시장보고서
상품코드
2030459

Esports 시장(2026-2030년)

Global Esports Market 2026-2030

발행일: | 리서치사: 구분자 TechNavio | 페이지 정보: 영문 303 Pages | 배송안내 : 즉시배송

    
    
    




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세계의 Esports 시장은 2025-2030년에 52억 8,260만 달러 성장하며, 예측 기간 중 CAGR은 21.4%에 달할 것으로 예측됩니다.

세계의 Esports 시장에 대해 조사 분석했으며, 시장 규모와 예측, 동향, 성장요인, 과제, 약 25개 벤더 분석 등의 정보를 전해드립니다.

이 보고서에서는 현재 시장 상황, 최신 동향 및 촉진요인, 시장 환경 전반에 대한 최신 분석을 제공합니다. 이 시장은 전략적 브랜드 스폰서십 및 상업적 파트너십의 확대, 미디어 권리 및 프리미엄 방송 계약의 확대, 스트리밍 기술 및 디지털 인프라의 발전에 의해 주도되고 있습니다.

이번 조사는 업계 주요 관계자들의 의견을 포함한 1차 정보와 2차 정보를 객관적으로 조합하여 실시되었습니다. 이 보고서에는 주요 기업 분석과 함께 포괄적인 시장 규모 데이터, 지역별 분석과 함께 부문 및 공급업체 현황이 포함되어 있습니다. 보고서에는 과거 데이터와 예측 데이터가 수록되어 있습니다.

시장 범위
기준연도 2025년
종료연도 2030년
조사 기간 2026-2030년
성장 모멘텀 가속
2026년 전년대비 20.4%
CAGR 21.4%
증가액 52억 8,260만 달러

이번 조사에서는 향후 수년간 세계 Esports 시장의 성장을 촉진할 주요 요인 중 하나로 모바일 Esports의 확대와 지역 인프라 구축을 꼽았습니다. 또한 인공지능(AI)과 고급 데이터 분석 기술의 통합, 국가 신원 확인의 부상과 정부 주도의 생태계 구축은 시장에서 상당한 수요를 창출할 것으로 예상됩니다.

목차

제1장 개요

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 정성 분석

제7장 Five Forces 분석

제8장 시장 세분화 : 수입원별

제9장 시장 세분화 : 장르별

제10장 시장 세분화 : 디바이스별

제11장 고객 상황

제12장 지역별 상황

제13장 촉진요인·과제·기회

제14장 경쟁 구도

제15장 경쟁 분석

제16장 부록

KSA

The global esports market is forecasted to grow by USD 5282.6 mn during 2025-2030, accelerating at a CAGR of 21.4% during the forecast period. The report on the global esports market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by proliferation of strategic brand sponsorships and commercial partnerships, expansion of media rights and premium broadcasting agreements, advancements in streaming technology and digital infrastructure.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202620.4%
CAGR21.4%
Incremental Value$5282.6 mn

Technavio's global esports market is segmented as below:

By Revenue Stream

  • Sponsorships
  • Media rights
  • Publisher fees
  • Merchandise and ticket sales
  • Advertising

By Genre

  • MOBA
  • FPS
  • RTS
  • Others

By Device

  • Smart phone and smart TV
  • Gaming console
  • Desktop/laptop/tablets

Geography

  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • North America
    • US
    • Canada
    • Mexico
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • South Africa
    • UAE
    • Turkey
  • Rest of World (ROW)

This study identifies the expansion of mobile esports and regional infrastructure development as one of the prime reasons driving the global esports market growth during the next few years. Also, integration of artificial intelligence and advanced data analytics and rise of national identity and government-backed ecosystems will lead to sizable demand in the market.

The report on the global esports market covers the following areas:

  • Global esports market sizing
  • Global esports market forecast
  • Global esports market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global esports market vendors that include 100 Thieves LLC, Activision Blizzard Inc., BLAST ApS, Cloud9 Esports Inc, DreamHack AB, Electronic Arts Inc., Epic Games Inc., ESL FACEIT Group, FaZe Holdings Inc, Fnatic Ltd., G2 Esports GmbH, Garena, Krafton Inc., Logitech International SA, Nintendo Co. Ltd., Riot Games Inc., Team Liquid, TSM FTX Inc, Ubisoft Entertainment SA, Valve Corp.. Also, the global esports market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Revenue Stream
    • Executive Summary - Chart on Market Segmentation by Genre
    • Executive Summary - Chart on Market Segmentation by Device
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Esports Market 2020 - 2024
    • Historic Market Size - Data Table on Global Esports Market 2020 - 2024 ($ million)
  • 5.2 Revenue Stream segment analysis 2020 - 2024
    • Historic Market Size - Revenue Stream Segment 2020 - 2024 ($ million)
  • 5.3 Genre segment analysis 2020 - 2024
    • Historic Market Size - Genre Segment 2020 - 2024 ($ million)
  • 5.4 Device segment analysis 2020 - 2024
    • Historic Market Size - Device Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on global esports market
  • 6.2 Impact of geopolitical conflicts on global esports market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Revenue Stream

  • 8.1 Market segments
  • 8.2 Comparison by Revenue Stream
  • 8.3 Sponsorships - Market size and forecast 2025-2030
  • 8.4 Media rights - Market size and forecast 2025-2030
  • 8.5 Publisher fees - Market size and forecast 2025-2030
  • 8.6 Merchandise and ticket sales - Market size and forecast 2025-2030
  • 8.7 Advertising - Market size and forecast 2025-2030
  • 8.8 Market opportunity by Revenue Stream
    • Market opportunity by Revenue Stream ($ million)

9 Market Segmentation by Genre

  • 9.1 Market segments
  • 9.2 Comparison by Genre
  • 9.3 MOBA - Market size and forecast 2025-2030
  • 9.4 FPS - Market size and forecast 2025-2030
  • 9.5 RTS - Market size and forecast 2025-2030
  • 9.6 Others - Market size and forecast 2025-2030
  • 9.7 Market opportunity by Genre
    • Market opportunity by Genre ($ million)

10 Market Segmentation by Device

  • 10.1 Market segments
  • 10.2 Comparison by Device
  • 10.3 Smart phone and smart TV - Market size and forecast 2025-2030
  • 10.4 Gaming console - Market size and forecast 2025-2030
  • 10.5 Desktop/laptop/tablets - Market size and forecast 2025-2030
  • 10.6 Market opportunity by Device
    • Market opportunity by Device ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 APAC - Market size and forecast 2025-2030
    • 12.3.1 China - Market size and forecast 2025-2030
    • 12.3.2 Japan - Market size and forecast 2025-2030
    • 12.3.3 India - Market size and forecast 2025-2030
    • 12.3.4 South Korea - Market size and forecast 2025-2030
    • 12.3.5 Australia - Market size and forecast 2025-2030
    • 12.3.6 Indonesia - Market size and forecast 2025-2030
  • 12.4 Europe - Market size and forecast 2025-2030
    • 12.4.1 Germany - Market size and forecast 2025-2030
    • 12.4.2 UK - Market size and forecast 2025-2030
    • 12.4.3 France - Market size and forecast 2025-2030
    • 12.4.4 Italy - Market size and forecast 2025-2030
    • 12.4.5 Spain - Market size and forecast 2025-2030
    • 12.4.6 The Netherlands - Market size and forecast 2025-2030
  • 12.5 North America - Market size and forecast 2025-2030
    • 12.5.1 US - Market size and forecast 2025-2030
    • 12.5.2 Canada - Market size and forecast 2025-2030
    • 12.5.3 Mexico - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Chile - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.2 South Africa - Market size and forecast 2025-2030
    • 12.7.3 UAE - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 Turkey - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Proliferation of strategic brand sponsorships and commercial partnerships
    • Expansion of media rights and premium broadcasting agreements
    • Advancements in streaming technology and digital infrastructure
  • 13.2 Market challenges
    • Regulatory fragmentation and legal ambiguity across jurisdictions
    • Economic sustainability and high operational expenditures for organizations
    • Complexity of intellectual property ownership and publisher control
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Expansion of mobile esports and regional infrastructure development
    • Integration of artificial intelligence and advanced data analytics
    • Rise of national identity and government-backed ecosystems

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 100 Thieves LLC
    • 100 Thieves LLC - Overview
    • 100 Thieves LLC - Product / Service
    • 100 Thieves LLC - Key offerings
    • SWOT
  • 15.5 Activision Blizzard Inc.
    • Activision Blizzard Inc. - Overview
    • Activision Blizzard Inc. - Product / Service
    • Activision Blizzard Inc. - Key offerings
    • SWOT
  • 15.6 BLAST ApS
    • BLAST ApS - Overview
    • BLAST ApS - Product / Service
    • BLAST ApS - Key offerings
    • SWOT
  • 15.7 DreamHack AB
    • DreamHack AB - Overview
    • DreamHack AB - Product / Service
    • DreamHack AB - Key offerings
    • SWOT
  • 15.8 Electronic Arts Inc.
    • Electronic Arts Inc. - Overview
    • Electronic Arts Inc. - Product / Service
    • Electronic Arts Inc. - Key offerings
    • SWOT
  • 15.9 Epic Games Inc.
    • Epic Games Inc. - Overview
    • Epic Games Inc. - Product / Service
    • Epic Games Inc. - Key offerings
    • SWOT
  • 15.10 ESL FACEIT Group
    • ESL FACEIT Group - Overview
    • ESL FACEIT Group - Product / Service
    • ESL FACEIT Group - Key offerings
    • SWOT
  • 15.11 FaZe Holdings Inc
    • FaZe Holdings Inc - Overview
    • FaZe Holdings Inc - Product / Service
    • FaZe Holdings Inc - Key offerings
    • SWOT
  • 15.12 Garena
    • Garena - Overview
    • Garena - Product / Service
    • Garena - Key offerings
    • SWOT
  • 15.13 Krafton Inc.
    • Krafton Inc. - Overview
    • Krafton Inc. - Product / Service
    • Krafton Inc. - Key offerings
    • SWOT
  • 15.14 Logitech International SA
    • Logitech International SA - Overview
    • Logitech International SA - Business segments
    • Logitech International SA - Key news
    • Logitech International SA - Key offerings
    • Logitech International SA - Segment focus
    • SWOT
  • 15.15 Nintendo Co. Ltd.
    • Nintendo Co. Ltd. - Overview
    • Nintendo Co. Ltd. - Product / Service
    • Nintendo Co. Ltd. - Key offerings
    • SWOT
  • 15.16 Riot Games Inc.
    • Riot Games Inc. - Overview
    • Riot Games Inc. - Product / Service
    • Riot Games Inc. - Key offerings
    • SWOT
  • 15.17 Ubisoft Entertainment SA
    • Ubisoft Entertainment SA - Overview
    • Ubisoft Entertainment SA - Business segments
    • Ubisoft Entertainment SA - Key offerings
    • Ubisoft Entertainment SA - Segment focus
    • SWOT
  • 15.18 Valve Corp.
    • Valve Corp. - Overview
    • Valve Corp. - Product / Service
    • Valve Corp. - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
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