세계의 게임 분야 크리에이터 이코노미 시장 보고서(2025년)
Creator Economy In Gaming Global Market Report 2025
상품코드 : 1750953
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 175 Pages
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한글목차

게임 분야 크리에이터 이코노미 시장 규모는 향후 수년간 비약적인 성장이 전망될 예정입니다. 예측 기간 동안의 성장은 블록 체인 게임의 채용 증가, 가상 자산에 대한 수요 증가, 플레이 투 앤 모델의 인기 증가, 메타 버스 경제 확대, 게임 업계에서의 브랜드 콜라보레이션 증가 등에 기인한다고 생각됩니다. 예측 기간에 있어서의 주요 동향으로서는 AI를 활용한 컨텐츠 제작의 진전, 가상현실과 증강현실 게임의 혁신, 블록 체인을 활용한 게임 경제 제국의 발전, 몰입형 게임 체험을 위한 연구 개발 투자 증가, 클라우드 기반의 게임 스트리밍 기술의 성장 등을 들 수 있습니다.

비디오 게임 스트리밍의 성장은 향후 몇 년 동안 게임 크리에이터 경제의 확대를 촉진할 것으로 예측됩니다. 비디오 게임 스트리밍 증가는 고속 인터넷에 대한 액세스가 향상된 것이 주요 원인이며, 스트리머는 세계 시청자에게 고품질의 부드러운 스트림을 제공하면서 최소한의 지연으로 게임 프리 이를 방송할 수 있습니다. 이 개발은 더 많은 시청자와 더 많은 대화형 커뮤니티를 키우고 있습니다. 구독 통해 수익을 창출할 수 있는 도구와 플랫폼, 수익 창출 옵션을 제공함으로써 비디오 게임 스트리밍을 지원합니다. 예를 들어, 스페인에 본사를 둔 소프트웨어 다운로드 플랫폼인 Softonic International S.A.의 2024년 11월 보고서에 따르면, 전 세계 비디오 게임 플레이어 수는 2022년 30억 3천만 명에서 2023년 33억 1천만 명으로 증가했습니다.

제네레이티브 AI의 기술적 진보는 게임 크리에이터 이코노미에서 고품질의 3D 및 4D 컨텐츠 제작을 촉진하는 데 중요한 역할을 하고 있습니다. 지식으로 고품질의 자산을 제작할 수 있습니다. 이 시스템은 고급 머신러닝 모델을 활용하여 3D(3D) 및 4D(4D) 자산을 자동으로 생성, 수정 및 애니메이션화하고 가상 환경을 위한 컨텐츠를 신속하고 효율적으로 생성할 수 있습니다. 예를 들어, 2025년 4월 미국의 비디오 게임 개발사인 Roblox Corporation은 3D 오브젝트와 환경을 제작하기 위해 설계된 오픈 소스 제너레이티브 AI 시스템인 Cube 3D를 출시했습니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장 - 금리, 인플레이션, 지정학, 무역전쟁과 관세, 코로나 및 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

제6장 시장 세분화

제7장 지역별/국가별 분석

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 프로파일

제31장 기타 주요 기업 및 혁신 기업

제32장 세계 시장 경쟁 벤치마킹과 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 부문, 전략

제36장 부록

KTH
영문 목차

영문목차

The creator economy in gaming refers to an ecosystem where individuals such as gamers, developers, streamers, and influencers create and monetize video game-related content. This includes activities such as developing standalone games, creating game modifications (mods), broadcasting gameplay, and producing gaming tutorials or reviews. These creators leverage digital platforms to share their content, engage with their audience, and generate revenue through sponsorships, brand partnerships, merchandise sales, and direct support from their followers.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The main platforms for the creator economy in gaming include streaming platforms, social media platforms, gaming consoles, and personal computers or mobile devices. Streaming platforms are digital services that allow users to broadcast live or on-demand video content, often with a focus on gaming. The types of creators in this space include streamers or content creators, game developers, influencers, and esports athletes or teams, each producing content such as live streaming, on-demand video, esports events, gaming tutorials, and guides. Monetization models in this space include subscription-based models, one-time purchases, and pay-per-use formats.

The creator economy in gaming market research report is one of a series of new reports from The Business Research Company that provides creator economy in gaming market statistics, including creator economy in gaming industry global market size, regional shares, competitors with a creator economy in gaming market share, detailed creator economy in gaming market segments, market trends and opportunities, and any further data you may need to thrive in the creator economy in gaming industry. This creator economy in gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The creator economy in gaming market size has grown exponentially in recent years. It will grow from$30.98 billion in 2024 to $39.21 billion in 2025 at a compound annual growth rate (CAGR) of 26.6%. The growth during the historic period can be attributed to the rise of user-generated content, the growth of gaming livestreaming, the expansion of microtransactions, the increasing use of influencer marketing, and the emergence of esports monetization.

The creator economy in gaming market size is expected to see exponential growth in the next few years. It will grow to$99.53 billion in 2029 at a compound annual growth rate (CAGR) of 26.2%. The growth during the forecast period can be attributed to the increasing adoption of blockchain gaming, rising demand for virtual assets, the growing popularity of play-to-earn models, the expansion of metaverse economies, and an increase in brand collaborations within the gaming industry. Key trends in the forecast period include advancements in AI-driven content creation, innovations in virtual reality and augmented reality gaming, developments in blockchain-based gaming economies, increased investments in research and development for immersive gaming experiences, and the growth of cloud-based game streaming technologies.

The growth of video game streaming is anticipated to drive the expansion of the gaming creator economy in the coming years. Video game streaming involves live broadcasting of gameplay over the internet, enabling viewers to watch in real-time on platforms such as Twitch and YouTube. The rise in video game streaming is largely due to improved access to high-speed internet, which allows streamers to broadcast gameplay with minimal lag while delivering high-quality, smooth streams for viewers worldwide. This development fosters larger audiences and more interactive communities. The creator economy in gaming supports video game streaming by offering tools, platforms, and monetization options that enable streamers to produce engaging content, grow their audiences, and generate revenue through sponsorships, donations, and subscriptions. For example, according to a November 2024 report by Softonic International S.A., a Spain-based software download platform, the number of global video game players reached 3.31 billion in 2023, up from 3.03 billion in 2022. This growth highlights how video game streaming is driving the expansion of the gaming creator economy.

Technological advancements in generative AI are playing a significant role in driving the creation of high-quality 3D and 4D content within the gaming creator economy. Major players in the market are focusing on innovations such as generative AI systems for 3D and 4D content creation, which enables the production of high-quality assets with minimal technical expertise. These systems leverage advanced machine learning models to automatically create, modify, and animate three-dimensional (3D) and four-dimensional (4D) assets, allowing for fast and efficient content generation for virtual environments. For instance, in April 2025, Roblox Corporation, a US-based video game developer, introduced Cube 3D, an open-source generative AI system designed for creating 3D objects and environments. Cube 3D enables developers to create 3D models and scenes through simple textual descriptions. The system is trained on native 3D data from the Roblox platform, ensuring compatibility with modern game engines and supporting functional object generation.

In August 2022, X1 Entertainment Group Inc., a Canadian gaming and media portfolio company, acquired Tyrus LLC to strengthen its presence in the gaming creator economy. With this acquisition, X1 Esports aims to expand its influence by integrating Tyrus' vast network of content creators, thus enhancing audience engagement and unlocking new monetization opportunities. Tyrus LLC, based in the US, is a company that operates within the gaming creator economy.

Major players in the creator economy in gaming market are Meta Platforms Inc., Microsoft Corporation, Activision Blizzard Inc., Logitech Services S.A., Manticore Games Inc., Unity Software Inc., KRAFTON Inc., Twitch Interactive Inc., Epic Games Inc., Opera Norway AS, Improbable, Discord Inc., Patreon Inc., Roblox Corporation, Gamefam Inc., DLive Entertainment Pte. Ltd., StreamElements Inc., Mod.io Pty Ltd., Sky Mavis, Anzu Virtual Reality Ltd., Mobcrush Inc.

North America was the largest region in the creator economy in gaming market in 2024. The regions covered in creator economy in gaming report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the creator economy in gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The creator economy in gaming market includes of revenues earned by entities by providing services such as game development platforms, modding communities, live streaming services. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included. The creator economy in gaming market consists of sales of User-generated content (UGC), Ad-based monetization, mods and custom assets. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Creator Economy In Gaming Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on creator economy in gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

Where is the largest and fastest growing market for creator economy in gaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The creator economy in gaming market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

Scope

Table of Contents

1. Executive Summary

2. Creator Economy In Gaming Market Characteristics

3. Creator Economy In Gaming Market Trends And Strategies

4. Creator Economy In Gaming Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Creator Economy In Gaming Growth Analysis And Strategic Analysis Framework

6. Creator Economy In Gaming Market Segmentation

7. Creator Economy In Gaming Market Regional And Country Analysis

8. Asia-Pacific Creator Economy In Gaming Market

9. China Creator Economy In Gaming Market

10. India Creator Economy In Gaming Market

11. Japan Creator Economy In Gaming Market

12. Australia Creator Economy In Gaming Market

13. Indonesia Creator Economy In Gaming Market

14. South Korea Creator Economy In Gaming Market

15. Western Europe Creator Economy In Gaming Market

16. UK Creator Economy In Gaming Market

17. Germany Creator Economy In Gaming Market

18. France Creator Economy In Gaming Market

19. Italy Creator Economy In Gaming Market

20. Spain Creator Economy In Gaming Market

21. Eastern Europe Creator Economy In Gaming Market

22. Russia Creator Economy In Gaming Market

23. North America Creator Economy In Gaming Market

24. USA Creator Economy In Gaming Market

25. Canada Creator Economy In Gaming Market

26. South America Creator Economy In Gaming Market

27. Brazil Creator Economy In Gaming Market

28. Middle East Creator Economy In Gaming Market

29. Africa Creator Economy In Gaming Market

30. Creator Economy In Gaming Market Competitive Landscape And Company Profiles

31. Creator Economy In Gaming Market Other Major And Innovative Companies

32. Global Creator Economy In Gaming Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Creator Economy In Gaming Market

34. Recent Developments In The Creator Economy In Gaming Market

35. Creator Economy In Gaming Market High Potential Countries, Segments and Strategies

36. Appendix

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