세계의 e스포츠 시장 보고서(2025년)
E-Sports Global Market Report 2025
상품코드 : 1806432
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 250 Pages
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한글목차

세계의 e스포츠 시장 규모는 향후 수년간 비약적인 성장이 예상됩니다. 2029년까지 연평균 복합 성장률(CAGR) 20.5%로 확대되어 63억 6,000만 달러로 성장할 것으로 보입니다. 예측 기간의 성장 요인으로는 게임 장르의 다양화, 시청자 증가, e스포츠 카페 출현, 인터넷 접속이 가능한 기기 증가, 스폰서십 증가, 모바일 게임 증가, 인지도 향상 등이 있습니다. 예측기간의 주요 동향으로는 COVID-19에 의한 e스포츠로의 전환 증가, 증강현실(AR)과 가상현실(VR) 기술에 의한 e스포츠의 진화, M&A 활동 증가, 투자의 급증, 새로운 e스포츠 플랫폼 등이 있습니다.

향후 5년간 성장률 20.5%라는 예측은 지난 예측으로부터 0.1% 소폭 감소를 반영하고 있습니다. 이 감소는 주로 미국과 다른 국가 간의 관세의 영향 때문입니다. 게임기, 하이엔드 PC, 스트리밍 기술에 대한 관세는 e스포츠 경기장과 게임 대회와 관련된 관광의 성장을 제한할 수 있습니다. 또한 상호 관세와 무역 긴장 증가와 제한으로 인한 세계 경제와 무역에 대한 악영향으로 인해 그 영향이 더 광범위하게 가해질 수 있습니다.

비디오 게임에 대한 수요 증가와 e스포츠 인지도 향상이 e스포츠 시장 확대를 뒷받침하고 있습니다. 기술이 발전함에 따라 비디오 컨텐츠, 가상현실 제품 및 비디오 게임 경쟁의 사용이 증가하고 있습니다. 비디오 게임은 팝 문화의 중요한 측면으로 진화하고 청년의 엔터테인먼트에 참여하는 방법을 재구성하고 있습니다. 예를 들어 2024년 4월 영국 산업단체인 UK Interactive Entertainment는 2023년 영국 비디오 게임 소비자 시장 평가 금액이 101억 5,000만 달러(78억 2,000만 파운드)로 2022년 수정 총액 97억 2,000만 달러(74억 9,000만 파운드)에서 4.4% 증가했다고 보고했습니다. 따라서 비디오 게임에 대한 수요 증가와 e스포츠 인지도 향상은 예측 기간 동안 시장 성장을 뒷받침하고 있습니다.

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, 전략

제36장 부록

JHS
영문 목차

영문목차

E-sports, or electronic sports, denote a genre of electronic games where competitors engage in multiplayer video game competitions that simulate real or imagined sports.

The primary categories of games in e-sports encompass multiplayer online battle arenas (MOBA), real-time strategy, first-person shooter, fighting, and sports. In the multiplayer online battle arena (MOBA) subgenre, two teams of players compete on a pre-determined battlefield. Each player controls a singular character with a set of unique abilities that progress throughout the game, contributing to the overall strategy of the team. These games are accessible on various platforms such as PC, console, mobile, and others. The revenue sources for e-sports include sponsorship, advertising, merchandise and tickets, publisher fees, and media rights.

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 sudden escalation of U.S. tariffs and the resulting trade tensions in spring 2025 are significantly affecting the recreation sector, especially in the supply of imported sports gear, outdoor equipment, and leisure products. Manufacturers and retailers are grappling with increased costs for goods like bicycles, camping supplies, fitness equipment, and gaming consoles-many of which rely heavily on international supply chains with few domestic alternatives. Small recreational retailers are particularly vulnerable, with some cutting back on stock or raising prices to manage shrinking profit margins. Event organizers and recreational venues are also experiencing rising costs for imported materials and equipment. In response, the industry is shifting toward suppliers in non-tariff regions, boosting local procurement efforts, and advocating for tariff exemptions on widely used recreational goods.

The e-sports market research report is one of a series of new reports from The Business Research Company that provides E-sports market statistics, including E-sports industry global market size, regional shares, competitors with an E-sports market share, detailed E-sports market segments, market trends, and opportunities, and any further data you may need to thrive in the E-sports industry. This E-sports 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 e-sports market size has grown rapidly in recent years. It will grow from $2.53 billion in 2024 to $3.02 billion in 2025 at a compound annual growth rate (CAGR) of 19.4%. The growth in the historic period can be attributed to increased awareness about esports, increase in livestreaming of games, and increase in international prize pool for esports.

The e-sports market size is expected to see exponential growth in the next few years. It will grow to $6.36 billion in 2029 at a compound annual growth rate (CAGR) of 20.5%. The growth in the forecast period can be attributed to increased diversity of game genres, increase in viewership, emergence of esports cafes, increase in internet accessible devices, rising sponsorships, increase in mobile gaming, and increasing awareness. Major trends in the forecast period include increasing shift towards esports due to COVID-19, evolution of esports with augmented reality (AR) and virtual reality (VR) technologies, increasing M&A activities, proliferation of investments, new esports platforms.

The forecast of 20.5% growth over the next five years reflects a slight reduction of 0.1% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariffs on gaming consoles, high-end PCs, and streaming tech may limit the growth of esports arenas and tourism tied to gaming tournaments. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The growing demand for video games and heightened awareness of E-sports are driving the expansion of the E-sports market. As technology advances, the availability of video content, virtual reality products, and video game competitions is increasing. Video gaming has evolved into a significant aspect of pop culture, reshaping how young people engage with entertainment. For instance, in April 2024, the UK Interactive Entertainment, a UK-based trade association, reported that the UK video games consumer market was valued at $10.15 billion (£7.82 billion) in 2023, representing a 4.4% increase from the revised total of $9.72 billion (£7.49 billion) in 2022. Therefore, the rising demand for video games and increased awareness of E-sports are propelling the market's growth during the forecast period.

The rising penetration of the internet is anticipated to foster growth in the E-sports market. Internet penetration refers to the extent to which the internet is accessible and utilized by a specific population, region, or demographic group. The internet has not only enabled the playing and viewing of E-sports but has also been instrumental in creating a connected and engaged community around competitive gaming. For instance, in October 2023, a report by the International Telecommunication Union, a Switzerland-based specialized agency, indicated that approximately 67 percent of the global population, or 5.4 billion people, are now online. This represents a 4.7 percent increase since 2022, compared to the 3.5 percent growth recorded between 2021 and 2022. Thus, the increasing penetration of the internet is driving the growth of the E-sports market.

E-sports enterprises are making strategic investments in cutting-edge platforms to not only increase their revenue and expand their consumer base but also to gain a competitive advantage over their industry counterparts. A case in point is the collaboration between Digital Virgo, a mobile payment specialist based in France, and Etisalat Misr, an Egyptian Telecom company, in 2022. Together, they launched a comprehensive E-sports platform in Egypt, delivering high-quality educational and entertaining content.

Prominent companies in the e-sports market are directing their efforts towards the development of innovative platforms, such as the introduction of the first non-fungible tokens (NFTs) platform for esports, to solidify their market position. Non-fungible tokens (NFTs) represent unique digital assets that validate ownership or authenticity using blockchain technology for specific items or content. As an illustration, Loco, an Indian-based live-streaming application, unveiled an NFT platform for esports in June 2022. The inaugural asset on Loco Legends is NFT esports cards, blending NFTs with free-to-play esports fantasy gaming. Users have the opportunity to acquire NFT trading cards, enabling them to buy, sell, and participate in free-to-play fantasy pools.

In 2022, Savvy Gaming Group, an Esports investment company headquartered in Saudi Arabia, made a significant acquisition by purchasing ESL, a German-based Esports organizer and production company, and FACEIT, a UK-based Esports platform, for $1.5 Billion. This strategic move allows Savvy Gaming Group to integrate ESL's expertise in crafting, broadcasting, and commercializing premium Esports ecosystems, including arena events and festival shows, with FACEIT's proficiency in developing top-tier tools for competitive gaming.

Major companies operating in the e-sports market include Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Nintendo, Team SoloMid (TSM), Cloud9, Take-Two Interactive, Riot Games Inc., Nazara Technology, Jetsynthesys, Nodwin Group, Gaming Monk, Neon Gaming Studio, Viacom 18, Sony, Xbox, BenQ, Electronic Arts, Red Entertainment, Sega, OLM, Inc., Gainax, Hamster Corporation, Aristocrat Leisure, Huya, Chushou TV, Panda TV, Wangyuhudong, Aipai, Mars TV, ImbaTV, EDG, FEG, Dexerto, Gameloft, Sky Betting & Gaming, SteelSeries, Team Vitality, Fnatic, Astralis, G2 Esports, Imprezart, Playkey, Mundfish, Winstrike, RAWG, Fibrum, DreamTeam, Respeecher, Ejaw Studio, Hypereight, Team Liquid, FaZe Clan, 100 Thieves, Luminosity Gaming, Enthusiast Gaming, Fandom Sports, Infinity Esports, Xten Esports, Isurus Gaming, PaiN Gaming, Infamous, Immortals Gaming Club (IGC), Webedia Arabia Group, Boss Bunny Games, YaLLa Esports, NASR Esports, NODWIN Gaming, Ekasi Esports, Mettlestate, Clan Connection, The Digital Gaming League, MWEB GameZone, Online Arena, Zombiegamer

North America was the largest region in the e-sports market in 2024. South America is expected to be the fastest-growing region in the forecast period. The regions covered in the e-sports market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the e-sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain

The E-sports market includes revenues earned by entities operating E-sports facilities. E-sports or electronic sports are team-based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. E-sports are played by professional gamers that are sponsored by business organizations, or sporting organizations. 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 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.

E-Sports 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 e-sports 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 e-sports ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The e-sports 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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

Scope

Table of Contents

1. Executive Summary

2. E-Sports Market Characteristics

3. E-Sports Market Trends And Strategies

4. E-Sports 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 E-Sports Growth Analysis And Strategic Analysis Framework

6. E-Sports Market Segmentation

7. E-Sports Market Regional And Country Analysis

8. Asia-Pacific E-Sports Market

9. China E-Sports Market

10. India E-Sports Market

11. Japan E-Sports Market

12. Australia E-Sports Market

13. Indonesia E-Sports Market

14. South Korea E-Sports Market

15. Western Europe E-Sports Market

16. UK E-Sports Market

17. Germany E-Sports Market

18. France E-Sports Market

19. Italy E-Sports Market

20. Spain E-Sports Market

21. Eastern Europe E-Sports Market

22. Russia E-Sports Market

23. North America E-Sports Market

24. USA E-Sports Market

25. Canada E-Sports Market

26. South America E-Sports Market

27. Brazil E-Sports Market

28. Middle East E-Sports Market

29. Africa E-Sports Market

30. E-Sports Market Competitive Landscape And Company Profiles

31. E-Sports Market Other Major And Innovative Companies

32. Global E-Sports Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The E-Sports Market

34. Recent Developments In The E-Sports Market

35. E-Sports Market High Potential Countries, Segments and Strategies

36. Appendix

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