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世界のエスポーツ市場の展望、2028年


Global Esports Market Outlook, 2028

ビデオゲームの人気は年を追うごとに高まっており、バーチャルワールドと呼ばれる新たなトレンドにハマるゲーマーも増えている。その名の通り、esports(エレクトリック・スポーツ)はオンラインゲームを観戦スポ... もっと見る

 

 

出版社 出版年月 電子版価格 ページ数 言語
Bonafide Research & Marketing Pvt. Ltd.
ボナファイドリサーチ
2023年1月31日 US$4,750
シングルユーザライセンス
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137 英語

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ビデオゲームの人気は年を追うごとに高まっており、バーチャルワールドと呼ばれる新たなトレンドにハマるゲーマーも増えている。その名の通り、esports(エレクトリック・スポーツ)はオンラインゲームを観戦スポーツに変えたものだ。esportsはプロスポーツの観戦に似ているが、物理的な競技を観戦するのではなく、ビデオゲーマー同士の対戦を観戦するのである。ゲームはもはや、多くの人にとって単なる趣味ではない。プロゲーマーはプロのeスポーツに活路を見いだし、時には高額な賞金をかけて大会で競い合う。ゲームとesportsはまったく異なるものだ。エスポートとは、「リーグ戦やトーナメントでチームや個人が対戦するビデオゲームの競技レベル」と定義されている。これは、競争的で組織化されたビデオゲームの世界を表している。異なるリーグやチームの競技者が、家庭用ゲーマーに人気のある同じゲームで対決する:フォートナイト、リーグ・オブ・レジェンド、カウンターストライク、コール・オブ・デューティ、オーバーウォッチ、マッデンNFLなどだ。これらのゲーマーは、ライブイベントに参加したり、テレビやオンラインで視聴したりして、世界中の何百万人ものファンから注目され、フォローされている。1980年代のデビュー以来、esportsはプレーヤーと観客の数を増やしてきた。1980年、初の公式esportsトーナメントがロサンゼルスで開催され、1万人のゲーマーがアタリのスペースインベーダー選手権で対決した。今日、世界中で何百万人もの人々がesportsの試合を観戦している。最新の技術により、ゲーマーやストリーマーはインターネット接続があればどこからでもプレイしたり観戦したりできる。Bonafide Research社の調査レポート「Global Esports Market Outlook, 2028」によると、同市場は2022年の1億6,843万ドルから2028年には4億3,000万ドルの市場規模に達すると予測されている。市場全体の2023-2028年の年平均成長率は17.52%と予測されている。世界中で3億2,000万人以上のファンを持つesportsは、急速にゲームの主流産業となりつつある。ゲームのライブストリーミングの増加、大規模な投資、視聴者数の増加、エンゲージメント活動、リーグトーナメントのインフラが市場成長に影響を与える要因となっている。インフルエンサー、ゲーマー、イベント主催者、ゲーム開発者にとって、業界のプロ化が進むことで生まれる収益機会が、市場の成長を後押ししている。ミレニアル世代は、ゲームトーナメントの人気の増加、1対1のスポンサーシップ、ストリーミング収入、印象的な国際的な賞金プールのおかげで、esportsをプロのキャリアの選択肢と考えています。さらに、大学や専門学校は、熟練した専門家を育成するために専用のesportsプログラムを提供し始めている。Esports Market報告書によると、世界市場は北米、欧州、アジア太平洋、南米、中東・アフリカを含む5つの主要地域に区分される。中でも、アジア太平洋市場は市場シェアの45%以上を占め、市場をリードすると予想されている。中国、日本、インドを含む国々は、スポーツイベントを通じてエンターテインメントを楽しむためのデジタルプラットフォームへの急速な移行を考慮し、堅調な需要が見込まれている。アジア太平洋地域におけるゲームおよびエンターテインメント産業の大きな機会が、エレクトロニック・スポーツの需要を急増させている。アジア太平洋地域は、若者人口の増加、参入の容易さ、欧米諸国からのesportsスポンサー、観客、イベントの急増により、ゲーム業界にとって常に魅力的な市場となっている。北米と欧州に関しては、両地域とも市場シェアの42%以上を占めると予想されている。しかし、南米はスポーツに興味を持つ人口が多いため、ビジネス拡大の機会を促進すると予想される。この地域の広大な成長機会を考慮し、様々なブランドやスポーツ企業が南米諸国に投資している。さらに、市場はスポンサーシップ、メディア権、グッズ&チケット、出版社手数料、デジタル、ストリーミングなど、さまざまな収益の流れに分別される。中でも、スポンサーシップ部門は高い市場シェアで市場をリードしている。2022年の市場規模は1億500万米ドル以上である。スポンサーシップによって、ブランドはオンラインやオフラインのメディアチャネルを通じて潜在顧客に直接アプローチすることができる。ブース、インタラクティブ広告、ポスター、景品、ビデオ展示、その他多くのクリエイティブな手法により、ブランドは潜在顧客をターゲットにすることができる。Nvidia Corporation、Red Bull、BMW AG、The Coca-Cola Company、U.S.Air Forceなど、多くの大手ブランドがすでにesportsリーグやチームとスポンサー契約を結んでいる。一方、メディアライツ部門は重要な収益を生み出すセグメントのひとつである。メディアライツは、esportsコンテンツをチャンネルで放送する権利を得るために、チーム、リーグ、イベント主催者に支払われるすべての収益で構成される。メディア・ライツは、様々なストリーミング・プラットフォームで定期的に開催される数多くの個人リーグ、チャンピオンシップ、イベントのため、かなりの収益を生み出すと予想される。Twitch Interactive, Inc.は、ファンが主要なトーナメントを観戦するために採用するライブストリーミングのための卓越したプラットフォームを持っている。最近、Twitchは2021年にストリーマー視聴に240億時間を費やしたファンを目撃した。さらに、2022年3月には、Rooter Sports Technologies Private LimitedがSky Esportsの全IPのメディア権を1年間取得した。得られたデータによると、ストリーミング分野は2023年から28年にかけてより高いCAGRで成長すると予測されている。世界のesports市場はさらに、モバイル(スマートフォン、タブレットなど)、PC(ラップトップ、デスクトップ)、ゲーム機器(コンソール、携帯機器)、その他(VR、スマートテレビなど)など、さまざまなデバイスタイプに細分化される。このうち、モバイル分野は2022年に市場をリードしており、ゲームの質の向上やミレニアル世代によるインターネット利用により、予測期間中も優位を保つとみられる。2022年4月現在、世界のインターネットユーザーは50億人を超え、これは世界人口の約63%に相当する。さらに、ワイヤレスで持ち運びができ、費用対効果も高いことから、Eスポーツをプレイするためのスマートフォンの採用がエンドユーザーの間で大幅に増加しており、これが世界市場の成長に大きく寄与している。最新のデータによると、2022年10月の「ユニーク」モバイルユーザー数は54億8,000万人に迫っている。一方、Esportsゲーム機分野の成長は、ゲームプレイの質の高さなど、これらのデバイスが提供するさまざまな利点によるものであり、その結果、より良いゲーム体験がもたらされる。さらに、5Gネットワーク、VRとAR技術、スマート&コネクテッドデバイスの浸透は、今後の期間中に高い市場成長を目撃すると予測されている。esports市場への投資は、フランチャイズ形式のリーグの増加と観客数の増加により、予測期間中に増加すると予想される。投資家の関心の高まりは、予測期間中の市場の着実な成長をもたらすと思われる。Free-to-Playゲームモデルは効果的であることが分かっており、ゲーム内のマイクロトランザクションが企業の収益を大幅に押し上げ、結果的に業界の成長を支えている。フリー・トゥ・プレイ・モデルのゲームは、初期費用がかからず、機能コンテンツや追加コンテンツに対して課金されるため、人気を博している。無料プレイモデルは多様性を促進し、esportsエコシステムに若いゲーマーを集めるのに役立ち、その結果、ゲーム人口全体が増加しました。マイクロトランザクションはesports市場において重要な役割を果たし、esports市場全体の収益成長を確実なものにしている。また、YouTube、Facebook、TwitchTvなどのオンラインビデオストリーミングプラットフォームは、世界のesports市場を牽引する重要なアプリケーションである。ゲームの種類によって、市場はシューティングゲーム(一人称シューティングゲームと三人称シューティングゲーム)、マルチプレイヤーオンラインバトルアリーナ(MOBA)、リアルタイム戦略、格闘、ロールプレイング、シミュレーター、レース&スポーツなどのその他に分類される。なかでも、シューティングゲームと多人数参加型オンラインバトルアリーナゲームが、2022年の市場シェア60%以上を占めている。さまざまなゲームプロバイダーが膨大な数のFPSゲームを提供している。このゲームは以前、リアルな3D環境を提供していた。バーチャルゲームやビデオゲームでの人気が、市場での需要を急増させている。2022年、世界のビデオゲーマー数は約30億3,000万人に達する。マルチプレイヤーオンラインバトルアリーナゲームは、その競争と有利なジャンルのため、予測期間中に高い需要を目撃する。マルチプレイヤーゲームの人気の高まりは、その成長を促進すると予想される。このジャンルの例としては、Counter-Strike:Global Offensive(FPS)、Overwatch(FPS)、Fortnite(FPS)、Dota 2(MOBA)、League of Legends(MOBA)などである。南米、中東・アフリカ、東南アジアの新興市場では、視聴者数と認知度が上昇している。これは、都市化とITインフラの進歩に加え、「PUBGモバイル」や「ガレナ・フリーファイア」のような爆発的な人気を誇るモバイルタイトルによるところが大きい。トーナメントなどのイベントは、従来のプロスポーツに匹敵する観客を集めることができる。メジャーリーグゲーミングが2000年代初頭に発足した当初、そのトーナメントは数十人のファンを集めていた。今日、esportsの最大のトーナメントは、伝統的なスポーツイベントとほぼ同じ規模である。2016年、リーグ・オブ・レジェンド・チャンピオンシップは、15,000人収容のロサンゼルスのステイプルズ・センターを1時間で完売させ、ソウルの40,000人収容のワールドカップ・スタジアムを完売させた。2017年のリーグ・オブ・レジェンド世界選手権は8000万人以上の視聴者を集め、史上最も人気のあるeスポーツ大会のひとつとなった。7月、ESPNとDisney XDは、大人気のマルチプレイヤーファーストパーソン・シューティングゲーム「オーバーウォッチ」を中心に12のフランチャイズで構成される全く新しい国際リーグ「オーバーウォッチ・リーグ」を放送する複数年契約を締結したと発表した。Newzooの調査によると、同年には588の主要なesportsイベントが開催された。2019年、ポーランドのカトヴィツェで開催された「インテル・エクストリーム・マスターズ」大会では、週末2日間で17万3000人のファンがスタジアムに集まった。その他、世界的に人気のあるesports会場には、ロンドンのウェンブリー・アリーナ(12,500人)、シアトルのキーアリーナ(10,000人)などがある。ESL ONE(エレクトロニック・スポーツ・リーグONE)、ESLインテル・エクストリーム・マスターズ(IEM)、リーグ・オブ・レジェンド・チャンピオンシップ・シリーズ(LCS)、リーグ・オブ・レジェンド・ワールド・チャンピオンシップ、インターナショナルは、世界中で人気のあるesports大会の一部である。最近のウェブ3、ブロックチェーン、暗号通貨技術の爆発的な普及に伴い、これらの分野の企業もスポーツに関わるレースに参加している。ステイプルズ・センターがCrypto.comアリーナにリブランドされたり、Coinbaseが700万ドルのQRコード広告を出したりしたのは、話題性の高い例のほんの一部だ。eスポーツにおいても、このような多額の小切手や取引は広く行われている。例えば、ロンドンを拠点とするチームFnaticは、2021年後半にCrypto.com初のeスポーツ契約を結び、その額は1500万ドルに上った。また、2022年初頭には、暗号取引所Bitstampが英国を拠点とするGuild Esportsと610万ドルの契約を結んだ。esportsの成長は驚異的で、毎年新しいゲームが登場している。しかし、一部のゲームはその状況を支配し、他のゲームよりも人気がある。世界的に人気のあるゲームもあれば、地域的に成功しているゲームもある。プレイヤーが多いものもあれば、多額の賞金をかけた大規模なトーナメントを開催するものもある。リーグ・オブ・レジェンド世界選手権、MPLインドネシア・シーズン9、MLBB東南アジアカップ2022、MPLインドネシア・シーズン10、モバイル・レジェンド:Bang Bang Southeast Asian Games、Mid-Season Invitational、PGL Major Antwerp、The International 2022、VALORANT Champions 2022、Free Fire World Series 2022 Sentosaは、2022年に最も視聴率の高いesportsイベントのいくつかである。多くの大企業がEsports市場にビジネスチャンスを見出しており、一連の広告、スポンサー、フランチャイズ、ブランド統合契約につながっている。例えば、有名なスポーツアパレル大手のナイキは、LPL(リーグ・オブ・レジェンド・プロリーグ)と関係を築いた。彼らは、大会内のEsportsクラブのために、Tシャツ、シューズ、その他のスピンオフウェアなど、ユニークなチームユニフォームをデザインした。アディダスやPUMAなどのアパレルブランドも、Esportsと同様のパートナーシップを結んでいる。Esportsの多様性は、広告の多様性をも可能にする。多人数参加型のオンラインイベントが可能になるのだ。2020年、フォートナイトのゲーム中に、有名ラッパーのトラヴィス・スコットがオンラインコンサートを開催し、1200万人のプレイヤーが同時にコンサートを観戦した。スポーツドリンクで有名なレッドブルも、Esportsに投資する重要なブランドだ。世界中の大会主催者からesportsへの関心が高まっている。2022年に英国で開催されるコモンウェルスゲームズでは、試験的に初めてesportsが採用される。また、中国で開催される2022年アジア競技大会では、DOTA 2、League of Legends、EA Sports FIFAなどのゲームが登場し、esportsがデビューする。同年には、TSM(Team SoloMid-ロサンゼルス)、G2 Sports(ベルリン)、Team Liquid(オランダ)、FaZe Clan(ロサンゼルス)、Cloud9(カリフォルニア)、100 thieves(ロサンゼルス)など、価値ある主要なesportチームが登場した。それ以上に、世界のesports市場は活気あるスタートアップのエコシステムで構成されている。100社以上の新興企業が、エンドユーザー向けのスポーツ分析ソリューションを革新し、開発することが期待されている。このようなエコシステムは強力な競争を生み出し、その結果、既存企業は自社製品に新たな進歩を継続的に導入し、更新することになると予想される。したがって、競争の激化は、市場参加者に多くの機会を創出し、市場規模を拡大すると予想される。主要業界動向:- 2023年1月- ブラジルのeスポーツ団体Furiaが米国マイアミに新会場をオープン。2022年11月 - インドのeスポーツ新興企業Gamerjiは、Unicorn India VenturesとGVFLが主導したプレシリーズA資金調達ラウンドで300万米ドルを調達したと発表した。2022年8月 - Aaron Vontellが設立したeスポーツ企業Regression Gamesは、世界的なベンチャーキャピタルNew Enterprise Associates (NEA)が主導したシードラウンドで420万米ドルを調達した。2022年 - フランスを拠点とし、Etisalat Misrとモバイル決済のスペシャリストであるDigital Virgoと、エジプトのテレコム会社が、エジプトでトップクラスの教育および娯楽コンテンツを配信するためのフルサービスのEスポーツプラットフォームを開始。システムレイテンシの低減は、質の高いゲーム体験に不可欠であるとゲーマーやゲーム開発者に認識されているため、NVIDIA Reflexの低レイテンシエコシステムは、この1年で大きく成長しました。Apex Legends、Valorant、Fortniteを含む8つのトップ10競技シューティングゲームがReflexをサポートしています。毎月、2,000万人以上のGeForceゲーマーがReflex ONで戦っています。50以上のマウスとスクリーンがReflex Analyzerをサポートしており、プレイヤーはシステムのレイテンシを迅速に評価することができます。2022年2月、任天堂は2022年最初のDirectイベントを開催し、新作ゲームやリメイクゲームを40分にわたって紹介した。Nintendo Direct 2022のハイライト:Switch Sports、Mario Strikers、その他ゲームの発表。2022年、サウジアラビアを拠点とするEsports投資会社Savvy Gaming Groupは、ドイツを拠点とするEsports主催・制作会社ESLと、英国を拠点とするEsportsプラットフォームFACEITを15億ドルで買収した。この買収により、Savvy Gaming Groupは、アリーナイベントやフェスティバルショーを含むプレミアムEsportsエコシステムの構築、放送、商業化におけるESLの専門知識と、対戦ゲームのための一流のツールを開発するFACEITの能力を統合する。2020年12月、Microsoft, Inc.はSmash.ggを買収し、提供サービスの拡大、ゲームの革新、コンテンツ提供の加速を図る。2022年4月、テンセントと北京ユニバーサルリゾートは、2022年のシーズンイベントでの提携を発表。2017年11月、エレクトロニクス・アーツはFIFAと提携し、エレクトロニクス・アーツのFIFAビデオゲームフランチャイズのesportsトーナメントシリーズを開始した。2017年11月、ターナー・ブロードキャスティング・システム傘下のELEAGUEは、ワーナー・ブラザース・インタラクティブ・エンターテインメントと提携し、TBS、Twitch、ELEAGUE.com、YouTubeでELEAGUE Injustice 2 World Championshipのライブストリーミングを実施しました。EAは、開発中の複数のモバイル製品を通じて、また、PCで無料でダウンロードできるFIFA Online 4タイトルを新たに15カ国以上で8,000万人のプレーヤーに提供することで、サッカービデオゲームへのアクセスを拡大している:2020年1月:アクティビジョン・ブリザードが「コール オブ デューティ」のリーグ戦を発表。COVID-19の影響:COVID-19の登場により、eスポーツの性質が変わった。eスポーツ、ライブストリーミング、さらにはインフルエンサーマーケティングの境界線が曖昧になった。パンデミックは、すべてのライブストリーミングプラットフォームで視聴者数の急増をもたらした。人々は封鎖されている間、家で時間を過ごす必要があったため、その時間を過ごすためにライブストリーミングを利用した。この時期、eスポーツ市場は困難に直面したが、同時に大きな成長を遂げ、それまでほとんど動きがなかった市場にも進出した。しかし、この業界は、多くの対面式イベントのキャンセルに苦しみ、いくつかの国際的なイベントは、地域的な大会に取って代わらざるを得なかった。.esportsのデジタルな性質もあり、COVID-19の発生を受けて、業界はオンラインストリーミングや放送プログラム、アクティベーションに急速に軸足を移すことができた。市場に存在する主な企業:Activision Blizzard Inc、Intel Corporation、NVIDIA Corporation、Valve Corporation、Electronic Arts Inc、Wargaming Public、Rovio Entertainment、Alphabet Inc(YouTube)、Twitch Interactive, Inc、Facebook,Inc、Beyond The Summit、Riot Games, Inc、Sony Group Corporation、HTC Corporation、Gameloft SE、Gfinity plc、任天堂、FACEIT、Epic games、Loco (Stoughton Street Tech Labs Limited)本レポートで考慮されている地域:歴史的年: 2017年2017年- 基準年基準年:2022年予測年:2023年2028年本レポートでカバーする側面- 世界のesport市場の価値と予測、セグメント- 地域別のesport市場分析- 様々な促進要因と課題- 進行中のトレンドと開発- トッププロファイル企業- 戦略的提言本レポートでカバーする地域と国:- 北米(米国、カナダ、メキシコ)-欧州(ドイツ、英国、フランス、スペイン、イタリア、ロシア)-アジア太平洋(中国、日本、インド、オーストラリア、韓国)-南米(ブラジル、アルゼンチン、コロンビア)-中東&アフリカ(UAE、サウジアラビア、南アフリカ)収益ストリーム別:- スポンサーシップ - メディアライツ - グッズ&チケット - パブリッシャーフィー - デジタル - ストリーミング デバイスタイプ別: - モバイル(スマートフォン、タブレット) - PC(ノートパソコン、デスクトップ) - ゲーミングデバイス(ゲーム機、携帯端末) - その他(VR、スマートテレビなど) ゲームタイプ別: - シューティングゲーム(スマートフォン、タブレット) - PC(ノートパソコン、デスクトップ) - ゲーミングデバイス(ゲーム機、携帯端末) - その他(VR、スマートテレビなど) - その他(VR、スマートテレビなどゲームタイプ別:-シューティング(ファーストパーソンシューター、サードパーソンシューター)-マルチプレイヤーオンラインバトルアリーナ(MOBA)-リアルタイムストラテジー(RTS)-格闘-その他(ロールプレイング、レース、シミュレーター、スポーツ、その他)本レポートのアプローチ:本レポートは一次調査と二次調査を組み合わせたアプローチで構成されている。まず二次調査は、市場を理解し、市場に存在する企業をリストアップするために使用されます。二次調査は、プレスリリースや企業の年次報告書などの第三者情報源、政府発行の報告書やデータベースの分析から構成される。二次情報源からデータを収集した後、一次調査は、市場がどのように機能しているかについて主要プレーヤーに電話インタビューを行い、市場のディーラーや流通業者と取引コールを行うことによって実施された。その後、消費者を地域別、階層別、年齢層別、性別に均等にセグメンテーションし、消費者への一次調査を開始した。一次データを入手した後は、二次ソースから得た詳細の検証を開始した。対象読者本レポートは、業界コンサルタント、メーカー、サプライヤー、esport業界関連団体・組織、政府機関、その他のステークホルダーが市場中心の戦略を調整するのに役立ちます。マーケティングやプレゼンテーションに加え、業界に関する競合知識を高めることもできます。***ご注意:ご注文確認後、レポートのお届けまで48時間(2営業日)かかります。

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目次

Table of Contents

1. Executive Summary
2. Market Dynamics
2.1. Market Drivers
2.2. Challenges
2.3. Opportunity
2.4. Restraints
2.5. Market Trends
2.6. Covid-19 Effect
2.7. Supply chain Analysis
2.8. Policy & Regulatory Framework
2.9. Industry Experts Views
3. Research Methodology
3.1. Secondary Research
3.2. Primary Data Collection
3.3. Market Formation & Validation
3.4. Report Writing, Quality Check & Delivery
4. Market Structure
4.1. Market Considerate
4.2. Assumptions
4.3. Limitations
4.4. Abbreviations
4.5. Sources
4.6. Definitions
5. Economic /Demographic Snapshot
6. Competitive Landscape
6.1. Competitive Dashboard
6.2. Business Strategies Adopted by Key Players
6.3. Key Players Market Share Insights and Analysis, 2022
6.4. Key Players Market Positioning Matrix
6.5. Consolidated SWOT Analysis of Key Players
6.6. Porter's Five Forces
7. Global Esports Market Outlook
7.1. Market Size By Value
7.2. Market Size and Forecast, By Geography
7.3. Market Size and Forecast, By Revenue Streams
7.4. Market Size and Forecast, By Device Type
7.5. Market Size and Forecast, By Game Type
8. North America Esports Market Outlook
8.1. Market Size By Value
8.2. Market Share By Country
8.3. Market Size and Forecast By Revenue Streams
8.4. Market Size and Forecast By Device Type
8.5. US Esports Market Outlook
8.5.1. Market Size By Value
8.5.2. Market Size and Forecast By Revenue Streams
8.5.3. Market Size and Forecast By Device Type
8.6. Canada Esports Market Outlook
8.6.1. Market Size By Value
8.6.2. Market Size and Forecast By Revenue Streams
8.6.3. Market Size and Forecast By Device Type
8.7. Mexico Esports Market Outlook
8.7.1. Market Size By Value
8.7.2. Market Size and Forecast By Revenue Streams
8.7.3. Market Size and Forecast By Device Type
9. Europe Esports Market Outlook
9.1. Market Size By Value
9.2. Market Share By Country
9.3. Market Size and Forecast By Revenue Streams
9.4. Market Size and Forecast By Device Type
9.5. Germany Esports Market Outlook
9.5.1. Market Size By Value
9.5.2. Market Size and Forecast By Revenue Streams
9.5.3. Market Size and Forecast By Device Type
9.6. UK Esports Market Outlook
9.6.1. Market Size By Value
9.6.2. Market Size and Forecast By Revenue Streams
9.6.3. Market Size and Forecast By Device Type
9.7. France Esports Market Outlook
9.7.1. Market Size By Value
9.7.2. Market Size and Forecast By Revenue Streams
9.7.3. Market Size and Forecast By Device Type
9.8. Italy Esports Market Outlook
9.8.1. Market Size By Value
9.8.2. Market Size and Forecast By Revenue Streams
9.8.3. Market Size and Forecast By Device Type
9.9. Spain Esports Market Outlook
9.9.1. Market Size By Value
9.9.2. Market Size and Forecast By Revenue Streams
9.9.3. Market Size and Forecast By Device Type
9.10. Russia Esports Market Outlook
9.10.1. Market Size By Value
9.10.2. Market Size and Forecast By Revenue Streams
9.10.3. Market Size and Forecast By Device Type
10. Asia-Pacific Esports Market Outlook
10.1. Market Size By Value
10.2. Market Share By Country
10.3. Market Size and Forecast By Revenue Streams
10.4. Market Size and Forecast By Device Type
10.5. China Esports Market Outlook
10.5.1. Market Size By Value
10.5.2. Market Size and Forecast By Revenue Streams
10.5.3. Market Size and Forecast By Device Type
10.6. Japan Esports Market Outlook
10.6.1. Market Size By Value
10.6.2. Market Size and Forecast By Revenue Streams
10.6.3. Market Size and Forecast By Device Type
10.7. India Esports Market Outlook
10.7.1. Market Size By Value
10.7.2. Market Size and Forecast By Revenue Streams
10.7.3. Market Size and Forecast By Device Type
10.8. Australia Esports Market Outlook
10.8.1. Market Size By Value
10.8.2. Market Size and Forecast By Revenue Streams
10.8.3. Market Size and Forecast By Device Type
10.9. South Korea Esports Market Outlook
10.9.1. Market Size By Value
10.9.2. Market Size and Forecast By Revenue Streams
10.9.3. Market Size and Forecast By Device Type
11. South America Esports Market Outlook
11.1. Market Size By Value
11.2. Market Share By Country
11.3. Market Size and Forecast By Revenue Streams
11.4. Market Size and Forecast By Device Type
11.5. Brazil Esports Market Outlook
11.5.1. Market Size By Value
11.5.2. Market Size and Forecast By Revenue Streams
11.5.3. Market Size and Forecast By Device Type
11.6. Argentina Esports Market Outlook
11.6.1. Market Size By Value
11.6.2. Market Size and Forecast By Revenue Streams
11.6.3. Market Size and Forecast By Device Type
11.7. Columbia Esports Market Outlook
11.7.1. Market Size By Value
11.7.2. Market Size and Forecast By Revenue Streams
11.7.3. Market Size and Forecast By Device Type
12. Middle East & Africa Esports Market Outlook
12.1. Market Size By Value
12.2. Market Share By Country
12.3. Market Size and Forecast By Revenue Streams
12.4. Market Size and Forecast By Device Type
12.5. UAE Esports Market Outlook
12.5.1. Market Size By Value
12.5.2. Market Size and Forecast By Revenue Streams
12.5.3. Market Size and Forecast By Device Type
12.6. Saudi Arabia Esports Market Outlook
12.6.1. Market Size By Value
12.6.2. Market Size and Forecast By Revenue Streams
12.6.3. Market Size and Forecast By Device Type
12.7. South Africa Esports Market Outlook
12.7.1. Market Size By Value
12.7.2. Market Size and Forecast By Revenue Streams
12.7.3. Market Size and Forecast By Device Type
13. Company Profile
13.1. Activision Blizzard, Inc
13.1.1. Company Snapshot
13.1.2. Company Overview
13.1.3. Financial Highlights
13.1.4. Geographic Insights
13.1.5. Business Segment & Performance
13.1.6. Product Portfolio
13.1.7. Key Executives
13.1.8. Strategic Moves & Developments
13.2. Intel Corporation
13.3. Nvidia Corporation
13.4. Valve Corporation
13.5. Electronic Arts, Inc
13.6. Wargaming Public
13.7. Rovio Entertainment
13.8. Alphabet, Inc (YouTube)
13.9. Twitch Interactive, Inc
13.10. Facebook, Inc
13.11. Beyond The Summit
13.12. Riot Games, Inc
13.13. Sony Group Corporation
13.14. HTC Corporation
13.15. Gameloft SE
13.16. Gfinity plc
13.17. Nintendo
13.18. FACEIT
13.19. Epic games
13.20. Loco (Stoughton Street Tech Labs Limited)
14. Strategic Recommendations
15. Annexure
15.1. FAQ`s
15.2. Notes
15.3. Related Reports
16. Disclaimer

List of Figures

Figure 1: Global Esports Market Size (USD Million) By Region, 2022 & 2028
Figure 2: Market attractiveness Index, By Region 2028
Figure 3: Market attractiveness Index, By Segment 2028
Figure 4: Competitive Dashboard of top 5 players, 2022
Figure 5: Market Share insights of key players, 2022
Figure 6: Porter's Five Forces of Global Esports Market
Figure 7: Global Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 8: Global Esports Market Share By Region (2022)
Figure 9: North America Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 10: North America Esports Market Share By Country (2022)
Figure 11: US Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 12: Canada Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 13: Mexico Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 14: Europe Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 15: Europe Esports Market Share By Country (2022)
Figure 16: Germany Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 17: UK Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 18: France Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 19: Italy Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 20: Spain Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 21: Russia Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 22: Asia-Pacific Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 23: Asia-Pacific Esports Market Share By Country (2022)
Figure 24: China Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 25: Japan Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 26: India Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 27: Australia Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 28: South Korea Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 29: South America Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 30: South America Esports Market Share By Country (2022)
Figure 31: Brazil Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 32: Argentina Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 33: Columbia Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 34: Middle East & Africa Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 35: Middle East & Africa Esports Market Share By Country (2022)
Figure 36: UAE Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 37: Saudi Arabia Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 38: South Africa Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)

List of Table

Table 1: Global Esports Market Snapshot, By Segmentation (2022 & 2028) (in USD Million)
Table 2: Influencing Factors for Global Esports Market, 2022
Table 3: Top 10 Counties Economic Snapshot 2020
Table 4: Economic Snapshot of Other Prominent Countries 2020
Table 5: Average Exchange Rates for Converting Foreign Currencies into U.S. Dollars
Table 6: Global Esports Market Size and Forecast, By Geography (2017 to 2028F) (In USD Million)
Table 7: Global Esports Market Size and Forecast, By Revenue Streams (2017 to 2028F) (In USD Million)
Table 8: Global Esports Market Size and Forecast, By Device Type (2017 to 2028F) (In USD Million)
Table 9: Global Esports Market Size and Forecast, By Game Type (2017 to 2028F) (In USD Million)
Table 10: North America Esports Market Size and Forecast By Revenue Streams (2017 to 2028F) (In USD Million)
Table 11: North America Esports Market Size and Forecast By Device Type (2017 to 2028F) (In USD Million)
Table 12: US Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 13: US Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 14: Canada Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 15: Canada Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 16: Mexico Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 17: Mexico Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 18: Europe Esports Market Size and Forecast By Revenue Streams (2017 to 2028F) (In USD Million)
Table 19: Europe Esports Market Size and Forecast By Device Type (2017 to 2028F) (In USD Million)
Table 20: Germany Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 21: Germany Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 22: UK Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 23: UK Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 24: France Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 25: France Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 26: Italy Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 27: Italy Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 28: Spain Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 29: Spain Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 30: Russia Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 31: Russia Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 32: Asia-Pacific Esports Market Size and Forecast By Revenue Streams (2017 to 2028F) (In USD Million)
Table 33: Asia-Pacific Esports Market Size and Forecast By Device Type (2017 to 2028F) (In USD Million)
Table 34: China Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 35: China Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 36: Japan Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 37: Japan Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 38: India Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 39: India Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 40: Australia Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 41: Australia Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 42: South Korea Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 43: South Korea Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 44: South America Esports Market Size and Forecast By Revenue Streams (2017 to 2028F) (In USD Million)
Table 45: South America Esports Market Size and Forecast By Device Type (2017 to 2028F) (In USD Million)
Table 46: Brazil Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 47: Brazil Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 48: Argentina Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 49: Argentina Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 50: Columbia Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 51: Columbia Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 52: Middle East & Africa Esports Market Size and Forecast By Revenue Streams (2017 to 2028F) (In USD Million)
Table 53: Middle East & Africa Esports Market Size and Forecast By Device Type (2017 to 2028F) (In USD Million)
Table 54: UAE Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 55: UAE Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 56: Saudi Arabia Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 57: Saudi Arabia Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 58: South Africa Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 59: South Africa Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)

 

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Summary

Video games are becoming more popular by each passing year and more gamers are finding their way into new trend called virtual world. As the name suggests, esports (electric sports) turns online gaming into a spectator sport. It mimics the experience of watching a professional sporting event, except instead of watching a physical event, spectators watch video gamers compete against each other. Gaming is no longer just a hobby for many. Professional gamers are finding their way into professional eSports and compete against each other in competitions for sometimes high prize money. Gaming and esports are two completely different things. Esport is defined as “the playing of video games on a competitive level with teams or individuals facing each other within leagues or in tournaments.” It describes the world of competitive, organized video gaming. Competitors from different leagues or teams face off in the same games that are popular with at-home gamers: Fortnite, League of Legends, Counter-Strike, Call of Duty, Overwatch and Madden NFL, to name a few. These gamers are watched and followed by millions of fans all over the world, who attend live events or tune in on TV or online. Since its debut in the 1980s, esports has drawn increasing numbers of players and spectators. In 1980, the first official esports tournament took place in Los Angeles, when 10,000 gamers faced off in Atari’s Space Invaders Championship. Today, millions of people around the globe watch esports games. Modern technology allows gamers and streamers to play or watch from anywhere with an internet connection. According to the research report, “Global Esports Market Outlook, 2028” published by Bonafide Research, the market is anticipated to attain market size of USD 4380 Million by 2028, increasing from USD 1684.39 Million in 2022. The overall market is projected to grow with 17.52% CAGR for 2023-2028. With over 320 Million fans worldwide, esports is fast becoming a gaming mainstream industry. Increasing live streaming of games, formidable investments, rising audience reach, engagement activities, and infrastructure for league tournaments are the factors influencing the market growth. The profitable opportunities created by increasing professionalization in the industry for influencers, gamers, and event organizers, and game developers are driving the growth of the market. Millennials consider esports a professional career option, owing to the increasing popularity of gaming tournaments, one-to-one sponsorships, streaming revenues, and impressive international prize pools. Additionally, colleges and universities have started providing dedicated esports programs to develop skilled professionals. Esports Market According to the report, the global market is segmented into five major regions including North America, Europe, Asia-Pacific, South America and Middle East & Africa. Among them, Asia-Pacific market is anticipated to lead the market with more than 45% of the market share. Countries including China, Japan, and India are anticipated to experience robust demand considering the rapid shift on digital platforms for entertainment through sports events. The vast opportunities for the gaming and entertainment industry in Asia Pacific have surged the demand for electronic sports. Asia-Pacific is always been an attractive market for the gaming industry due to the growing youth population, ease of entry, and surging number of esports sponsors, spectators, and events from western countries. As for the North America and Europe, both the regions are expected to account for more than 42% of the market share. However, South America has a significant population interested in sports; hence, this is expected to fuel the business expansion opportunities. Considering the vast growth opportunities in the region, various brands and sports companies are investing in South American countries. Further, the market is segregated into various revenue streams including sponsorship, media rights, merchandise & tickets, publisher fees, digital and streaming. Among them, sponsorship segment leads the market with higher market share. The segment had more than USD 1005 Million market size in 2022. Sponsorships allow brands to reach their potential customers directly through online and offline media channels. Booths, interactive advertising, posters, freebies, video displays, and many additional creative methods enable the brand to target potential customers. Many leading brands such as Nvidia Corporation, Red Bull, BMW AG, The Coca-Cola Company, and U.S. Air Force have already established sponsorship deals with esports leagues and teams. On the other hand, the media rights segment is one of the significant revenue-generating segments. Media rights comprise all the revenue paid to teams, leagues, and event organizers to obtain the rights to broadcasting esports content on a channel. Media rights are anticipated to generate considerable revenue because of numerous individual leagues, championships, and events held on various streaming platforms regularly. Twitch Interactive, Inc. has the eminent platform for live streaming adopted by fans to watch major tournaments. Recently, Twitch had witnessed fans spending 24 Billion hours watching streamers in 2021. Additionally, in March 2022, Rooter Sports Technologies Private Limited acquired the media rights for all IPs of Sky Esports for one year. Based on the obtained data, streaming segment is projected to grow at a higher CAGR for 2023-28. The global esports market is further segmented into various device types including mobile (smartphone, tablet, etc.), PC (laptop, desktop), gaming device (console, handheld devices) and other (VR, smart TV, etc.) Among them, mobile segment is leading the market in 2022 and is expected to continue its dominance during the forecast period due to improvements in game quality and internet usage by millennials. As of April 2022, there were more than five Billion internet users worldwide, which is around 63% of the global population. Furthermore, due to its wireless portability and cost-effective usage, smartphone adoption for playing Esport is significantly increasing among end-users, which adds significantly to the global market's growth. Based on the latest data reveal, the number of “unique” mobile users was close to 5.48 Billion in October 2022. On the other hand, the growth of the Esports gaming console segment can be attributed to a variety of benefits provided by these devices, such as high gameplay quality, which results in a better gaming experience. Further, penetration of 5G network, VR and AR technology, smart & connected devices are projected to witness higher market growth during the upcoming timeframe. The investments in the esports market are expected to increase during the forecasted period owing to the increasing number of franchise-style leagues and rising audience. Investors' growing interest is likely to result in the market's steady growth in the estimated period. The free-to-play gaming model has been found effective, with considerable in-game micro-transactions fuelling the companies' revenue, consequently supporting the industry growth. The games in the free-to-play gaming model have become popular as they have no upfront costs, and the fees are charged for featured or additional content. The free-to-play model has promoted diversity and helped to bring young gamers together in the esports ecosystem resulting growth of the overall gaming population. Micro-transactions have played a crucial role in the esports market ensuring the overall revenue growth of the esports market. Also, online video streaming platforms such as YouTube, Facebook, and TwitchTv are key applications driving the Esports Market globally. People all over the world are showing huge interest in Esports and investing their time, effort, and money in it. Based on the game type, the market is categorized into shooter (first-person shooter & third-person shooter), multiplayer online battle arena (MOBA), Real-time strategy, fighting and others such as role playing, simulators, racing & sports. Among them, shooter games as well as multiplayer online battle arena games are contributing for more than 60% market share in 2022. Various game providers are offering a vast number of first-person shooter games. The games earlier offered a realistic 3D environment. Its popularity in virtual and video games is surging its demand in the market. In 2022, the number of video gamers worldwide stood around 3.03 Billion. Multiplayer online battle arena games to witness higher demands during the forecast period owing to their competitive and lucrative genres. The growing popularity of multiplayer is expected to fuel its growth. Some of the examples for this genre are Counter-Strike: Global Offensive (FPS), Overwatch (FPS), Fortnite (FPS), Dota 2 (MOBA) and League of Legends (MOBA) etc. Audience and awareness numbers are increasing in emerging markets in South America, the Middle East and Africa, and Southeast Asia. This mostly due to urbanization and advances in IT infrastructure, coupled with explosive mobile titles like PUBG Mobile and Garena Free Fire. Tournaments and other events can attract viewing crowds that rival most traditional professional sports outings. When Major League Gaming first launched in the early 2000s, its tournaments drew dozens of fans. Today, esports’ largest tournaments are nearly as large as traditional sporting events. In 2016, The League of Legends Championship sold out the 15,000-seat Los Angeles’ Staples Center in an hour, then sold out the 40,000-seat World Cup Stadium in Seoul while drawing an online audience of 27 million. The 2017 League of Legends World Championship drew more than 80 million viewers, making it one of the most popular eSports competitions ever. In July, ESPN and Disney XD announced they secured a multi-year deal to broadcast the Overwatch League, a brand-new international league with 12 franchises centered on the incredibly popular multiplayer first-person shooter came, Overwatch. According to research from Newzoo, 588 major esports events were held in the same year. In 2019, the Intel Extreme Masters tournament, held in Katowice, Poland, drew 173,000 fans to the stadium over two weekends. Other popular global esports venues include London’s Wembley Arena (12,500 fans) and Seattle’s KeyArena (10,000 fans). ESL ONE (Electronic Sports League ONE), ESL Intel Extrem Masters (IEM), League of Legends Championship Series (LCS), League of Legends World Championship and the International are some of the popular esports tournament across the globe. With the recent explosion of web3, blockchain, and cryptocurrency technology, companies in these spaces have also joined the race in getting involved with sports. The Staples Center being rebranded as the Crypto.com Arena and Coinbase’s $7 Million QR code ad is just some of the most buzzworthy examples. In eSports, these large checks and deals are also widespread. London based team Fnatic, for example, signed Crypto.com’s first eSports deal in late 2021, amounting to $15 million. Also, in early 2022, crypto exchange Bitstamp signed with UK-based Guild Esports in a $6.1 million deal. The growth of esports has been phenomenal, with new games being launched every year. Some games, however, dominate the landscape and are more popular than the others. Some games are more popular globally while others are regional successes. Some have a lot more players while others organize bigger tournaments with large cash prizes. League of Legends World Championship, MPL Indonesia Season 9, MLBB Southeast Asia Cup 2022, MPL Indonesia Season 10, Mobile Legends: Bang Bang Southeast Asian Games, Mid-Season Invitational, PGL Major Antwerp, The International 2022, VALORANT Champions 2022 and Free Fire World Series 2022 Sentosa are some of the highest viewed esports events in 2022. Many big companies have found opportunities in the Esports market, leading to a series of advertising, sponsorship, franchise, and brand integration deals. For example, the well-known sports apparel giant, Nike, established a relationship with LPL (The League of Legends Pro League). They designed unique team uniforms for Esports clubs within the competition, such as T-shirts, shoes, and other spin-off clothing. Apparel brands such as Adidas and PUMA have similar partnerships with Esports. The diversity of Esports also allows for diversity in advertising as well. This allows for massive multiplayer online events. In 2020, during a Fortnite game, famous rapper Travis Scott held an online concert, with twelve million players watching the concert simultaneously. Red Bull, a well-known sports drink brand, is also an important brand investing in Esports. There is growing interest in esports from tournament organizers around the world. The 2022 Commonwealth Games in the UK will include esports as a pilot event for the first time. Esports is also making its debut at the 2022 Asian Games in China, featuring games such as DOTA 2, League of Legends and EA Sports FIFA. In the same year, major valuable esport teams include TSM (Team SoloMid-Los Angeles), G2 Sports (Berlin), Team Liquid (Netherlands), FaZe Clan (Los Angeles), Cloud9 (California) and 100 thieves (Los Angeles). Over and above that, the global esports market consists of a vibrant startup ecosystem. Over 100 start-ups are expected to innovate and develop sports analysis solutions for end-users. Such an ecosystem is expected to create strong competition, resulting in existing companies to continually implement and update new advancements in their product offerings. Therefore, rise in competition is expected to create more opportunities for market participants and grow the market size. Key Industry Developments: • January 2023 - Furia, a Brazilian eSports organization, opened up a new venue in Miami, United States. This 5200 square-foot establishment dubbed as 'Furia Experience' is part of the company’s efforts to expand its presence in the U.S. • November 2022 - An India-based eSports start-up called Gamerji announced that it had raised US$ 3 million in a Pre-Series A funding round that was led by Unicorn India Ventures and GVFL. The company allows gamers to host and compete in eSports tournaments. • August 2022 - Regression Games, an eSports company founded by Aaron Vontell bagged US$ 4.2 million in a seed round that was led by New Enterprise Associates (NEA), a global venture capital firm. The AI-focused organization was expected to use the capital to expand its engineering team. • 2022 - Digital Virgo, a France-based specialist in mobile payment with Etisalat Misr, and the Egyptian Telecom company launched a full-service E-sports platform for delivering top-tier educational and entertaining content in Egypt. • January 2022 - A new category of 1440p NVIDIA G-SYNC esports screens and seven new games benefit from low latency thanks to NVIDIA Reflex. Since reducing system latency is recognized by gamers and game developers as essential to a quality gaming experience, the NVIDIA Reflex low latency ecosystem has grown significantly over the past year. Eight top-ten competitive shooters, including Apex Legends, Valorant, and Fortnite, support Reflex. Each month, more than 20 million GeForce gamers battle with Reflex ON. More than 50 mouse and screens support their Reflex Analyzer, enabling players to assess system latency quickly. Such developments are expected to flourish the esports market in the forecast period. • February 2022 - Nintendo delivered its first Direct event of 2022 in a 40-minute presentation that featured several brand-new games and remakes. Highlights from Nintendo Direct 2022: Switch Sports, Mario Strikers, and announcements of other games. The market is expected to expand due to the release of multiple games. Mergers and Acquisitions • In 2022, Savvy Gaming Group, a Saudi Arabia-based Esports investment company, acquired ESL, a German-based Esports organizer and production company, and FACEIT, a UK-based Esports platform for $1.5 Billion. Through this acquisition, Savvy Gaming Group will integrate ESL's expertise in creating, broadcasting, and commercializing premium Esports ecosystems, including arena events and festival shows, with FACEIT's ability to develop top-notch tools for competitive games. • On April 2021, Rollic, Inc. acquired Uncosoft, Inc. to expand in-house production in Izmir, Turkey and will expand its mobile gaming portfolio through innovative games design and aims to reach millions of players across the globe. • On December 2020, Microsoft, Inc. acquired Smash.gg to expand its offerings, innovate games, and accelerate content offerings. The company will create competitive products, and expand its Esports market. Partnerships, Collaborations, and Agreements • In April 2022, Tencent and Beijing Universal Resort announced their partnership for the 2022 seasonal event. Tencent’s Honor of Kings, Peacekeeper Elite, QQ Speed, card game Doudizhu, as well as several other games, will be officially added to the Beijing Universal Resort parade. • On November 2017, Electronics Arts partnered with FIFA to launch an esports tournament series for the Electronics Arts FIFA video game franchis. • On November 2017, Turner Broadcasting System-owned ELEAGUE partnered with Warner Bros. Interactive Entertainment for the live streaming of ELEAGUE Injustice 2 World Championship across TBS, Twitch, ELEAGUE.com, and YouTube. Product Launches and Product Expansions • On February 2021, Electronic Arts Inc. announced a multiyear UEFA license extension, ensuring the pinnacle of club football remains exclusive to EA SPORTS. EA is expanding football video game access through multiple in-development mobile offerings, and by broadening the PC free-to-download FIFA Online 4 title’s reach to potentially 80 million players in more than 15 new countries. • January 2020: Activision Blizzard announced the league for Call of Duty. This launch aimed to make Activision the largest operator of professional electronic sports leagues, where players compete in front of audiences. Covid-19 Impacts: Due to the arrival of COVID-19, the nature of eSports has changed. The lines between eSports, live streaming, and even influencer marketing have become blurred. The pandemic led to viewing spikes across all live streaming platforms. People were required to spend time at home during the lockdown and so turned to live streaming to while away their time. While the eSports market faced challenges during this time, it also saw considerable growth and expanded into markets where there had previously been little activity. However, the industry suffered from the cancellation of many in-person events, and some international events had to be replaced by regional competitions. . Due in part to the digital nature of esports, in response to the COVID-19 outbreak, the industry has been able to rapidly pivot to online streaming and broadcast programs and activations. Major Companies present in the market: Activision Blizzard Inc, Intel Corporation, NVIDIA Corporation, Valve Corporation, Electronic Arts Inc, Wargaming Public, Rovio Entertainment, alphabet Inc (YouTube), Twitch Interactive, Inc., Facebook, Inc, Beyond The Summit, Riot Games, Inc, Sony Group Corporation, HTC Corporation, Gameloft SE, Gfinity plc, Nintendo, FACEIT, Epic games, Loco (Stoughton Street Tech Labs Limited) Considered in this report • Geography: Global • Historic year: 2017 • Base year: 2022 • Estimated year: 2023 • Forecast year: 2028 Aspects covered in this report • Global esport market with its value and forecast along with its segments • Region-wise esport market analysis • Various drivers and challenges • On-going trends and developments • Top profiled companies • Strategic recommendation Regions & Countries covered in the report: • North America (United States, Canada, Mexico) • Europe (Germany, United Kingdom, France, Spain, Italy, Russia) • Asia-Pacific (China, Japan, India, Australia, South Korea) • South America (Brazil, Argentina, Colombia) • Middle-East & Africa (UAE, Saudi Arabia, South Africa) By Revenue Streams: • Sponsorship • Media Rights • Merchandise & Tickets • Publisher Fees • Digital • Streaming By Device Type: • Mobile (Smartphone, Tablet) • PC (Laptop, Desktop) • Gaming Device (Console, Handheld Devices) • Other (VR, Smart TV, etc.) By Game Type: • Shooter (First-person shooter, Third-person shooter) • Multiplayer Online Battle Arena (MOBA) • Real-time Strategy (RTS) • Fighting • Other (Role-playing, Racing, Simulators, Sports, Others) The approach of the report: This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and list out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, and annual reports of companies, analyzing the government-generated reports and databases. After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducting trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers into regional aspects, tier aspects, age groups, and gender. Once we have primary data with us we started verifying the details obtained from secondary sources. Intended audience This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to the esport industry, government bodies, and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry. ***Please Note: It will take 48 hours (2 Business days) for delivery of the report upon order confirmation.

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Table of Contents

Table of Contents

1. Executive Summary
2. Market Dynamics
2.1. Market Drivers
2.2. Challenges
2.3. Opportunity
2.4. Restraints
2.5. Market Trends
2.6. Covid-19 Effect
2.7. Supply chain Analysis
2.8. Policy & Regulatory Framework
2.9. Industry Experts Views
3. Research Methodology
3.1. Secondary Research
3.2. Primary Data Collection
3.3. Market Formation & Validation
3.4. Report Writing, Quality Check & Delivery
4. Market Structure
4.1. Market Considerate
4.2. Assumptions
4.3. Limitations
4.4. Abbreviations
4.5. Sources
4.6. Definitions
5. Economic /Demographic Snapshot
6. Competitive Landscape
6.1. Competitive Dashboard
6.2. Business Strategies Adopted by Key Players
6.3. Key Players Market Share Insights and Analysis, 2022
6.4. Key Players Market Positioning Matrix
6.5. Consolidated SWOT Analysis of Key Players
6.6. Porter's Five Forces
7. Global Esports Market Outlook
7.1. Market Size By Value
7.2. Market Size and Forecast, By Geography
7.3. Market Size and Forecast, By Revenue Streams
7.4. Market Size and Forecast, By Device Type
7.5. Market Size and Forecast, By Game Type
8. North America Esports Market Outlook
8.1. Market Size By Value
8.2. Market Share By Country
8.3. Market Size and Forecast By Revenue Streams
8.4. Market Size and Forecast By Device Type
8.5. US Esports Market Outlook
8.5.1. Market Size By Value
8.5.2. Market Size and Forecast By Revenue Streams
8.5.3. Market Size and Forecast By Device Type
8.6. Canada Esports Market Outlook
8.6.1. Market Size By Value
8.6.2. Market Size and Forecast By Revenue Streams
8.6.3. Market Size and Forecast By Device Type
8.7. Mexico Esports Market Outlook
8.7.1. Market Size By Value
8.7.2. Market Size and Forecast By Revenue Streams
8.7.3. Market Size and Forecast By Device Type
9. Europe Esports Market Outlook
9.1. Market Size By Value
9.2. Market Share By Country
9.3. Market Size and Forecast By Revenue Streams
9.4. Market Size and Forecast By Device Type
9.5. Germany Esports Market Outlook
9.5.1. Market Size By Value
9.5.2. Market Size and Forecast By Revenue Streams
9.5.3. Market Size and Forecast By Device Type
9.6. UK Esports Market Outlook
9.6.1. Market Size By Value
9.6.2. Market Size and Forecast By Revenue Streams
9.6.3. Market Size and Forecast By Device Type
9.7. France Esports Market Outlook
9.7.1. Market Size By Value
9.7.2. Market Size and Forecast By Revenue Streams
9.7.3. Market Size and Forecast By Device Type
9.8. Italy Esports Market Outlook
9.8.1. Market Size By Value
9.8.2. Market Size and Forecast By Revenue Streams
9.8.3. Market Size and Forecast By Device Type
9.9. Spain Esports Market Outlook
9.9.1. Market Size By Value
9.9.2. Market Size and Forecast By Revenue Streams
9.9.3. Market Size and Forecast By Device Type
9.10. Russia Esports Market Outlook
9.10.1. Market Size By Value
9.10.2. Market Size and Forecast By Revenue Streams
9.10.3. Market Size and Forecast By Device Type
10. Asia-Pacific Esports Market Outlook
10.1. Market Size By Value
10.2. Market Share By Country
10.3. Market Size and Forecast By Revenue Streams
10.4. Market Size and Forecast By Device Type
10.5. China Esports Market Outlook
10.5.1. Market Size By Value
10.5.2. Market Size and Forecast By Revenue Streams
10.5.3. Market Size and Forecast By Device Type
10.6. Japan Esports Market Outlook
10.6.1. Market Size By Value
10.6.2. Market Size and Forecast By Revenue Streams
10.6.3. Market Size and Forecast By Device Type
10.7. India Esports Market Outlook
10.7.1. Market Size By Value
10.7.2. Market Size and Forecast By Revenue Streams
10.7.3. Market Size and Forecast By Device Type
10.8. Australia Esports Market Outlook
10.8.1. Market Size By Value
10.8.2. Market Size and Forecast By Revenue Streams
10.8.3. Market Size and Forecast By Device Type
10.9. South Korea Esports Market Outlook
10.9.1. Market Size By Value
10.9.2. Market Size and Forecast By Revenue Streams
10.9.3. Market Size and Forecast By Device Type
11. South America Esports Market Outlook
11.1. Market Size By Value
11.2. Market Share By Country
11.3. Market Size and Forecast By Revenue Streams
11.4. Market Size and Forecast By Device Type
11.5. Brazil Esports Market Outlook
11.5.1. Market Size By Value
11.5.2. Market Size and Forecast By Revenue Streams
11.5.3. Market Size and Forecast By Device Type
11.6. Argentina Esports Market Outlook
11.6.1. Market Size By Value
11.6.2. Market Size and Forecast By Revenue Streams
11.6.3. Market Size and Forecast By Device Type
11.7. Columbia Esports Market Outlook
11.7.1. Market Size By Value
11.7.2. Market Size and Forecast By Revenue Streams
11.7.3. Market Size and Forecast By Device Type
12. Middle East & Africa Esports Market Outlook
12.1. Market Size By Value
12.2. Market Share By Country
12.3. Market Size and Forecast By Revenue Streams
12.4. Market Size and Forecast By Device Type
12.5. UAE Esports Market Outlook
12.5.1. Market Size By Value
12.5.2. Market Size and Forecast By Revenue Streams
12.5.3. Market Size and Forecast By Device Type
12.6. Saudi Arabia Esports Market Outlook
12.6.1. Market Size By Value
12.6.2. Market Size and Forecast By Revenue Streams
12.6.3. Market Size and Forecast By Device Type
12.7. South Africa Esports Market Outlook
12.7.1. Market Size By Value
12.7.2. Market Size and Forecast By Revenue Streams
12.7.3. Market Size and Forecast By Device Type
13. Company Profile
13.1. Activision Blizzard, Inc
13.1.1. Company Snapshot
13.1.2. Company Overview
13.1.3. Financial Highlights
13.1.4. Geographic Insights
13.1.5. Business Segment & Performance
13.1.6. Product Portfolio
13.1.7. Key Executives
13.1.8. Strategic Moves & Developments
13.2. Intel Corporation
13.3. Nvidia Corporation
13.4. Valve Corporation
13.5. Electronic Arts, Inc
13.6. Wargaming Public
13.7. Rovio Entertainment
13.8. Alphabet, Inc (YouTube)
13.9. Twitch Interactive, Inc
13.10. Facebook, Inc
13.11. Beyond The Summit
13.12. Riot Games, Inc
13.13. Sony Group Corporation
13.14. HTC Corporation
13.15. Gameloft SE
13.16. Gfinity plc
13.17. Nintendo
13.18. FACEIT
13.19. Epic games
13.20. Loco (Stoughton Street Tech Labs Limited)
14. Strategic Recommendations
15. Annexure
15.1. FAQ`s
15.2. Notes
15.3. Related Reports
16. Disclaimer

List of Figures

Figure 1: Global Esports Market Size (USD Million) By Region, 2022 & 2028
Figure 2: Market attractiveness Index, By Region 2028
Figure 3: Market attractiveness Index, By Segment 2028
Figure 4: Competitive Dashboard of top 5 players, 2022
Figure 5: Market Share insights of key players, 2022
Figure 6: Porter's Five Forces of Global Esports Market
Figure 7: Global Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 8: Global Esports Market Share By Region (2022)
Figure 9: North America Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 10: North America Esports Market Share By Country (2022)
Figure 11: US Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 12: Canada Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 13: Mexico Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 14: Europe Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 15: Europe Esports Market Share By Country (2022)
Figure 16: Germany Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 17: UK Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 18: France Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 19: Italy Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 20: Spain Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 21: Russia Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 22: Asia-Pacific Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 23: Asia-Pacific Esports Market Share By Country (2022)
Figure 24: China Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 25: Japan Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 26: India Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 27: Australia Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 28: South Korea Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 29: South America Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 30: South America Esports Market Share By Country (2022)
Figure 31: Brazil Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 32: Argentina Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 33: Columbia Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 34: Middle East & Africa Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 35: Middle East & Africa Esports Market Share By Country (2022)
Figure 36: UAE Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 37: Saudi Arabia Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)
Figure 38: South Africa Esports Market Size By Value (2017, 2022 & 2028F) (in USD Million)

List of Table

Table 1: Global Esports Market Snapshot, By Segmentation (2022 & 2028) (in USD Million)
Table 2: Influencing Factors for Global Esports Market, 2022
Table 3: Top 10 Counties Economic Snapshot 2020
Table 4: Economic Snapshot of Other Prominent Countries 2020
Table 5: Average Exchange Rates for Converting Foreign Currencies into U.S. Dollars
Table 6: Global Esports Market Size and Forecast, By Geography (2017 to 2028F) (In USD Million)
Table 7: Global Esports Market Size and Forecast, By Revenue Streams (2017 to 2028F) (In USD Million)
Table 8: Global Esports Market Size and Forecast, By Device Type (2017 to 2028F) (In USD Million)
Table 9: Global Esports Market Size and Forecast, By Game Type (2017 to 2028F) (In USD Million)
Table 10: North America Esports Market Size and Forecast By Revenue Streams (2017 to 2028F) (In USD Million)
Table 11: North America Esports Market Size and Forecast By Device Type (2017 to 2028F) (In USD Million)
Table 12: US Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 13: US Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 14: Canada Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 15: Canada Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 16: Mexico Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 17: Mexico Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 18: Europe Esports Market Size and Forecast By Revenue Streams (2017 to 2028F) (In USD Million)
Table 19: Europe Esports Market Size and Forecast By Device Type (2017 to 2028F) (In USD Million)
Table 20: Germany Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 21: Germany Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 22: UK Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 23: UK Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 24: France Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 25: France Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 26: Italy Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 27: Italy Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 28: Spain Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 29: Spain Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 30: Russia Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 31: Russia Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 32: Asia-Pacific Esports Market Size and Forecast By Revenue Streams (2017 to 2028F) (In USD Million)
Table 33: Asia-Pacific Esports Market Size and Forecast By Device Type (2017 to 2028F) (In USD Million)
Table 34: China Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 35: China Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 36: Japan Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 37: Japan Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 38: India Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 39: India Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 40: Australia Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 41: Australia Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 42: South Korea Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 43: South Korea Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 44: South America Esports Market Size and Forecast By Revenue Streams (2017 to 2028F) (In USD Million)
Table 45: South America Esports Market Size and Forecast By Device Type (2017 to 2028F) (In USD Million)
Table 46: Brazil Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 47: Brazil Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 48: Argentina Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 49: Argentina Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 50: Columbia Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 51: Columbia Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 52: Middle East & Africa Esports Market Size and Forecast By Revenue Streams (2017 to 2028F) (In USD Million)
Table 53: Middle East & Africa Esports Market Size and Forecast By Device Type (2017 to 2028F) (In USD Million)
Table 54: UAE Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 55: UAE Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 56: Saudi Arabia Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 57: Saudi Arabia Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)
Table 58: South Africa Esports Market Size and Forecast By Revenue Streams (2017, 2022 & 2028F)
Table 59: South Africa Esports Market Size and Forecast By Device Type (2017, 2022 & 2028F)

 

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