eスポーツの世界市場調査レポート

Global Esports Market Research Report: Forecast (2025-2030)

eスポーツの世界市場調査レポート:予測 2025-2030年
Esports Market - By Game Type (Multiplayer Online Battle Arena, First-Person Shooter, Real-Time Strategy, Sports, Fighting, Battle Royale, Others), By Revenue Source (Sponsorship,...Advertising, Media Rights, Ticket & Merchandise Sales, Publisher Fees, Streaming), By Device Type (Mobile, PC, Console), By Streaming Type (Live, Video-on-demand) and Others

商品番号 : SMB-78743

出版社MarkNtel Advisors
出版年月2025年4月
ページ数191
価格タイプシングルユーザライセンス
価格USD 4,850
種別英文調査報告書

eスポーツ市場 – ゲームタイプ別(マルチプレイヤーオンラインバトルアリーナ、一人称視点シューティング、リアルタイムストラテジー、スポーツ、格闘技、バトルロイヤル、その他)、収益源別(スポンサーシップ、広告、メディア権、チケット・グッズ販売、パブリッシャー手数料、ストリーミング)、デバイスタイプ別(モバイル、PC、コンソール)、ストリーミングタイプ別(ライブ、ビデオオンデマンド)など

Market Definition

The global esports market encompasses a rapidly growing industry focused on competitive video gaming, where professional players and teams compete in various gaming genres, attracting millions of fans and participants globally. With advancements in technology, increased internet access, and the rise of streaming platforms, esports has evolved into a mainstream entertainment sector, commanding significant attention from advertisers and sponsors.

世界のeスポーツ市場は、対戦型ビデオゲームに特化しており、急成長を遂げています。プロのプレイヤーやチームが様々なゲームジャンルで競い合い、世界中で何百万人ものファンや参加者を魅了しています。テクノロジーの進歩、インターネットアクセスの拡大、そしてストリーミングプラットフォームの台頭により、eスポーツは主流のエンターテインメントセクターへと進化し、広告主やスポンサーから大きな注目を集めています。

eスポーツの世界市場調査レポート
esports-market

Market Insights & Analysis: Global Esports Market (2025-30)

The global esports market was valued at approximately USD 1.81 billion in 2024, projected to reach USD 5.88 billion by 2030, growing at a remarkable compound annual growth rate (CAGR) of around 22.21% during the forecast period. Key factors fueling this growth include the proliferation of high-speed internet, the ubiquity of mobile gaming, and the growing interest in competitive gaming events among younger demographics. Major tournaments like the League of Legends World Championship and the Dota 2 International Championship continue to draw massive global viewership, further elevating the industry’s profile.

Esports Market Key Driver

The rapid expansion of the esports market is primarily driven by the increasing accessibility of smartphones and free-to-play gaming models, which have opened doors for players across different age groups and regions. The mobile gaming segment alone accounts for over 43% of the esports market, highlighting its significant impact on player engagement and viewership. Additionally, government initiatives aimed at enhancing digital infrastructure are playing a crucial role in enabling better internet connectivity, thus supporting the growth of online gaming and esports ecosystems globally.

Esports Market Challenge

Despite its rapid growth, the esports market faces challenges related to addiction and health issues among participants and viewers. The prolonged screen time associated with gaming has raised concerns about physical and mental health among gamers, including issues such as “computer vision syndrome,” repetitive strain injuries (RSIs), and sedentary lifestyle diseases. Both industry stakeholders and health professionals emphasize the importance of balanced gaming practices, frequent breaks, and good ergonomics to mitigate these risks.

Scope of the Global Esports Market Report

This report provides an in-depth analysis of the global esports market, including market size, share, and growth forecasts. It highlights key trends, opportunities, and challenges shaping the industry’s future and offers insights into competitive dynamics. By examining various segments, such as game type, revenue sources, device type, and streaming types, stakeholders can gain a comprehensive understanding of the market landscape and make informed decisions.

Report CoverageDetails
  Historical Years  2020-23
  Base Years
  2024
  Forecast Years
  2025-30
  Market Value in 2024  USD 1.81 Billion
  Market Value in 2030  USD 5.88 Billion
  CAGR (2025-30)  22.21%
  Leading Region  North America
  Top Key PlayersG2 Esports, Team Liquid, Astralis, OG,100 Thieves, Fnatic, T1, Evil Geniuses, Activision Blizzard, FaZe Clan, Talon Esports, NRG Esports, Major League Gaming (MLG), Cloud9, Tencent, and Others
  Key Report Highlights
  • Market Dimensions & Projections
  • Pricing Evaluation,
  • Recent Strategic Moves by Companies,
  • Primary Stakeholders,
  • Analysis of Import and Export Trends,
  • Competitive Landscape Assessment,
  • Emerging Opportunities,
  • Market Trends and Indicators

Global Esports Market Competitive Landscape

The competitive landscape of the esports market features numerous players vying for dominance. Key companies include:

G2 Esports

Team Liquid

Astralis

OG

100 Thieves

Fnatic

T1

Evil Geniuses

Activision Blizzard

FaZe Clan

Talon Esports

NRG Esports

Major League Gaming (MLG)

Cloud9

Tencent

Recent Development

February 2025: G2 Esports announced a partnership with Invictus Gaming to enter the Dota 2 esports scene, marking its expansion into China.

Global Esports Market Segmentation

By Game Type:

Multiplayer Online Battle Arena (MOBA)

First-Person Shooter (FPS)

Real-Time Strategy (RTS)

Sports

Fighting

Battle Royale

Others

By Revenue Source:

Sponsorship

Advertising

Media Rights

Ticket & Merchandise Sales

Publisher Fees

Streaming

By Device Type:

Mobile

PC

Console

By Streaming Type:

Live

Video-on-demand

Regional Insights

North America: 54% market share, leading in infrastructure and professional teams.

Europe: Significant growth in esports engagement and tournaments.

Asia-Pacific: Rapidly growing market driven by mobile gaming.

Middle East & Africa: Emerging regions with increasing investments.

South America: Growing interest in competitive gaming and esports events.

Frequently Asked Questions (FAQs)

  • What is the expected growth rate of the esports market over the forecast period?
  • What is the size of the esports market in 2024?
  • Which demographic is driving the growth of mobile gaming within the esports market?
  • What are some of the health challenges associated with prolonged esports participation?
  • How is the competitive landscape shaping the future of the esports market?

Table of Contents

1. Market Segmentation
2. Introduction
2.1. Product Definition
2.2. Research Process
2.3. Assumptions
3. Executive Summary
4. Global Esports Market Policies, Regulations, and Product Standards
5. Global Esports Market Trends & Developments
6. Global Esports Market Dynamics
6.1. Growth Drivers
6.2. Challenges
7. Global Esports Market Hotspot & Opportunities
8. Global Esports Market Value Chain Analysis
9. Global Esports Market Outlook, 2020-2030F
9.1. Market Size & Outlook
9.1.1. By Revenue (USD Million)
9.2. Market Share & Outlook
9.2.1. By Game Type
9.2.1.1. Multiplayer Online Battle Arena (MOBA)- Market Size & Forecast 2020-2030, USD Million
9.2.1.2. First-Person Shooter (FPS)- Market Size & Forecast 2020-2030, USD Million
9.2.1.3. Real-Time Strategy (RTS)- Market Size & Forecast 2020-2030, USD Million
9.2.1.4. Sports- Market Size & Forecast 2020-2030, USD Million
9.2.1.5. Fighting- Market Size & Forecast 2020-2030, USD Million
9.2.1.6. Battle Royale- Market Size & Forecast 2020-2030, USD Million
9.2.1.7. Others- Market Size & Forecast 2020-2030, USD Million
9.2.2. By Revenue Source
9.2.2.1. Sponsorship- Market Size & Forecast 2020-2030, USD Million
9.2.2.2. Advertising- Market Size & Forecast 2020-2030, USD Million
9.2.2.3. Media Rights- Market Size & Forecast 2020-2030, USD Million
9.2.2.4. Ticket & Merchandise Sales- Market Size & Forecast 2020-2030, USD Million
9.2.2.5. Publisher Fees- Market Size & Forecast 2020-2030, USD Million
9.2.2.6. Streaming- Market Size & Forecast 2020-2030, USD Million
9.2.3. By Device Type
9.2.3.1. Mobile- Market Size & Forecast 2020-2030, USD Million
9.2.3.2. PC- Market Size & Forecast 2020-2030, USD Million
9.2.3.3. Console- Market Size & Forecast 2020-2030, USD Million
9.2.4. By Streaming Type
9.2.4.1. Live- Market Size & Forecast 2020-2030, USD Million
9.2.4.2. Video-on-demand- Market Size & Forecast 2020-2030, USD Million
9.2.5. By Region
9.2.5.1. North America
9.2.5.2. South America
9.2.5.3. Europe
9.2.5.4. Middle East and Africa
9.2.5.5. Asia-Pacific
9.2.6. By Company
9.2.6.1. Company Revenue Shares
9.2.6.2. Competitor Characteristics
10. North America Esports Market Outlook, 2020-2030F
10.1. Market Size & Outlook
10.1.1. By Revenue (USD Million)
10.2. Market Share & Outlook
10.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
10.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
10.2.3. By Device Type- Market Size & Forecast 2020-2030, USD Million
10.2.4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
10.2.5. By Country
10.2.5.1. The US
10.2.5.2. Canada
10.2.5.3. Mexico
10.3. The US Esports Market Outlook, 2020-2030F
10.3.1. Market Size & Outlook
10.3.1.1. By Revenue (USD Million)
10.3.2. Market Share & Outlook
10.3.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
10.3.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
10.4. Canada Esports Market Outlook, 2020-2030F
10.4.1. Market Size & Outlook
10.4.1.1. By Revenue (USD Million)
10.4.2. Market Share & Outlook
10.4.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
10.4.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
10.5. Mexico Esports Market Outlook, 2020-2030F
10.5.1. Market Size & Outlook
10.5.1.1. By Revenue (USD Million)
10.5.2. Market Share & Outlook
10.5.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
10.5.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
11. South America Esports Market, 2020-2030F
11.1. Market Size & Outlook
11.1.1. By Revenue (USD Million)
11.2. Market Share & Outlook
11.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
11.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
11.2.3. By Device Type- Market Size & Forecast 2020-2030, USD Million
11.2.4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
11.2.5. By Country
11.2.5.1. Brazil
11.2.5.2. Argentina
11.2.5.3. Rest of South America
11.3. Brazil Esports Market Outlook, 2020-2030F
11.3.1. Market Size & Outlook
11.3.1.1. By Revenue (USD Million)
11.3.2. Market Share & Outlook
11.3.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
11.3.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
11.4. Argentina Esports Market Outlook, 2020-2030F
11.4.1. Market Size & Outlook
11.4.1.1. By Revenue (USD Million)
11.4.2. Market Share & Outlook
11.4.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
11.4.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12. Europe Esports Market Outlook, 2020-2030F
12.1. Market Size & Analysis
12.1.1. By Revenues (USD Million)
12.2. Market Share & Analysis
12.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12.2.3. By Device Type- Market Size & Forecast 2020-2030, USD Million
12.2.4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
12.2.5. By Country
12.2.5.1. The UK
12.2.5.2. Germany
12.2.5.3. France
12.2.5.4. Italy
12.2.5.5. Spain
12.2.5.6. Rest of Europe
12.3. The UK Esports Market Outlook, 2020-2030F
12.3.1. Market Size & Analysis
12.3.1.1. By Revenues (USD Million)
12.3.2. Market Share & Analysis
12.3.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.3.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12.4. Germany Esports Market Outlook, 2020-2030F
12.4.1. Market Size & Analysis
12.4.1.1. By Revenues (USD Million)
12.4.2. Market Share & Analysis
12.4.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.4.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12.5. France Esports Market Outlook, 2020-2030F
12.5.1. Market Size & Analysis
12.5.1.1. By Revenues (USD Million)
12.5.2. Market Share & Analysis
12.5.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.5.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12.6. Italy Esports Market Outlook, 2020-2030F
12.6.1. Market Size & Analysis
12.6.1.1. By Revenues (USD Million)
12.6.2. Market Share & Analysis
12.6.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.6.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12.7. Spain Esports Market Outlook, 2020-2030F
12.7.1. Market Size & Analysis
12.7.1.1. By Revenues (USD Million)
12.7.2. Market Share & Analysis
12.7.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.7.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
13. Middle East & Africa Esports Market, 2020-2030F
13.1. Market Size & Outlook
13.1.1. By Revenue (USD Million)
13.2. Market Share & Outlook
13.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
13.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
13.2.3. By Device Type- Market Size & Forecast 2020-2030, USD Million
13.2.4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
13.2.5. By Country
13.2.5.1. Saudi Arabia
13.2.5.2. The UAE
13.2.5.3. South Africa
13.2.5.4. Rest of Middle East & Africa
13.3. Saudi Arabia Esports Market Outlook, 2020-2030F
13.3.1. Market Size & Outlook
13.3.1.1. By Revenue (USD Million)
13.3.2. Market Share & Outlook
13.3.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
13.3.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
13.4. The UAE Esports Market Outlook, 2020-2030F
13.4.1. Market Size & Outlook
13.4.1.1. By Revenue (USD Million)
13.4.2. Market Share & Outlook
13.4.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
13.4.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
13.5. South Africa Esports Market Outlook, 2020-2030F
13.5.1. Market Size & Outlook
13.5.1.1. By Revenue (USD Million)
13.5.2. Market Share & Outlook
13.5.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
13.5.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14. Asia Pacific Esports Market, 2020-2030F
14.1. Market Size & Outlook
14.1.1. By Revenue (USD Million)
14.2. Market Share & Outlook
14.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14.2.3. By Device Type- Market Size & Forecast 2020-2030, USD Million
14.2.4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
14.2.5. By Country
14.2.5.1. China
14.2.5.2. Japan
14.2.5.3. India
14.2.5.4. Australia
14.2.5.5. South Korea
14.2.5.6. Rest of Asia Pacific
14.3. China Esports Market Outlook, 2020-2030F
14.3.1. Market Size & Outlook
14.3.1.1. By Revenue (USD Million)
14.3.2. Market Share & Outlook
14.3.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.3.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14.4. Japan Esports Market Outlook, 2020-2030F
14.4.1. Market Size & Outlook
14.4.1.1. By Revenue (USD Million)
14.4.2. Market Share & Outlook
14.4.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.4.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14.5. India Esports Market Outlook, 2020-2030F
14.5.1. Market Size & Outlook
14.5.1.1. By Revenue (USD Million)
14.5.2. Market Share & Outlook
14.5.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.5.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14.6. Australia Esports Market Outlook, 2020-2030F
14.6.1. Market Size & Outlook
14.6.1.1. By Revenue (USD Million)
14.6.2. Market Share & Outlook
14.6.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.6.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14.7. South Korea Esports Market Outlook, 2020-2030F
14.7.1. Market Size & Outlook
14.7.1.1. By Revenue (USD Million)
14.7.2. Market Share & Outlook
14.7.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.7.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
15. Global Esports Market Key Strategic Imperatives for Success & Growth
16. Competition Outlook
16.1. Company Profiles
16.1.1. G2 Esports
16.1.1.1. Business Description
16.1.1.2. Type Portfolio
16.1.1.3. Strategic Alliances or Partnerships
16.1.1.4. Recent Developments
16.1.1.5. Financial Details
16.1.1.6. Others
16.1.2. Team Liquid
16.1.2.1. Business Description
16.1.2.2. Type Portfolio
16.1.2.3. Strategic Alliances or Partnerships
16.1.2.4. Recent Developments
16.1.2.5. Financial Details
16.1.2.6. Others
16.1.3. Astralis
16.1.3.1. Business Description
16.1.3.2. Type Portfolio
16.1.3.3. Strategic Alliances or Partnerships
16.1.3.4. Recent Developments
16.1.3.5. Financial Details
16.1.3.6. Others
16.1.4. OG
16.1.4.1. Business Description
16.1.4.2. Type Portfolio
16.1.4.3. Strategic Alliances or Partnerships
16.1.4.4. Recent Developments
16.1.4.5. Financial Details
16.1.4.6. Others
16.1.5. 100 Thieves
16.1.5.1. Business Description
16.1.5.2. Type Portfolio
16.1.5.3. Strategic Alliances or Partnerships
16.1.5.4. Recent Developments
16.1.5.5. Financial Details
16.1.5.6. Others
16.1.6. Fnatic
16.1.6.1. Business Description
16.1.6.2. Type Portfolio
16.1.6.3. Strategic Alliances or Partnerships
16.1.6.4. Recent Developments
16.1.6.5. Financial Details
16.1.6.6. Others
16.1.7. T1
16.1.7.1. Business Description
16.1.7.2. Type Portfolio
16.1.7.3. Strategic Alliances or Partnerships
16.1.7.4. Recent Developments
16.1.7.5. Financial Details
16.1.7.6. Others
16.1.8. Evil Geniuses
16.1.8.1. Business Description
16.1.8.2. Type Portfolio
16.1.8.3. Strategic Alliances or Partnerships
16.1.8.4. Recent Developments
16.1.8.5. Financial Details
16.1.8.6. Others
16.1.9. Activision Blizzard
16.1.9.1. Business Description
16.1.9.2. Type Portfolio
16.1.9.3. Strategic Alliances or Partnerships
16.1.9.4. Recent Developments
16.1.9.5. Financial Details
16.1.9.6. Others
16.1.10. FaZe Clan
16.1.10.1. Business Description
16.1.10.2. Type Portfolio
16.1.10.3. Strategic Alliances or Partnerships
16.1.10.4. Recent Developments
16.1.10.5. Financial Details
16.1.10.6. Others
16.1.11. Talon Esports
16.1.11.1. Business Description
16.1.11.2. Type Portfolio
16.1.11.3. Strategic Alliances or Partnerships
16.1.11.4. Recent Developments
16.1.11.5. Financial Details
16.1.11.6. Others
16.1.12. NRG Esports
16.1.12.1. Business Description
16.1.12.2. Type Portfolio
16.1.12.3. Strategic Alliances or Partnerships
16.1.12.4. Recent Developments
16.1.12.5. Financial Details
16.1.12.6. Others
16.1.13. Major League Gaming (MLG)
16.1.13.1. Business Description
16.1.13.2. Type Portfolio
16.1.13.3. Strategic Alliances or Partnerships
16.1.13.4. Recent Developments
16.1.13.5. Financial Details
16.1.13.6. Others
16.1.14. Cloud9
16.1.14.1. Business Description
16.1.14.2. Type Portfolio
16.1.14.3. Strategic Alliances or Partnerships
16.1.14.4. Recent Developments
16.1.14.5. Financial Details
16.1.14.6. Others
16.1.15. Tencent
16.1.15.1. Business Description
16.1.15.2. Type Portfolio
16.1.15.3. Strategic Alliances or Partnerships
16.1.15.4. Recent Developments
16.1.15.5. Financial Details
16.1.15.6. Others
16.1.16. Others
17. Disclaimer

List of Tables

Table 1: Global Esports Market Policies, Regulations, and Product Standards

Table 2: Global Esports Market Trends & Developments

Table 3: Global Esports Market Dynamics

Table 4: Growth Drivers of the Global Esports Market

Table 5: Challenges in the Global Esports Market

Table 6: Global Esports Market Hotspot & Opportunities

Table 7: Global Esports Market Value Chain Analysis

Table 8: Market Size & Outlook by Revenue (USD Million)

Table 9: Market Share & Outlook by Game Type

Table 10: Market Size & Forecast 2020-2030 by Game Type (MOBA, FPS, RTS, etc.)

Table 11: Market Size & Forecast 2020-2030 by Revenue Source (Sponsorship, Advertising, etc.)

Table 12: Market Size & Forecast 2020-2030 by Device Type (Mobile, PC, Console)

Table 13: Market Size & Forecast 2020-2030 by Streaming Type (Live, Video-on-demand)

Table 14: North America Esports Market Outlook, 2020-2030F

Table 15: South America Esports Market Outlook, 2020-2030F

List of Figures

Figure 1: Global Esports Market Dynamics

Figure 2: Market Size & Outlook by Revenue (2020-2030)

Figure 3: Market Share by Game Type (2020-2030 Forecast)

Figure 4: Revenue Sources of the Esports Market

Figure 5: Global Esports Market Growth Drivers

Figure 6: Market Size & Outlook by Region (2020-2030F)

Figure 7: North America Esports Market Overview

Figure 8: European Esports Market Breakdown

Figure 9: Asia-Pacific Esports Market Trends

Figure 10: Revenue Shares of Top Esports Companies

Figure 11: Competitive Landscape of the Global Esports Market

Figure 12: Market Size by Device Type (2020-2030)

Figure 13: Streaming Type Revenue Analysis

Figure 14: Forecast of Esports Participation Growth

Figure 15: Key Strategic Imperatives for Success in the Esports Market