇÑ °ÔÀÓ¿¡¼­ ÀϰüµÈ ¼º´ÉÀ» º¸ÀåÇÕ´Ï´Ù. ¶ÇÇÑ °ÔÀÓ±â¿Í ¶óÀÌºê ½ºÆ®¸®¹Ö ¼­ºñ½º ¹× ¼Ò¼È ¹Ìµð¾î¿ÍÀÇ ÅëÇÕÀº ½ÃûÀÚ Âü¿©¿Í ¼öÀÍ Ã¢Ãâ ±âȸ¸¦ ³ôÀÔ´Ï´Ù. ¶ÇÇÑ µ¶Á¡ °ÔÀÓ Ãâ½Ã¿Í ÁÖ¿ä °ÔÀÓ À̺¥Æ® ¹× ¸®±×¿ÍÀÇ Á¦ÈÞ´Â ÄÜ¼Ö ±â¹Ý e½ºÆ÷Ã÷ÀÇ Àαâ¿Í ½ÃÀå ¼ºÀåÀ» °¡¼ÓÇϰí ÀÖ½À´Ï´Ù.

¼¼°è e½ºÆ÷Ã÷ ½ÃÀå ºÐ¼®¿¡ µû¸£¸é, ½º¸¶Æ®Æù ¹× ÅÂºí¸´ÀÇ º¸±ÞÀÌ È®´ëµÇ¸é¼­ ´õ ¸¹Àº »ç¶÷µéÀÌ °ÔÀÓ¿¡ Á¢±ÙÇÒ ¼ö ÀÖ°Ô µÈ Ãß¼¼°¡ ÁÖ·Î ¸ð¹ÙÀÏ ¹× ÅÂºí¸´ ºÐ¾ß¸¦ ÁÖµµÇϰí ÀÖ½À´Ï´Ù. ¸ð¹ÙÀÏ ±â±âÀÇ Æí¸®ÇÔ°ú È޴뼺À¸·Î ÀÎÇØ ¾ðÁ¦ ¾îµð¼­³ª °ÔÀÓÀ» Áñ±æ ¼ö Àֱ⠶§¹®¿¡ ijÁÖ¾ó °ÔÀÌ¸Ó¿Í °æÀï °ÔÀÌ¸Ó ¸ðµÎ ¸ð¹ÙÀÏ ±â±âÀÇ ¸Å·Â¿¡ ºüÁ®µé°í ÀÖ½À´Ï´Ù. ¿©±â¿¡ ºñ¿ë°ú »ç¿ë ÆíÀǼº µî ³·Àº ÁøÀÔÀ庮µµ ¸ð¹ÙÀÏ °ÔÀÓ È®»ê¿¡ ±â¿©Çϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ, ±×·¡ÇÈ ¹× ó¸® ´É·Â Çâ»ó°ú °°Àº ¸ð¹ÙÀÏ ±â¼úÀÇ ¹ßÀüÀº Àü¹ÝÀûÀÎ °ÔÀÓ °æÇèÀ» Çâ»ó½ÃÄÑ ¸ð¹ÙÀÏ ±â¹Ý e½ºÆ÷Ã÷ÀÇ ¼ºÀåÀ» µÞ¹ÞħÇϰí ÀÖ½À´Ï´Ù.

°ÔÀÓº° ºÐ¼® :

1ÀÎĪ ½´ÆÃ °ÔÀÓ(FPS)ÀÌ ÁÖ¿ä ½ÃÀå ºÎ¹®À» Â÷ÁöÇÕ´Ï´Ù.

ÀÌ º¸°í¼­´Â °ÔÀÓº° ½ÃÀå ºÐ¼®À» »ó¼¼ÇÏ°Ô ºÐ¼®ÇÕ´Ï´Ù. ¿©±â¿¡´Â ¸ÖƼ±â¾÷ ¿Â¶óÀÎ ¹èƲ ¾Æ·¹³ª(MOBA), ±â¾÷ ´ë ±â¾÷(PvP), 1ÀÎĪ ½´ÆÃ °ÔÀÓ(FPS), ½Ç½Ã°£ Àü·« °ÔÀÓ(RTS)ÀÌ Æ÷ÇԵ˴ϴÙ. º¸°í¼­¿¡ µû¸£¸é, 1ÀÎĪ ½´ÆÃ °ÔÀÓ(FPS)ÀÌ °¡Àå Å« ºñÁßÀ» Â÷ÁöÇϰí ÀÖ½À´Ï´Ù.

1ÀÎĪ ½´ÆÃ °ÔÀÓ(FPS)Àº ºü¸¥ ¾×¼Ç, Àü·«Àû ±íÀÌ, ±â¾÷¿Í ½ÃûÀÚ ¸ðµÎ¿¡°Ô Æø³Ð°Ô ¾îÇÊÇÒ ¼ö ÀÖ´Ù´Â Á¡¿¡¼­ ÁÖ¿ä e½ºÆ÷Ã÷ ½ÃÀå ºÎ¹®À» ´ëÇ¥Çϰí ÀÖÀ¸¸ç, ¿À¹ö¿öÄ¡¿Í °°Àº °ÔÀÓµéÀº ´ë±Ô¸ðÀÇ ¿­¼ºÀûÀÎ ÆÒÃþ°ú ÇÁ·Î ¸®±×¸¦ ±¸ÃàÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ °ÔÀÓÀÇ °æÀï·Â°ú ±â¼ú ±â¹ÝÀÇ Æ¯¼º, ±×¸®°í ÀæÀº ¾÷µ¥ÀÌÆ®´Â ½ÃûÀÚ¸¦ Áö·çÇÏ°Ô ¸¸µéÁö ¾Ê½À´Ï´Ù. ¿¹¸¦ µé¾î, 2023³â 9¿ù¿¡´Â °ÔÀÓ ¿ª»ç»ó °¡Àå Å« ±â¼úÀû µµ¾àÀ» ÀÌ·é Ä«¿îÅͽºÆ®¶óÀÌÅ©2°¡ Ãâ½ÃµÉ ¿¹Á¤À̸ç, ¾ÕÀ¸·Îµµ »õ·Î¿î ±â´É°ú ¾÷µ¥ÀÌÆ®°¡ °è¼ÓµÉ ¿¹Á¤ÀÔ´Ï´Ù. ¶ÇÇÑ, FPS °ÔÀÓÀº ½Ã°¢ÀûÀ¸·Î ¿ªµ¿ÀûÀ̱⠶§¹®¿¡ ¶óÀÌºê ½ºÆ®¸®¹Ö¿¡ ÀûÇÕÇϸç, ¸¹Àº ½ºÆù¼­½Ê°ú ±¤°í ¼öÀÍÀ» âÃâÇϰí ÀÖ½À´Ï´Ù.

Áö¿ªº° ºÐ¼®

¾Æ½Ã¾ÆÅÂÆò¾çÀÌ ½ÃÀåÀ» ¼±µµÇÏ¸ç °¡Àå Å« e½ºÆ÷Ã÷ ½ÃÀå Á¡À¯À²À» Â÷ÁöÇÕ´Ï´Ù.

ÀÌ º¸°í¼­´Â ºÏ¹Ì(¹Ì±¹, ij³ª´Ù), À¯·´(µ¶ÀÏ, ÇÁ¶û½º, ¿µ±¹, ÀÌÅ»¸®¾Æ, ½ºÆäÀÎ, ·¯½Ã¾Æ, ±âŸ), ¾Æ½Ã¾ÆÅÂÆò¾ç(Áß±¹, ÀϺ», Àεµ, Çѱ¹, È£ÁÖ, Àεµ³×½Ã¾Æ, ±âŸ), ¶óƾ¾Æ¸Þ¸®Ä«(ºê¶óÁú, ¸ß½ÃÄÚ, ±âŸ), Áßµ¿ ¹× ¾ÆÇÁ¸®Ä« µî ÁÖ¿ä Áö¿ª ½ÃÀåÀ» Á¾ÇÕÀûÀ¸·Î ºÐ¼®ÇÕ´Ï´Ù. ÁÖ¿ä Áö¿ª ½ÃÀå¿¡ ´ëÇØ¼­µµ Á¾ÇÕÀûÀ¸·Î ºÐ¼®ÇÕ´Ï´Ù. º¸°í¼­¿¡ µû¸£¸é ¾Æ½Ã¾ÆÅÂÆò¾çÀº e½ºÆ÷Ã÷ÀÇ °¡Àå ±Ô¸ð°¡ Å« Áö¿ª ½ÃÀåÀÔ´Ï´Ù.

¾ÆÅÂÁö¿ªÀº ±â¼úÀûÀ¸·Î Áøº¸µÈ Àα¸¿Í ³ôÀº ÀÎÅÍ³Ý º¸±Þ·ü·Î ÀÎÇØ e½ºÆ÷Ã÷ ½ÃÀå ºÎ¹®À» ¼±µµÇϰí ÀÖ½À´Ï´Ù. ÀÌ Áö¿ªÀº °ÔÀÓ¿¡ ´ëÇÑ ¹®È­Àû Ä£¹Ðµµ°¡ ³ôÀ¸¸ç, Áß±¹À̳ª Çѱ¹°ú °°Àº ±¹°¡¿¡¼­´Â ÁÖ¿ä Åä³Ê¸ÕÆ®°¡ °³Ãֵǰí ÇÁ·ÎÆÀÀÌ À°¼ºµÇ°í ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î, 2023³â 9¿ù Áß±¹Àº Ç×Àú¿ì¿¡¼­ ¿­¸° Á¦19ȸ ¾Æ½Ã¾Æ °ÔÀÓ ´ëȸ¿¡¼­ ÅÙ¼¾Æ®ÀÇ ÁÖµµ·Î °¡Àå Å« e½ºÆ÷Ã÷ Çà»ç¸¦ °³ÃÖÇß½À´Ï´Ù. ÀÌ ´ëȸ¿¡¼­ óÀ½À¸·Î °æÀï ºñµð¿À °ÔÀÓÀÌ ¸Þ´ÞÀ» ȹµæÇß½À´Ï´Ù. ÅÙ¼¾Æ®´Â e½ºÆ÷Ã÷¸¦ ÅëÇØ ¿£ÅÍÅ×ÀÎ¸ÕÆ® Æ÷Æ®Æú¸®¿À¸¦ °­È­ÇÏ°í °æÁ¦Àû ¾î·Á¿ò ¼Ó¿¡¼­ ±¹¹ÎµéÀÇ ÀںνÉÀ» ȸº¹ÇÏ´Â °ÍÀ» ¸ñÇ¥·Î Çϰí ÀÖ½À´Ï´Ù. ÀÌ È¸»ç´Â ¶ÇÇÑ ÀþÀºÀÌµé »çÀÌ¿¡¼­ Áõ°¡ÇÏ´Â ¶óÀÌÇÁ ½ºÅ¸ÀÏ Æ®·»µå¸¦ ¹Ý¿µÇÏ¿© Ç×Àú¿ì¿¡ e½ºÆ÷Ã÷ È£ÅÚÀ» °³¹ßÇß½À´Ï´Ù. ÃÖ±Ù e½ºÆ÷Ã÷ ½ÃÀåÀÇ Ä§Ã¼¿¡µµ ºÒ±¸Çϰí Áß±¹Àº ¿©ÀüÈ÷ Áß¿äÇÑ ±â¾÷·Î 4¾ï ¸íÀÇ ÆÒÀÌ ¾÷°è¸¦ ÁÖµµÇϰí ÀÖÀ¸¸ç, e½ºÆ÷Ã÷ ½ÃÀå ¼ºÀå¿¡ Å« ¿µÇâÀ» ¹ÌÄ¡°í ÀÖ½À´Ï´Ù.

Á¤ºÎÀÇ Áö¿ø°ú µðÁöÅÐ ÀÎÇÁ¶ó¿¡ ´ëÇÑ ÅõÀÚ°¡ °æÀï·ÂÀ» ³ôÀ̰í ÀÖ½À´Ï´Ù. ¿¹¸¦ µé¾î, 2024³â 5¿ù, ³²¾Æ½Ã¾ÆÀÇ ´ëÇ¥ÀûÀÎ °ÔÀÓ »ê¾÷ Çà»çÀÎ Àεµ °ÔÀÓ °³¹ßÀÚ ÄÁÆÛ·±½º(India Game Developer Conference, IGDC)´Â µ¨¸®, Ǫ³×, ¾Æ¸Þ´Ù¹Ùµå, ÄÚÄ£, þ³ªÀÌ, ¿ÍÇÏÆ¼, ÄÝīŸ µî 7°³ÀÇ ÁÖ¿ä µµ½Ã·Î °³¹ßÀÚÀÇ ³¯ ÇÁ·Î±×·¥À» È®ÀåÇÒ °èȹÀ» ¹ßÇ¥Çß½À´Ï´Ù. þ³ªÀÌ, ±¸¿ÍÇÏÆ¼, ÄÝīŸ µî 7°³ µµ½Ã·Î È®´ëÇÑ´Ù°í ¹ßÇ¥Çß½À´Ï´Ù. IGDC´Â ¶ÇÇÑ Àεµ Àü¿ª¿¡ Ȱ±âÂ÷°í Á¾ÇÕÀûÀÎ °ÔÀÓ °³¹ß »ýŰ踦 Á¶¼ºÇÏ°í ³×Æ®¿öÅ·, ±â¼ú Çâ»ó ±âȸ, Àç´ÉÀ» º¸¿©ÁÙ ¼ö ÀÖ´Â ±âȸ¸¦ Á¦°øÇϱâ À§ÇØ Àεµ °ÔÀÓ °³¹ßÀÚ Çùȸ(GDAI)ÀÇ ¼³¸³À» ¹ßÇ¥Çß½À´Ï´Ù. ÀÚ¿ø, Àü¹® ¿ª·® °³¹ß, ¾÷°è ³» À±¸®Àû °üÇàÀ» Àå·ÁÇÏ´Â µ¥ ÀÖ¾î °³¹ßÀÚµéÀ» Áö¿øÇÒ ¿¹Á¤ÀÔ´Ï´Ù. ¶ÇÇÑ, ÁÖ¿ä e½ºÆ÷Ã÷ ±â¾÷ÀÇ Á¸Àç¿Í źźÇÑ °ÔÀÓ »ýŰè´Â ¼¼°è e½ºÆ÷Ã÷ ½ÃÀå¿¡¼­ ÀÌ Áö¿ªÀÌ ¿ìÀ§¸¦ Á¡ÇÏ´Â µ¥ ±â¿©Çϰí ÀÖ½À´Ï´Ù.

(ÀÌ ¸ñ·ÏÀº ÁÖ¿ä ±â¾÷ÀÇ ÀϺΠ¸ñ·ÏÀ̸ç, Àüü ¸ñ·ÏÀº º¸°í¼­¿¡¼­ È®ÀÎÇÒ ¼ö ÀÖ½À´Ï´Ù).

e½ºÆ÷Ã÷ ½ÃÀå ´º½º :

º» º¸°í¼­¿¡¼­ ´Ù·é ÁÖ¿ä Áú¹®

¸ñÂ÷

Á¦1Àå ¼­¹®

Á¦2Àå Á¶»ç ¹üÀ§¿Í Á¶»ç ¹æ¹ý

Á¦3Àå ÁÖ¿ä ¿ä¾à

Á¦4Àå ¼­·Ð

Á¦5Àå ¼¼°èÀÇ e½ºÆ÷Ã÷ ½ÃÀå

Á¦6Àå ½ÃÀå ºÐ¼® : ¸ÅÃ⠸𵨺°

Á¦7Àå ½ÃÀå ºÐ¼® : Ç÷§Æûº°

Á¦8Àå ½ÃÀå ºÐ¼® : °ÔÀÓº°

Á¦9Àå ½ÃÀå ºÐ¼® : Áö¿ªº°

Á¦10Àå SWOT ºÐ¼®

Á¦11Àå ¹ë·ùüÀÎ ºÐ¼®

Á¦12Àå PorterÀÇ Five Forces ºÐ¼®

Á¦13Àå °¡°Ý ºÐ¼®

Á¦14Àå °æÀï ±¸µµ

LSH
¿µ¹® ¸ñÂ÷

¿µ¹®¸ñÂ÷

The global esports market size reached US$ 1.8 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 8.2 Billion by 2032, exhibiting a growth rate (CAGR) of 18% during 2024-2032. The market is primarily driven by rising internet penetration, significant innovations in gaming technology, increasing popularity of live-streaming platforms, and favorable investments from sponsors and advertisers.

Esports Market Analysis:

Esports Market Trends:

Increasing Internet Penetration

The rapid penetration of internet and increasing accessibility to high-speed internet globally facilitates the growth of online gaming communities and tournaments. For instance, in 2024, 5.35 billion people, representing 66.2 percent of the global population, are using the internet. Over the past year, the number of internet users has increased by 1.8 percent, with 97 million individuals going online for the first time in 2023. As the internet's capabilities evolve and adapt to people's lifestyles, the number of users is expected to set to rise rapidly. High-speed internet connections enable seamless streaming and competitive gameplay, attracting more participants and viewers to the Esports ecosystem.

Rising Investments from Sponsors and Advertisers

Significant financial support from major brands and advertisers boosts the professional Esports landscape. This investment funds tournament prizes, player salaries, and infrastructure development, making Esports a lucrative career option and enhancing its visibility and credibility. For instance, in June 2024, the International Olympic Committee (IOC) proposed the inclusion of Esports in the global sporting community through the "Olympic Esports Games." This proposal will be discussed at the 142nd IOC Session during the Paris 2024 Olympics. Esports made its debut as an official medal sport at the Asian Games 2022 in Hangzhou. Such significant events aids in substantially increasing the esports market value around the globe.

Growing Recognition of Esports as a Legitimate Sport

The growing acceptance of Esports as a competitive sport with organized leagues and tournaments drives the esports demand and its immense popularity. This recognition has led to the formation of structured competitions that attract both participants and spectators. For instance, in July 2024, Skyesports hosted India's first LAN tournament, the Finals Esports Revolution Showdown, in Chennai. The successful execution of such high-profile events showcases the professionalization of Esports, drawing significant media coverage and increasing viewer engagement. This, in turn, legitimizes Esports as a mainstream entertainment and professional avenue, further fueling market expansion. For instance, in April 2024, NODWIN Gaming announced its partnership with the Global Esports Federation (GEF) to become the Portfolio Management Company (PMC) for key emerging markets in South and Central Asia, Africa, the Middle East, and parts of Southeast Asia. This collaboration aims to drive the growth of gaming and esports globally, leveraging NODWIN Gaming's expertise and leadership in these regions. The agreement marks a significant milestone in NODWIN's efforts to expand its influence and promote esports development worldwide, which, in turn, is expected to boost the esports market revenue.

Esports Market Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the global, regional, and country levels for 2024-2032. Our report has categorized the market based on revenue model, platform, and games.

Breakup by Revenue Model:

Advertising and sponsorships account for the majority of the market share

The report has provided a detailed breakup and analysis of the market based on the revenue model. This includes media rights, advertising and sponsorships, merchandise and tickets, and others. According to the report, advertising and sponsorships represented the largest segment.

Advertising and sponsorships account for the majority of the Esports market share as they provide significant financial support and visibility for events and players. Brands invest heavily in Esports to reach a young, engaged audience through event sponsorships, team partnerships, and in-game advertisements. These investments fund tournaments, player salaries, and promotional activities, driving the industry's growth. The high viewership and fan engagement in Esports make it an attractive platform for advertisers seeking to connect with a tech-savvy demographic.

For instance, in June 2024, KFC India partnered with Krafton India, the creators of Battlegrounds Mobile India (BGMI), to offer exclusive in-game rewards. This collaboration introduces the "Winner Winner Chicken Lunch" promotion, providing BGMI players with in-game rewards when they purchase a KFC Zinger Box. The initiative targets the growing popularity of gaming among young Indians, a demographic expected to reach 750 million users by 2025. Such initiatives prove to be crucial for positively influencing the esports market dynamics.

Breakup by Platform:

A detailed breakup and analysis of the market based on the platform have also been provided in the report. This includes PC-based Esports, consoles-based Esports, and mobile and tablets.

PC-based Esports are driven by the advanced capabilities of personal computers, offering superior graphics, processing power, and customization options that enhance the gaming experience. The popularity of titles, along with high-speed internet and powerful hardware support competitive play and live streaming, attracting professional gamers and audiences. Additionally, the established infrastructure of PC gaming facilitates community engagement and tournament organization, thus favoring the market growth. The continuous innovation in PC hardware and peripherals also propels this segment's growth, catering to both casual and professional gamers.

Consoles-based Esports are propelled by the widespread accessibility and user-friendly nature of gaming consoles like PlayStation and Xbox. These platforms offer a seamless gaming experience with standardized hardware, ensuring consistent performance across different games. Moreover, the integration of consoles with live streaming services and social media enhances viewer engagement and monetization opportunities. Moreover, exclusive game releases and partnerships with major gaming events and leagues drive the popularity and market growth of console-based Esports.

According to the global Esports market insights, the trend of increasing penetration of smartphones and tablets, making gaming accessible to a broader audience, is primarily driving the mobile and tablet segment as the convenience and portability of mobile devices enable gaming anytime and anywhere, attracting casual and competitive gamers alike. Besides this, the lower entry barriers, such as cost and ease of use, contribute to the widespread adoption of mobile gaming. Additionally, advancements in mobile technology, such as improved graphics and processing capabilities, enhance the overall gaming experience and support the growth of mobile-based Esports.

Breakup by Games:

First person shooters (FPS) represents the leading market segment

The report has provided a detailed breakup and analysis of the market based on the games. This includes multiplayer online battle arena (MOBA), player vs player (PvP), first person shooters (FPS), and real time strategy (RTS). According to the report, first person shooters (FPS) represented the largest segment.

First person shooters (FPS) represent the leading Esports market segment due to their high-paced action, strategic depth, and broad appeal to both players and viewers. Games like Call of Duty, Counter-Strike, and Overwatch have established large, dedicated fan bases and professional leagues. The competitive and skill-based nature of these games, along with frequent updates keep the audience engaged. For instance, in September 2023, Counter-Strike 2 was launched, marking the largest technical leap in the game's history with new features and updates planned for years ahead. Additionally, FPS games are visually dynamic, making them ideal for live streaming and attracting substantial sponsorship and advertising revenues.

Breakup by Region:

Asia Pacific leads the market, accounting for the largest Esports market share

The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific represents the largest regional market for Esports.

Asia Pacific leads the Esports market segment due to its large, tech-savvy population and high internet penetration rates. The region boasts strong cultural affinity for gaming, with countries like China and South Korea hosting major tournaments and nurturing professional teams. For instance, in September 2023, China hosted its biggest Esports event at the 19th Asian Games in Hangzhou, with Tencent leading the charge. This event marked the first time competitive video games were eligible for medals at the Games. Tencent aims to leverage esports to enhance its entertainment portfolio and restore national pride amid economic challenges. The company also developed an Esports hotel in Hangzhou, reflecting the growing lifestyle trend among young people. Despite a recent downturn in the Esports market, China remains a key player, with 400 million fans driving the industry forward and impacting the Esports market growth significantly.

Significant government support and investments in digital infrastructure enhance the competitive scene. For instance, in May 2024, the India Game Developer Conference (IGDC), South Asia's leading game industry event, announced its plan to expand the Developer Day program to seven key Indian cities: Delhi, Pune, Ahmedabad, Cochin, Chennai, Guwahati, and Kolkata. This expansion aims to foster a vibrant and inclusive game development ecosystem across India, offering networking, upskilling opportunities, and talent showcases. IGDC also announced the formation of the Game Developers Association of India (GDAI) to support developers with advocacy, educational resources, professional development, and the promotion of ethical practices in the industry. Additionally, the presence of major Esports companies and a robust gaming ecosystem contribute to the region's dominance in the global Esports market.

Competitive Landscape:

(Please note that this is only a partial list of the key players, and the complete list is provided in the report.)

Esports Market News:

Key Questions Answered in This Report

Table of Contents

1 Preface

2 Scope and Methodology

3 Executive Summary

4 Introduction

5 Global Esports Market

6 Market Breakup by Revenue Model

7 Market Breakup by Platform

8 Market Breakup by Games

9 Market Breakup by Region

10 SWOT Analysis

11 Value Chain Analysis

12 Porters Five Forces Analysis

13 Price Analysis

14 Competitive Landscape

(ÁÖ)±Û·Î¹úÀÎÆ÷¸ÞÀÌ¼Ç 02-2025-2992 kr-info@giikorea.co.kr
¨Ï Copyright Global Information, Inc. All rights reserved.
PC¹öÀü º¸±â