세계의 e스포츠 시장 규모, 점유율, 성장 분석 : 스트리밍 유형별, 스트리밍 수익별, 게임 장르별, 지역별 - 산업 예측(2024-2031년)
Esports Market Size, Share, Growth Analysis, By Streaming Type (Live, On-demand), By Revenue Streaming (Media Rights, Advertisement), By Gaming Genre, By Region - Industry Forecast 2024-2031
상품코드 : 1607674
리서치사 : SkyQuest
발행일 : 2024년 12월
페이지 정보 : 영문 157 Pages
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한글목차

e스포츠 세계 시장 규모는 2022년에 12억 2,000만 달러로 평가되었습니다. 2023년 14억 4,000만 달러에서 2031년에는 54억 8,000만 달러로 성장하고, 예측 기간(2024-2031년) CAGR은 21%를 나타낼 전망입니다.

e스포츠 시장은 온라인 멀티기업 비디오 게임의 인기 증가로 인해 크게 성장하고 있으며, YouTube, Facebook, Twitch와 같은 주요 온라인 스트리밍 플랫폼은 e스포츠를 전 세계적으로 확산시키는 데 매우 중요한 역할을 하고 있습니다. 경쟁의 장에 시간과 돈을 투자하는 수많은 시청자들을 끌어들이고 있습니다. 이러한 급격한 성장의 배경에는 젊은 층, 라이프스타일의 변화, 산업을 둘러싼 인식의 변화, 그리고 막대한 투자가 있습니다. 첨단 게임 기술의 보급, 스마트폰의 보급, 인터넷 연결의 강화는 게이머 층을 더욱 넓혀가고 있습니다. 흥미롭게도 코로나19 사태로 인해 사회적 거리두기로 인해 신체 활동이 제한되는 가운데, 온라인 게임이 인기 오락으로 떠오르며 사회적 교류를 촉진하고 e스포츠 수요를 견인하고 있습니다. 또한, 많은 국가들은 이러한 어려운 시기에 국민들의 참여를 유도하기 위해 e스포츠 플랫폼에 대한 무료 액세스를 제공합니다.

목차

서론

조사 방법

주요 요약

시장 역학과 전망

주요 시장 인사이트

e스포츠 시장 규모 : 스트리밍 유형별&CAGR(2024-2031년)

e스포츠 시장 규모 : 스트리밍 매출별&CAGR(2024-2031년)

e스포츠 시장 규모 : 게임 장르별&CAGR(2024-2031년)

e스포츠 시장 규모&CAGR(2024-2031년)

경쟁 정보

주요 기업 개요

결론과 추천 사항

LSH
영문 목차

영문목차

Global Esports Market size was valued at USD 1.22 billion in 2022 and is poised to grow from USD 1.44 billion in 2023 to USD 5.48 billion by 2031, growing at a CAGR of 21% in the forecast period (2024-2031).

The Esports market is experiencing significant growth, primarily driven by the rising popularity of online multiplayer video games. Key online streaming platforms like YouTube, Facebook, and Twitch are pivotal in promoting Esports globally, attracting vast audiences who invest both time and money in this competitive arena. This surge is fueled by a young demographic, shifting lifestyles, and increased awareness surrounding the industry, coupled with substantial investments. The proliferation of advanced gaming technologies, smartphone usage, and enhanced internet connectivity has further expanded the gamer base. Interestingly, even amidst the COVID-19 pandemic, as social distancing limits physical activities, online gaming has emerged as a popular pastime, promoting social interaction and driving demand for Esports. Many countries are also providing free access to E-sports platforms to engage the public during these challenging times.

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 Segmental Analysis

Global Esports Market is segmented by Streaming Type, Revenue Streaming, Gaming Genre and region. Based on Streaming Type, the market is segmented into Live, On-demand. Based on Revenue Streaming, the market is segmented into Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, Others. 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 & and Africa.

Driver of the Global Esports Market

The global esports market is driven by a myriad of factors, including heightened awareness of video games and the growing popularity of esports events. Major corporations are making long-term investments while increasing the number of tournaments with substantial prize pools, enhancing market opportunities throughout the forecast period. Furthermore, the widespread adoption of smartphones in developing nations, fueled by rising per capita income, affordability, and access to budget-friendly options with impressive features, contributes to this trend. With over two billion gamers worldwide, representing 26% of the global population, the escalating demand for esports events paves the way for exciting prospects in the industry.

Restraints in the Global Esports Market

The global esports market faces significant restraints primarily due to the absence of comprehensive gambling policies and the need for standardization across the sector. As the esports industry continues to evolve, organizations and participants encounter numerous challenges, particularly in verifying the legitimacy of tournaments. The increase in competitions has been paralleled by a rise in scams and fraudulent activities, complicating matters for authentic tournament organizers. Furthermore, the lack of uniformity in regulations presents ongoing difficulties for players, teams, and tournaments, particularly regarding advertising, sponsorship agreements, and contractual obligations, ultimately hindering the sector's overall growth potential.

Market Trends of the Global Esports Market

The global esports market is witnessing unprecedented growth, driven by a surge in investment and revenue fueled by the expanding social media landscape and live streaming platforms. Services like Twitch and YouTube Gaming have created vibrant communities, granting fans an interactive experience with their favorite players and teams. This direct engagement enhances fan loyalty and broadens the audience base, further accelerating market growth. Additionally, esports organizations such as FaZe Clan are diversifying their revenue streams through merchandise and lifestyle branding, showcasing a trend where traditional esports entities are transcending their core activities to capitalize on broader market opportunities, solidifying their relevance in popular culture.

Table of Contents

Introduction

Research Methodology

Executive Summary

Market Dynamics & Outlook

Key Market Insights

Global Esports Market Size by Streaming Type & CAGR (2024-2031)

Global Esports Market Size by Revenue Streaming & CAGR (2024-2031)

Global Esports Market Size by Gaming Genre & CAGR (2024-2031)

Global Esports Market Size & CAGR (2024-2031)

Competitive Intelligence

Key Company Profiles

Conclusion & Recommendation

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