Global Esports Market
市场规模(十亿美元)
CAGR :
%

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2023 –2030 |
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USD 11,450.00 Million |
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USD 67,500.00 Million |
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全球电子竞技市场,按收入来源(赞助和直接广告、媒体版权、发行商费用、门票和商品、数字和流媒体)、游戏(第一/第三人称射击游戏 (FPS/TPS)、多人在线战斗竞技场 (MOBA)、实时战略 (RTS)、格斗游戏、体育模拟、玩家对战 (PvP) 和其他)、电子平台(手机和平板电脑、基于游戏机的电子竞技、基于 PC 的电子竞技)划分 - 行业趋势和预测到 2031 年。
电子竞技市场分析和规模
全球电子竞技市场继续蓬勃发展,这得益于多种因素的共同推动。其中一个主要推动因素是高速互联网的普及以及智能手机和游戏设备的普及,这些因素使全球游戏参与变得民主化。此外,Twitch 和 YouTube 游戏等流媒体平台的兴起促进了电子竞技内容的广泛传播,培育了一个充满活力的社区并吸引了多样化的观众。然而,在这种增长过程中,监管障碍和对玩家健康和福祉的担忧等挑战也随之出现。
Data Bridge Market Research 分析称,全球电子竞技市场规模预计将从 2023 年的 15.8 亿美元增至 2031 年的 61.9 亿美元,在 2024 年至 2031 年的预测期内,复合年增长率为 18.8%。
报告指标 |
细节 |
预测期 |
2024 至 2031 年 |
基准年 |
2023 |
历史岁月 |
2022 (可定制为 2016-2021) |
定量单位 |
收入(十亿美元) |
涵盖的领域 |
收入来源(赞助和直接广告、媒体版权、出版商费用、门票和商品、数字和流媒体)、游戏(第一/第三人称射击游戏 (FPS/TPS)、多人在线战斗竞技场 (MOBA)、实时战略 (RTS)、格斗游戏、体育模拟、玩家对战 (PvP) 和其他)、电子平台(手机和平板电脑、基于游戏机的电子竞技、基于 PC 的电子竞技) |
覆盖国家 |
美国、加拿大、墨西哥、德国、法国、意大利、英国、荷兰、比利时、西班牙、瑞士、俄罗斯、土耳其、欧洲其他地区、中国、日本、韩国、印度、澳大利亚、新加坡、泰国、马来西亚、印度尼西亚、菲律宾、亚太其他地区、巴西、阿根廷、南美洲其他地区、沙特阿拉伯、南非、阿联酋、埃及、以色列以及中东和非洲其他地区 |
涵盖的市场参与者 |
FaZe Holdings Inc.、X1 Entertainment Group、ESL FACEIT GROUP、CLOUD9、Activision Blizzard、Gfinity、NODWINGAMING、G ESports Holding GmbH.、Team Liquid、Challonge, LLC、Battlefy, Inc.、Play Versus, Inc.、OPTIC GAMING、ESports Battle 和 ESports Tower LLC. 等 |
市场定义
电子竞技 (eSports) 是电子运动的简称,是指在专业或半专业环境下组织的竞技性电子游戏。玩家或团队在各种电子游戏中相互竞争,通常采用多人游戏形式,并在地方、国家和国际层面组织锦标赛和联赛。近年来,电子竞技越来越受欢迎,专业玩家、团队和组织争夺奖金、赞助和认可。电子竞技中常见的游戏包括《英雄联盟》、《反恐精英:全球攻势》、《Dota 2》、《守望先锋》等热门游戏,以及许多其他游戏,涵盖第一人称射击游戏、实时战略游戏和多人在线战斗竞技场 (MOBA) 游戏等各种类型。
全球电子竞技市场动态
驱动程序
- 电子游戏日益流行
电子游戏的日益流行是全球电子竞技市场的重要推动力,推动了其快速增长并扩大了其在世界各地的受众范围。随着电子游戏不断发展并吸引各种各样的玩家,竞技游戏作为一种娱乐形式的潜力也大幅增加。随着技术的进步,尤其是互联网连接和游戏平台的进步,玩家可以轻松地与来自世界各地的玩家联系和竞争。电子游戏的日益流行不仅吸引了新的参与者和观众参加电子竞技活动,而且还培育了一个充满活力的内容创作者、影响者和社区参与平台生态系统。因此,电子竞技受益于与更广泛的游戏行业的这种共生关系,观众人数、赞助协议和投资机会激增。
- 游戏硬件和软件的技术进步
游戏技术的不断创新和改进带来了更佳的游戏体验,这直接影响了电子竞技的竞争性和吸引力。首先,游戏硬件(如图形处理器 (GPU)、中央处理器 (CPU))和外围设备(如高性能游戏鼠标和键盘)的进步使玩家能够在游戏过程中实现更高的精度、响应能力和沉浸感。这些技术改进不仅提高了玩家的技能,还有助于提高电子竞技赛事的整体观赏性和刺激性,从而吸引更多的观众和赞助商。
此外,游戏软件(包括游戏引擎、图形渲染技术)的进步彻底改变了电子竞技比赛的组织和体验方式。游戏引擎允许开发人员创建视觉上令人惊叹且身临其境的环境,增强观众体验并模糊虚拟和物理现实之间的界限。此外,游戏中强大的在线匹配系统和专用的电子竞技模式促进了公平和竞争性的游戏体验,使来自世界各地的玩家能够无缝地相互竞争。
机会
- 提供电子竞技直播的平台不断涌现
近年来,电子竞技行业在收视率和收入方面都取得了巨大的增长。收视率的提高是收入增长的主要原因——这不仅仅是因为这些观众创造了收入。品牌看到了吸引大量参与度高的观众的潜力,因此直接或间接地投资电子竞技营销。随着电子竞技行业的迅猛发展,提供电子竞技赛事现场直播的平台也随之激增。这些平台包括专门的电子竞技流媒体网站和主流媒体频道,已成为向全球观众传播电子竞技内容的关键参与者。这为整理和分析各个平台上的收视率数据、参与度指标和观众人口统计数据提供了重要机会。
提供电子竞技直播的平台的兴起代表着观众消费游戏内容方式的巨大转变。Twitch、YouTube Gaming 和 Facebook Gaming 等平台也使电子竞技赛事的访问变得民主化,让粉丝可以在世界任何地方实时观看他们最喜欢的游戏和选手。例如,Twitch 已成为电子竞技流媒体领域的主导力量,拥有数百万活跃用户并托管各种游戏内容。
克制/挑战
- 电子竞技的健康和成瘾问题
鉴于游戏的沉浸性以及激烈的竞争性,电子竞技市场对健康和成瘾问题的关注是重要的考虑因素。长时间玩游戏会导致各种身体健康问题,例如眼睛疲劳、重复性劳损 (RSI) 以及因长时间坐着或姿势不正确而导致的肌肉骨骼问题。此外,过度玩游戏会对心理健康产生不利影响,包括增加压力、焦虑和抑郁,尤其是对于面临巨大表现压力的职业玩家而言。
此外,游戏成瘾,又称游戏障碍,已被世界卫生组织 (WHO) 视为值得关注的问题。游戏成瘾可能导致社交退缩、个人卫生疏忽、睡眠模式紊乱以及学业或职业受损。它还会使与家人和朋友的关系紧张。
最新动态
- 2022 年 10 月,根据 ResearchGate GmbH 的一篇文章,电子竞技领域为广告商提供了一条充满希望的途径,玩家通常对视频游戏中的广告持积极态度,游戏行业广告的增加成为全球电子竞技市场的驱动力,增强了收入来源,促进了品牌参与度,并促进了电子竞技生态系统的整体增长和可持续性
- 2021 年 6 月,根据美国国家医学图书馆的一篇文章,游戏行业广告的激增是全球电子竞技市场的重要推动力。广告商认为电子竞技是一个绝佳的机会,因为玩家对广告的接受度很高,如果广告无缝融入游戏体验而不会干扰游戏玩法,玩家就会对广告产生好感。这种方法反映了“产品植入”的概念,即将品牌融入娱乐内容中。随着游戏广告的不断发展,它不仅可以创造收入,还可以增强整体电子竞技体验,从而促进该行业的持续增长和商业成功
全球电子竞技市场范围
全球电子竞技市场根据收入来源、游戏和电子平台分为三个显著的细分市场。这些细分市场之间的增长将帮助您分析行业中的主要增长细分市场,并为用户提供有价值的市场概览和市场洞察,以便做出战略决策,确定核心市场应用。
收入来源
- 赞助和直接广告
- 媒体权利
- 出版商费用
- 门票和商品
- 数字的
- 流媒体
根据收入来源,市场分为赞助和直接广告、媒体版权、出版商费用、门票和商品、数字和流媒体。
游戏
- 第一/第三人称射击游戏 (FPS/TPS)
- 多人在线战斗竞技场 (MOBA)
- 实时战略(RTS)
- 格斗游戏
- 体育模拟
- 玩家对战(PVP)
- 其他的
根据游戏类型,市场进一步细分为第一/第三人称射击游戏(FPS/TPS)、多人在线战斗竞技场游戏(MOBA)、实时战略游戏(RTS)、格斗游戏、体育模拟游戏、玩家对战游戏(PVP)等。
电子平台
- 手机和平板电脑
- 基于游戏机的电子竞技
- 基于 PC 的电子竞技
根据电子平台,市场分为手机和平板电脑、基于游戏机的电子竞技和基于 PC 的电子竞技。
全球电子竞技市场区域分析/见解
全球电子竞技市场根据收入来源、游戏和电子平台进行细分。
全球电子竞技市场报告涵盖的国家包括美国、加拿大、墨西哥、德国、法国、意大利、英国、荷兰、比利时、西班牙、瑞士、俄罗斯、土耳其、欧洲其他地区、中国、日本、韩国、印度、澳大利亚、新加坡、泰国、马来西亚、印度尼西亚、菲律宾、亚太其他地区、巴西、阿根廷、南美洲其他地区、沙特阿拉伯、南非、阿联酋、埃及、以色列以及中东和非洲其他地区。
由于工业化进程加快、建筑活动增加以及对油漆、涂料和粘合剂的需求旺盛,以及该地区基础设施建设和制造业的不断发展,亚太地区预计将占据该市场的主导地位。由于通过游戏平台投放的广告增加,中国预计将在亚太地区占据主导地位。由于对视频游戏的需求增加,美国预计将在北美占据主导地位。由于流媒体平台数量不断增加,德国预计将在欧洲占据主导地位。
报告的国家部分还提供了影响市场当前和未来趋势的各个市场影响因素和市场监管变化。数据点下游和上游价值链分析、技术趋势波特五力分析和案例研究是用于预测各个国家市场情景的一些指标。此外,在提供国家数据的预测分析时,还考虑了北美品牌的存在和可用性以及由于来自本地和国内品牌的大量或稀缺竞争而面临的挑战、国内关税的影响和贸易路线。
竞争格局和全球电子竞技市场份额分析
全球电子竞技市场竞争格局提供了竞争对手的详细信息。详细信息包括公司概况、公司财务状况、产生的收入、市场潜力、研发投资、新市场计划、生产基地和设施、公司优势和劣势、产品发布、产品试验渠道、产品批准、专利、产品宽度和广度、应用优势、技术生命线曲线。以上提供的数据点仅与公司对全球表面活性剂市场的关注有关。
全球电子竞技市场的一些知名参与者包括 FaZe Holdings Inc.、X1 Entertainment Group、ESL FACEIT GROUP、CLOUD9、Activision Blizzard、Gfinity PLC.、NODWINGAMING、G ESports Holding GmbH.、Team Liquid、Challonge, LLC、Battlefy, Inc.、Play Versus, Inc.、OPTIC GAMING、ESports Battle 和 ESports Tower LLC. 等。
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目录
1 INTRODUCTION
1.1 OBJECTIVES OF THE STUDY
1.2 MARKET DEFINITION
1.3 OVERVIEW
1.4 LIMITATIONS
1.5 MARKETS COVERED
2 MARKET SEGMENTATION
2.1 MARKETS COVERED
2.2 GEOGRAPHICAL SCOPE
2.3 YEARS CONSIDERED FOR THE STUDY
2.4 CURRENCY AND PRICING
2.5 DBMR TRIPOD DATA VALIDATION MODEL
2.6 MULTIVARIATE MODELING
2.7 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS
2.8 DBMR MARKET POSITION GRID
2.9 DBMR VENDOR SHARE ANALYSIS
2.1 SECONDARY SOURCES
2.11 ASSUMPTIONS
3 EXECUTIVE SUMMARY
4 PREMIUM INSIGHTS
5 MARKET OVERVIEW
5.1 DRIVERS
5.1.1 RISING POPULARITY OF VIDEO GAMES
5.1.2 TECHNOLOGICAL ADVANCEMENTS IN GAMING HARDWARE AND SOFTWARE
5.1.3 EMERGENCE OF POPULAR STREAMING PLATFORMS
5.1.4 INCREASE IN ADVERTISEMENTS THROUGH GAMING PLATFORMS
5.2 RESTRAINTS
5.2.1 HEALTH AND ADDICTION CONCERNS IN ESPORTS
5.2.2 LACK OF STANDARDIZATION IN THE ESPORTS INDUSTRY
5.3 OPPORTUNITIES
5.3.1 RISE OF PLATFORMS OFFERING LIVE ESPORTS COVERAGE
5.3.2 INCREASING NUMBER OF EVENTS WITH LARGE PRIZE POOL
5.4 CHALLENGES
5.4.1 INTELLECTUAL PROPERTY RIGHTS ISSUES
5.4.2 SUSTAINABILITY, DATA PRIVACY AND INTEGRITY CONCERNS
6 GLOBAL ESPORTS MARKET, BY REVENUE STREAMS
6.1 OVERVIEW
6.2 SPONSORSHIPS AND DIRECT ADVERTISEMENTS ESPORTS
6.3 MEDIA RIGHTS
6.4 PUBLISHER FEES
6.5 TICKETS AND MERCHANDISE
6.6 DIGITAL
6.7 STREAMING
7 GLOBAL ESPORTS MARKET, BY GAMES
7.1 OVERVIEW
7.2 FIRST/THIRD PERSON SHOOTERS (FPS/TPS)
7.3 MULTIPLAYER ONLINE BATTLE ARENA (MOBA)
7.4 REAL TIME STRATEGY (RTS)
7.5 FIGHTING GAMES
7.6 SPORTS SIMULATIONS
7.7 PLAYER VS. PLAYER (PVP)
7.8 OTHERS
8 GLOBAL ESPORTS MARKET, BY E-PLATFORM
8.1 OVERVIEW
8.2 MOBILE AND TABLETS
8.3 CONSOLES-BASED ESPORTS
8.4 PC-BASED ESPORTS
9 GLOBAL ESPORTS MARKET, BY REGION
9.1 OVERVIEW
9.2 ASIA-PACIFIC
9.2.1 CHINA
9.2.2 SOUTH KOREA
9.2.3 JAPAN
9.2.4 INDIA
9.2.5 AUSTRALIA
9.2.6 INDONESIA
9.2.7 MALAYSIA
9.2.8 PHILIPPINES
9.2.9 SINGAPORE
9.2.10 THAILAND
9.2.11 REST OF ASIA-PACIFIC
9.3 NORTH AMERICA
9.3.1 U.S.
9.3.2 CANADA
9.3.3 MEXICO
9.4 EUROPE
9.4.1 GERMANY
9.4.2 U.K.
9.4.3 SPAIN
9.4.4 FRANCE
9.4.5 RUSSIA
9.4.6 ITALY
9.4.7 NETHERLANDS
9.4.8 TURKEY
9.4.9 BELGIUM
9.4.10 SWITZERLAND
9.4.11 REST OF EUROPE
9.5 MIDDLE EAST AND AFRICA
9.5.1 SAUDI ARABIA
9.5.2 U.A.E.
9.5.3 EGYPT
9.5.4 SOUTH AFRICA
9.5.5 ISRAEL
9.5.6 REST OF MIDDLE EAST AND AFRICA
9.6 SOUTH AMERICA
9.6.1 BRAZIL
9.6.2 ARGENTINA
9.6.3 REST OF SOUTH AMERICA
10 GLOBAL ESPORTS MARKET: COMPANY LANDSCAPE
10.1 COMPANY SHARE ANALYSIS: GLOBAL
10.2 COMPANY SHARE ANALYSIS: EUROPE
10.3 COMPANY SHARE ANALYSIS: ASIA-PACIFIC
10.4 COMPANY SHARE ANALYSIS: NORTH AMERICA
11 SWOT ANALYSIS
12 COMPANY PROFILES
12.1 ACTIVISION BLIZZARD
12.1.1 COMPANY SNAPSHOT
12.1.2 REVENUE ANALYSIS
12.1.3 COMPANY SHARE ANALYSIS
12.1.4 PRODUCT PORTFOLIO
12.1.5 RECENT UPDATES
12.2 ESL FACEIT GROUP
12.2.1 COMPANY SNAPSHOT
12.2.2 COMPANY SHARE ANALYSIS
12.2.3 BRAND PORTFOLIO
12.2.4 RECENT DEVELOPMENTS
12.3 TEAM LIQUID
12.3.1 COMPANY SNAPSHOT
12.3.2 COMPANY SHARE ANALYSIS
12.3.3 BRAND PORTFOLIO
12.3.4 RECENT DEVELOPMENTS
12.4 PLAY VERSUS, INC.
12.4.1 COMPANY SNAPSHOT
12.4.2 COMPANY SHARE ANALYSIS
12.4.3 PRODUCT PORTFOLIO
12.4.4 RECENT DEVELOPMENT
12.5 FAZE HOLDINGS INC.
12.5.1 COMPANY SNAPSHOT
12.5.2 REVENUE ANALYSIS
12.5.3 COMPANY SHARE ANALYSIS
12.5.4 SERVICE PORTFOLIO
12.5.5 RECENT DEVELOPMENTS
12.6 BATTLEFLY, INC.
12.6.1 COMPANY SNAPSHOT
12.6.2 BRAND PORTFOLIO
12.6.3 RECENT DEVELOPMENTS
12.7 CHALLONGE, LLC
12.7.1 COMPANY SNAPSHOT
12.7.2 BRAND PORTFOLIO
12.7.3 RECENT DEVELOPMENTS
12.8 CLOUD9
12.8.1 COMPANY SNAPSHOT
12.8.2 BRAND PORTFOLIO
12.8.3 RECENT DEVELOPMENTS
12.9 ESPORTS BATTLE
12.9.1 COMPANY SNAPSHOT
12.9.2 PRODUCT PORTFOLIO
12.9.3 RECENT DEVELOPMENT
12.1 ESPORTS TOWER LLC.
12.10.1 COMPANY SNAPSHOT
12.10.2 PRODUCT PORTFOLIO
12.10.3 RECENT DEVELOPMENT
12.11 G ESPORTS HOLDING GMBH.
12.11.1 COMPANY SNAPSHOT
12.11.2 PRODUCT PORTFOLIO
12.11.3 RECENT DEVELOPMENT
12.12 GFINITY PLC.
12.12.1 COMPANY SNAPSHOT
12.12.2 REVENUE ANALYSIS
12.12.3 PRODUCT PORTFOLIO
12.12.4 RECENT UPDATES
12.13 NODWINGAMING
12.13.1 COMPANY SNAPSHOT
12.13.2 PRODUCT PORTFOLIO
12.13.3 RECENT UPDATES
12.14 OPTIC GAMING
12.14.1 COMPANY SNAPSHOT
12.14.2 BRAND PORTFOLIO
12.14.3 RECENT DEVELOPMENTS
12.15 X1 ENTERTAINMENT GROUP
12.15.1 COMPANY SNAPSHOT
12.15.2 REVENUE ANALYSIS
12.15.3 BRAND PORTFOLIO
12.15.4 RECENT DEVELOPMENTS
13 QUESTIONNAIRE
14 RELATED REPORTS
表格列表
TABLE 1 GLOBAL ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 2 GLOBAL SPONSORSHIPS AND DIRECT ADVERTISEMENTS IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 3 GLOBAL MEDIA RIGHTS IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 4 GLOBAL PUBLISHER FEES IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 5 GLOBAL TICKETS AND MERCHANDISE IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 6 GLOBAL DIGITAL IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 7 GLOBAL STREAMING IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 8 GLOBAL ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 9 GLOBAL FIRST/THIRD PERSON SHOOTERS (FPS/TPS) IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 10 GLOBAL MULTIPLAYER ONLINE BATTLE ARENA (MOBA) IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 11 GLOBAL REAL TIME STRATEGY (RTS) IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 12 GLOBAL FIGHTING GAMES IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 13 GLOBAL SPORTS STIMULATION IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 14 GLOBAL PLAYER VS. PLAYER (PVP) IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 15 GLOBAL OTHERS IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 16 GLOBAL ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 17 GLOBAL MOBILE AND TABLETS IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 18 GLOBAL CONSOLES-BASED ESPORTS IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 19 GLOBAL PC-BASED ESPORTS IN ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 20 GLOBAL ESPORTS MARKET, BY REGION, 2022-2031 (USD THOUSAND)
TABLE 21 ASIA-PACIFIC ESPORTS MARKET, BY COUNTRY, 2022-2031 (USD THOUSAND)
TABLE 22 ASIA-PACIFIC ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 23 ASIA-PACIFIC ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 24 ASIA-PACIFIC ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 25 CHINA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 26 CHINA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 27 CHINA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 28 SOUTH KOREA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 29 SOUTH KOREA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 30 SOUTH KOREA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 31 JAPAN ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 32 JAPAN ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 33 JAPAN ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 34 INDIA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 35 INDIA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 36 INDIA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 37 AUSTRALIA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 38 AUSTRALIA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 39 AUSTRALIA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 40 INDONESIA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 41 INDONESIA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 42 INDONESIA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 43 MALAYSIA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 44 MALAYSIA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 45 MALAYSIA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 46 PHILIPPINES ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 47 PHILIPPINES ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 48 PHILIPPINES ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 49 SINGAPORE ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 50 SINGAPORE ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 51 SINGAPORE ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 52 THAILAND ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 53 THAILAND ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 54 THAILAND ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 55 REST OF ASIA-PACIFIC ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 56 NORTH AMERICA ESPORTS MARKET, BY COUNTRY, 2022-2031 (USD THOUSAND)
TABLE 57 NORTH AMERICA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 58 NORTH AMERICA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 59 NORTH AMERICA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 60 U.S. ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 61 U.S. ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 62 U.S. ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 63 CANADA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 64 CANADA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 65 CANADA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 66 MEXICO ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 67 MEXICO ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 68 MEXICO ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 69 EUROPE ESPORTS MARKET, BY COUNTRY, 2022-2031 (USD THOUSAND)
TABLE 70 EUROPE ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 71 EUROPE ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 72 EUROPE ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 73 GERMANY ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 74 GERMANY ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 75 GERMANY ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 76 U.K. ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 77 U.K. ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 78 U.K. ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 79 SPAIN ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 80 SPAIN ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 81 SPAIN ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 82 FRANCE ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 83 FRANCE ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 84 FRANCE ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 85 RUSSIA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 86 RUSSIA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 87 RUSSIA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 88 ITALY ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 89 ITALY ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 90 ITALY ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 91 NETHERLANDS ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 92 NETHERLANDS ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 93 NETHERLANDS ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 94 TURKEY ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 95 TURKEY ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 96 TURKEY ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 97 BELGIUM ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 98 BELGIUM ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 99 BELGIUM ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 100 SWITZERLAND ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 101 SWITZERLAND ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 102 SWITZERLAND ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 103 REST OF EUROPE ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 104 MIDDLE EAST AND AFRICA ESPORTS MARKET, BY COUNTRY, 2022-2031 (USD THOUSAND)
TABLE 105 MIDDLE EAST AND AFRICA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 106 MIDDLE EAST AND AFRICA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 107 MIDDLE EAST AND AFRICA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 108 SAUDI ARABIA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 109 SAUDI ARABIA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 110 SAUDI ARABIA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 111 U.A.E. ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 112 U.A.E. ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 113 U.A.E. ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 114 EGYPT ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 115 EGYPT ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 116 EGYPT ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 117 SOUTH AFRICA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 118 SOUTH AFRICA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 119 SOUTH AFRICA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 120 ISRAEL ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 121 ISRAEL ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 122 ISRAEL ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 123 REST OF MIDDLE EAST AND AFRICA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 124 SOUTH AMERICA ESPORTS MARKET, BY COUNTRY, 2022-2031 (USD THOUSAND)
TABLE 125 SOUTH AMERICA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 126 SOUTH AMERICA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 127 SOUTH AMERICA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 128 BRAZIL ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 129 BRAZIL ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 130 BRAZIL ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 131 ARGENTINA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
TABLE 132 ARGENTINA ESPORTS MARKET, BY GAMES, 2022-2031 (USD THOUSAND)
TABLE 133 ARGENTINA ESPORTS MARKET, BY E-PLATFORM, 2022-2031 (USD THOUSAND)
TABLE 134 REST OF SOUTH AMERICA ESPORTS MARKET, BY REVENUE STREAMS, 2022-2031 (USD THOUSAND)
图片列表
FIGURE 1 GLOBAL ESPORTS MARKET
FIGURE 2 GLOBAL ESPORTS MARKET: DATA TRIANGULATION
FIGURE 3 GLOBAL ESPORTS MARKET: DROC ANALYSIS
FIGURE 4 GLOBAL ESPORTS MARKET: GLOBAL VS REGIONAL MARKET ANALYSIS
FIGURE 5 GLOBAL ESPORTS MARKET: COMPANY RESEARCH ANALYSIS
FIGURE 6 GLOBAL ESPORTS MARKET: MULTIVARIATE MODELLING
FIGURE 7 GLOBAL ESPORTS MARKET: INTERVIEW DEMOGRAPHICS
FIGURE 8 GLOBAL ESPORTS MARKET: DBMR MARKET POSITION GRID
FIGURE 9 GLOBAL ESPORTS MARKET: VENDOR SHARE ANALYSIS
FIGURE 10 GLOBAL ESPORTS MARKET: SEGMENTATION
FIGURE 11 RISING POPULARITY OF VIDEO GAME IS EXPECTED TO DRIVE THE GLOBAL ESPORTS MARKET IN THE FORECAST PERIOD
FIGURE 12 THE SPONSORSHIPS AND DIRECT ADVERTISEMMENTS IS EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF THE GLOBAL ESPORTS MARKET IN 2024 AND 2031
FIGURE 13 DRIVERS, RESTRAINTS, OPPORTUNITIES AND CHALLENGES OF THE MARKET
FIGURE 14 GLOBAL ESPORTS MARKET: BY REVENUE STREAMS, 2023
FIGURE 15 GLOBAL ESPORTS MARKET: BY GAMES, 2023
FIGURE 16 GLOBAL ESPORTS MARKET: BY E-PLATFORM, 2023
FIGURE 17 GLOBAL ESPORTS MARKET: SNAPSHOT (2023)
FIGURE 18 ASIA-PACIFIC ESPORTS MARKET: SNAPSHOT (2023)
FIGURE 19 NORTH AMERICA ESPORTS MARKET: SNAPSHOT (2023)
FIGURE 20 EUROPE ESPORTS MARKET: SNAPSHOT (2023)
FIGURE 21 MIDLE EAST AND AFRICA ESPORTS MARKET: SNAPSHOT (2023)
FIGURE 22 SOUTH AMERICA ESPORTS MARKET: SNAPSHOT (2023)
FIGURE 23 GLOBAL ESPORTS MARKET: COMPANY SHARE 2023 (%)
FIGURE 24 EUROPE ESPORTS MARKET: COMPANY SHARE 2023 (%)
FIGURE 25 ASIA-PACIFC ESPORTS MARKET: COMPANY SHARE 2023 (%)
FIGURE 26 NORTH AMERICA ESPORTS MARKET: COMPANY SHARE 2023 (%)

研究方法
数据收集和基准年分析是使用具有大样本量的数据收集模块完成的。该阶段包括通过各种来源和策略获取市场信息或相关数据。它包括提前检查和规划从过去获得的所有数据。它同样包括检查不同信息源中出现的信息不一致。使用市场统计和连贯模型分析和估计市场数据。此外,市场份额分析和关键趋势分析是市场报告中的主要成功因素。要了解更多信息,请请求分析师致电或下拉您的询问。
DBMR 研究团队使用的关键研究方法是数据三角测量,其中包括数据挖掘、数据变量对市场影响的分析和主要(行业专家)验证。数据模型包括供应商定位网格、市场时间线分析、市场概览和指南、公司定位网格、专利分析、定价分析、公司市场份额分析、测量标准、全球与区域和供应商份额分析。要了解有关研究方法的更多信息,请向我们的行业专家咨询。
可定制
Data Bridge Market Research 是高级形成性研究领域的领导者。我们为向现有和新客户提供符合其目标的数据和分析而感到自豪。报告可定制,包括目标品牌的价格趋势分析、了解其他国家的市场(索取国家列表)、临床试验结果数据、文献综述、翻新市场和产品基础分析。目标竞争对手的市场分析可以从基于技术的分析到市场组合策略进行分析。我们可以按照您所需的格式和数据样式添加您需要的任意数量的竞争对手数据。我们的分析师团队还可以为您提供原始 Excel 文件数据透视表(事实手册)中的数据,或者可以帮助您根据报告中的数据集创建演示文稿。