세계의 e스포츠 컨텐츠 제작 시장 보고서(2025년)
Esports Content Creation Global Market Report 2025
상품코드 : 1750993
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 175 Pages
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한글목차

e스포츠 컨텐츠 제작 시장 규모는 향후 수년간 비약적인 성장이 전망될 예정입니다. 예측 기간 동안의 예상 성장률은 가상 현실(VR) 및 증강 현실(AR)의 채택 증가, 모바일 게임 컨텐츠에 대한 수요 증가, e스포츠 시청률 급증, 소셜 미디어 플랫폼의 영향력 확대, 스트리밍을 통한 수익화 기회 확대에 기인합니다.

라이브 디지털 엔터테인먼트에 대한 수요 증가는 e스포츠 컨텐츠 제작 시장의 큰 성장을 이끌 것으로 예측됩니다. 관객이 현장에서 시청하고 참여할 수 있는 실시간 온라인 경험을 가리킵니다. e스포츠 컨텐츠 제작은 많은 관객을 매료하는 라이브 게임 체험을 제공하고 다양한 디지털 플랫폼에서의 인터랙티브 참여를 촉진함으로써 이 수요에 응하는 중요한 역할을 하고 있습니다. 예를 들어, 2024년 12월 호주 커뮤니케이션 및 미디어 당국은 호주인의 91%가 유료 및 무료 동영상 컨텐츠를 포함한 온라인 서비스에 액세스한다고 보고했는데, 이는 2023년의 83%에서 증가한 수치입니다.

e스포츠 컨텐츠 제작 시장의 주요 기업은 사용자 참여를 높이고 장기적인 성장을 가속하기 위해 허위 브랜드 통합과 같은 혁신에 주력하고 있습니다. 예를 들어, 2025년 1월 독일에 본사를 둔 e스포츠 단체인 G2 e스포츠는 62라는 새로운 미디어 대행사를 출범시켰습니다. 이 대행사는 크리에이티브 광고, 미디어 구매, 컨텐츠 제작, 이벤트 관리 등의 서비스를 제공하여 주류 브랜드가 e스포츠 커뮤니티와 소통할 수 있도록 지원하는 것을 목표로 합니다.

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

Esports content creation involves the organized process of developing, sharing, and monetizing gaming-related content such as live streams, videos, social media posts, and articles. This content aims to captivate audiences, promote esports events, and boost brand recognition within the gaming ecosystem. Content creators in the esports space include professional gamers, influencers, production studios, and media entities that focus on gaming entertainment.

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 primary content formats in esports content creation include live streaming, video-on-demand (VOD), and written content. Live streaming refers to the real-time broadcasting of video or audio over the internet without prior recording or storage. Content is distributed across various platforms, including streaming services, social media networks, and dedicated esports websites. The creator landscape consists of professional players and teams, esports organizations and leagues, independent creators, and game developers or publishers. Common revenue models include pay-per-use and subscription-based offerings.

The esports content creation market research report is one of a series of new reports from The Business Research Company that provides esports content creation market statistics, including esports content creation industry global market size, regional shares, competitors with a esports content creation market share, detailed esports content creation market segments, market trends and opportunities, and any further data you may need to thrive in the esports content creation industry. This esports content creation 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 esports content creation market size has grown exponentially in recent years. It will grow from$2.38 billion in 2024 to $3.29 billion in 2025 at a compound annual growth rate (CAGR) of 38.3%. The growth during the historical period can be attributed to the rising popularity of gaming, the expansion of online streaming platforms, the surge in competitive gaming events, increased investments from brands and sponsors, and the growing engagement of online gaming communities.

The esports content creation market size is expected to see exponential growth in the next few years. It will grow to$11.89 billion in 2029 at a compound annual growth rate (CAGR) of 37.9%. The projected growth in the forecast period can be attributed to the increasing adoption of virtual reality (VR) and augmented reality (AR), rising demand for mobile gaming content, a surge in esports viewership, the growing influence of social media platforms, and expanding monetization opportunities through streaming. Key trends expected during this period include advancements in AI-powered content creation tools, innovations in immersive viewer experiences, the integration of esports with mainstream media, the development of advanced monetization models for creators, and the evolution of interactive and live-streaming formats.

The growing demand for live digital entertainment is expected to drive significant growth in the esports content creation market. Live digital entertainment refers to real-time online experiences such as streaming concerts, gaming sessions, or virtual events that audiences can watch or engage with as they occur. This demand is fueled by consumers' desire for immediacy, authenticity, and shared real-time experiences that mirror the spontaneity of in-person events in a digital world. Esports content creation plays a crucial role in meeting this demand by offering captivating, live gaming experiences that attract large audiences and encourage interactive participation on various digital platforms. For example, in December 2024, the Australian Communications and Media Authority reported that 91% of Australians accessed online services, including both paid and free video content, an increase from 83% in 2023. As a result, the increasing demand for live digital entertainment is significantly contributing to the growth of the esports content creation market.

Leading companies in the esports content creation market are focusing on innovations such as authentic brand integration to enhance user engagement and foster long-term growth. Authenticity in brand integration involves embedding brands into content in a seamless and relevant way that resonates with the audience's values and interests. For example, in January 2025, G2 Esports, a Germany-based esports organization, launched a new media agency called 62. This agency aims to help mainstream brands engage with the esports community by offering services such as creative advertising, media buying, content production, and event management. The goal of 62 is to create genuine connections between brands and esports audiences, thereby strengthening brand presence and engagement within the esports world.

In April 2023, Videoverse, a US-based video game company, acquired Reely.ai, a leading esports content creation company, for an undisclosed amount. With this acquisition, Videoverse aimed to enhance its AI-driven video editing and content automation capabilities, using Reely.ai's technology to streamline the creation and distribution of short-form gaming content. This move is intended to improve user engagement and marketing efficiency, helping Videoverse better serve the growing demand for dynamic, real-time esports content. Reely.ai specializes in automating and optimizing esports content creation, which will contribute significantly to Videoverse's expansion in the gaming sector.

Major players in the esports content creation market are WarnerMedia LLC, NetEase Inc., Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Riot Games Inc., Capcom Co. Ltd., Hi-Rez Studios Inc., Logitech G (a brand of Logitech International S.A.), Nerd Street Gamers LLC, FACEIT Ltd., Cloud9 Esports Inc., MOUZ GmbH, Gfinity plc, Resilience Esports, Misfits Gaming Group LLC, Luminosity Gaming (subsidiary of Enthusiast Gaming Holdings Inc.), Wargaming Public Company Limited, HyperX, Astralis A/S.

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

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

The esports content creation market includes revenues earned by entities through sponsorships, advertising, streaming platforms, merchandise sales, and fan subscriptions. The market value consists of the financial support, resources, and services provided to content creators in exchange for brand collaborations, ad revenue sharing, or direct consumer payments. Only structured content creation activities with defined production schedules and audience engagement objectives are considered.

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.

Esports Content Creation 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 esports content creation 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 esports content creation ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The esports content creation 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. Esports Content Creation Market Characteristics

3. Esports Content Creation Market Trends And Strategies

4. Esports Content Creation 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 Esports Content Creation Growth Analysis And Strategic Analysis Framework

6. Esports Content Creation Market Segmentation

7. Esports Content Creation Market Regional And Country Analysis

8. Asia-Pacific Esports Content Creation Market

9. China Esports Content Creation Market

10. India Esports Content Creation Market

11. Japan Esports Content Creation Market

12. Australia Esports Content Creation Market

13. Indonesia Esports Content Creation Market

14. South Korea Esports Content Creation Market

15. Western Europe Esports Content Creation Market

16. UK Esports Content Creation Market

17. Germany Esports Content Creation Market

18. France Esports Content Creation Market

19. Italy Esports Content Creation Market

20. Spain Esports Content Creation Market

21. Eastern Europe Esports Content Creation Market

22. Russia Esports Content Creation Market

23. North America Esports Content Creation Market

24. USA Esports Content Creation Market

25. Canada Esports Content Creation Market

26. South America Esports Content Creation Market

27. Brazil Esports Content Creation Market

28. Middle East Esports Content Creation Market

29. Africa Esports Content Creation Market

30. Esports Content Creation Market Competitive Landscape And Company Profiles

31. Esports Content Creation Market Other Major And Innovative Companies

32. Global Esports Content Creation Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Esports Content Creation Market

34. Recent Developments In The Esports Content Creation Market

35. Esports Content Creation Market High Potential Countries, Segments and Strategies

36. Appendix

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