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Global Esports Education Market Growth (Status and Outlook) 2026-2032

Global Esports Education Market Growth (Status and Outlook) 2026-2032


The global Esports Education market size is predicted to grow from US$ 4096 million in 2025 to US$ 15422 million in 2032; it is expected to grow at a CAGR of 20.9% from 2026 to 2032. The Esports E... もっと見る

 

 

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LP Information
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出版年月
2026年5月3日
電子版価格
US$3,660
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ライセンス・価格情報/注文方法はこちら
納期
3-5営業日程度
ページ数
176
言語
英語

英語原文をAIを使って翻訳しています。


 

Summary

The global Esports Education market size is predicted to grow from US$ 4096 million in 2025 to US$ 15422 million in 2032; it is expected to grow at a CAGR of 20.9% from 2026 to 2032.
The Esports Education Industry is a rapidly growing sector that focuses on developing educational programs, training, and resources related to electronic sports (esports). It encompasses a wide range of activities aimed at preparing individuals for careers in the esports ecosystem, including professional gaming, team management, event organization, content creation, marketing, and esports-related technology.
Accelerated Establishment of a Professional and Standardized System
As esports gradually converges with traditional sports, the industry's talent requirements are shifting from "interest-driven" to "professional standard-driven." Future esports education will establish a clearer tiered system (such as youth training?professional?coaching pathways), curriculum standards, and certification systems (similar to coaching and referee certifications). Simultaneously, cooperation between clubs, event organizers, and educational institutions will become closer, forming a closed loop of "training?selection?employment," improving talent conversion rates and industry standardization.
Expansion of Educational Content from "Player Development" to "Entire Industry Chain Talent"
Early esports education primarily focused on professional player training, but as the industry matures, single roles can no longer support industry demands. Future development will extend to multiple areas such as event operation, content creation, data analysis, business management, and technical support, forming a complete talent development system. This diversification trend not only lowers employment barriers but also brings esports education closer to traditional vocational education models, enhancing its long-term stability.
The Rise of Online + Offline Integration and Globalized Training Models
Esports education is shifting from a single offline or online model to a hybrid model combining online theory, offline practical training, and international exchange. On one hand, online platforms improve the efficiency of basic teaching; on the other hand, offline training camps, bootcamps, and club bases provide high-intensity practical environments. Simultaneously, cross-regional training (such as international training camps and overseas exchanges) will become more common, helping to improve competitive levels and promote the internationalization of educational content.
This report presents a comprehensive overview, market shares, and growth opportunities of Esports Education market by product type, application, key players and key regions and countries.
Segmentation by Type:
Online Teaching
Offline Teaching
Segmentation by Content:
Vocational Skills Training
Content and Production
Industry and Management
Others
Segmentation by Age:
For Adult
For Minor
Segmentation by Application:
Professional Gaming
Non-Professional Gamer
Others
This report also splits the market by region:
United States
China
Europe
Other regions
Japan
South Korea
Southeast Asia
Rest of world
The report also presents the market competition landscape and a corresponding detailed analysis of the major players in the market. The key players covered in this report:
Tencent Esports
ESL FACEIT Group
Activision Blizzard
Enthusiast Gaming
OverActive Media
Gen.G Geng Academy
Ascend Esports Academy
Pracrooms
IMG Academy
Mobalytics
Hero Esports Academy
Shanghai Chaojing Education Technology Co., Ltd.
Zhejiang Wangjing Education Technology Co., Ltd.
Shanghai Taidu Intelligent Technology Co., Ltd.
Perfect World Education
Squid Academy
Spire Academy
Camp Asia
KONAMI eSports Academy
GAKU Cultural Bootcamp
Esports Bootcamp House
GameClass
Desportz Esports Training Camps
ProGuides
Gamer Sensei
EsportsAcademy


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Table of Contents

1 Scope of the Report
1.1 Market Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 Market Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
2 Executive Summary
2.1 World Market Overview
2.1.1 Global Esports Education Market Size 2026-2032
2.1.2 Esports Education Market Size CAGR by Region
2.2 Esports Education Segment by Type
2.2.1 Online Teaching
2.2.2 Offline Teaching
2.2.3 Esports Education Market Size by Type
2.2.3.1 Global Esports Education Market Size Market Share by Type (2026-2032)
2.2.3.2 Global Esports Education Market Size Growth Rate by Type (2026-2032)
2.3 Esports Education Segment by Content
2.3.1 Vocational Skills Training
2.3.2 Content and Production
2.3.3 Industry and Management
2.3.4 Others
2.3.5 Esports Education Market Size by Content
2.3.5.1 Global Esports Education Market Size Market Share by Content (2026-2032)
2.3.5.2 Global Esports Education Market Size Growth Rate by Content (2026-2032)
2.4 Esports Education Segment by Age
2.4.1 For Adult
2.4.2 For Minor
2.4.3 Esports Education Market Size by Age
2.4.3.1 Global Esports Education Market Size Market Share by Age (2026-2032)
2.4.3.2 Global Esports Education Market Size Growth Rate by Age (2026-2032)
2.5 Esports Education Segment by Application
2.5.1 Professional Gaming
2.5.2 Non-Professional Gamer
2.5.3 Others
2.5.4 Esports Education Market Size by Application (2026-2032)
2.5.4.1 Global Esports Education Market Size Market Share by Application (2026-2032)
2.5.4.2 Global Esports Education Market Size Growth Rate by Application (2026-2032)
3 Esports Education Key Players
3.1 Date of Key Players Enter into Esports Education
3.2 Key Players Esports Education Product Offered
3.3 Key Players Esports Education Funding/Investment Analysis
3.4 Funding/Investment
3.4.1 Funding/Investment by Regions
3.4.2 Funding/Investment by End-Industry
3.5 Key Players Esports Education Valuation & Market Capitalization
3.6 Key Players Mergers & Acquisitions, Expansion Plans
3.7 Market Ranking
3.8 New Product/Technology Launches
3.9 Partnerships, Agreements, and Collaborations
3.10 Mergers and Acquisitions
4 Esports Education by Regions
4.1 Esports Education Market Size by Regions (2026-2032)
4.2 United States Esports Education Market Size Growth (2026-2032)
4.3 China Esports Education Market Size Growth (2026-2032)
4.4 Europe Esports Education Market Size Growth (2026-2032)
4.5 Rest of World Esports Education Market Size Growth (2026-2032)
5 United States
5.1 United States Esports Education Market Size by Type (2026-2032)
5.2 United States Esports Education Market Size by Application (2026-2032)
6 Europe
6.1 Europe Esports Education Market Size by Type (2026-2032)
6.2 Europe Esports Education Market Size by Application (2026-2032)
7 China
7.1 China Esports Education Market Size by Type (2026-2032)
7.2 China Esports Education Market Size by Application (2026-2032)
8 Rest of World
8.1 Rest of World Esports Education Market Size by Type (2026-2032)
8.2 Rest of World Esports Education Market Size by Application (2026-2032)
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
9 Market Drivers, Challenges and Trends
9.1 Market Drivers & Growth Opportunities
9.2 Market Challenges & Risks
9.3 Industry Trends
10 Key Investors in Esports Education
10.1 Company A
10.1.1 Company A Company Details
10.1.2 Company Description
10.1.3 Companies Invested by Company A
10.1.4 Company A Key Development and Market Layout
10.2 Company B
10.2.1 Company B Company Details
10.2.2 Company Description
10.2.3 Companies Invested by Company B
10.2.4 Company B Key Development and Market Layout
10.3 Company C
10.3.1 Company C Company Details
10.3.2 Company Description
10.3.3 Companies Invested by Company C
10.3.4 Company C Key Development and Market Layout
10.4 Company D
10.5 ……
11 Key Players Analysis
11.1 Tencent Esports
11.1.1 Tencent Esports Company Details
11.1.2 Tencent Esports Esports Education Product Offered
11.1.3 Tencent Esports Esports Education Market Size (2025 VS 2031)
11.1.4 Tencent Esports Main Business Overview
11.1.5 Tencent Esports News
11.2 ESL FACEIT Group
11.2.1 ESL FACEIT Group Company Details
11.2.2 ESL FACEIT Group Esports Education Product Offered
11.2.3 ESL FACEIT Group Esports Education Market Size (2025 VS 2031)
11.2.4 ESL FACEIT Group Main Business Overview
11.2.5 ESL FACEIT Group News
11.3 Activision Blizzard
11.3.1 Activision Blizzard Company Details
11.3.2 Activision Blizzard Esports Education Product Offered
11.3.3 Activision Blizzard Esports Education Market Size (2025 VS 2031)
11.3.4 Activision Blizzard Main Business Overview
11.3.5 Activision Blizzard News
11.4 Enthusiast Gaming
11.4.1 Enthusiast Gaming Company Details
11.4.2 Enthusiast Gaming Esports Education Product Offered
11.4.3 Enthusiast Gaming Esports Education Market Size (2025 VS 2031)
11.4.4 Enthusiast Gaming Main Business Overview
11.4.5 Enthusiast Gaming News
11.5 OverActive Media
11.5.1 OverActive Media Company Details
11.5.2 OverActive Media Esports Education Product Offered
11.5.3 OverActive Media Esports Education Market Size (2025 VS 2031)
11.5.4 OverActive Media Main Business Overview
11.5.5 OverActive Media News
11.6 Gen.G Geng Academy
11.6.1 Gen.G Geng Academy Company Details
11.6.2 Gen.G Geng Academy Esports Education Product Offered
11.6.3 Gen.G Geng Academy Esports Education Market Size (2025 VS 2031)
11.6.4 Gen.G Geng Academy Main Business Overview
11.6.5 Gen.G Geng Academy News
11.7 Ascend Esports Academy
11.7.1 Ascend Esports Academy Company Details
11.7.2 Ascend Esports Academy Esports Education Product Offered
11.7.3 Ascend Esports Academy Esports Education Market Size (2025 VS 2031)
11.7.4 Ascend Esports Academy Main Business Overview
11.7.5 Ascend Esports Academy News
11.8 Pracrooms
11.8.1 Pracrooms Company Details
11.8.2 Pracrooms Esports Education Product Offered
11.8.3 Pracrooms Esports Education Market Size (2025 VS 2031)
11.8.4 Pracrooms Main Business Overview
11.8.5 Pracrooms News
11.9 IMG Academy
11.9.1 IMG Academy Company Details
11.9.2 IMG Academy Esports Education Product Offered
11.9.3 IMG Academy Esports Education Market Size (2025 VS 2031)
11.9.4 IMG Academy Main Business Overview
11.9.5 IMG Academy News
11.10 Mobalytics
11.10.1 Mobalytics Company Details
11.10.2 Mobalytics Esports Education Product Offered
11.10.3 Mobalytics Esports Education Market Size (2025 VS 2031)
11.10.4 Mobalytics Main Business Overview
11.10.5 Mobalytics News
11.11 Hero Esports Academy
11.12 Shanghai Chaojing Education Technology Co., Ltd.
11.13 Zhejiang Wangjing Education Technology Co., Ltd.
11.14 Shanghai Taidu Intelligent Technology Co., Ltd.
11.15 Perfect World Education
11.16 Squid Academy
11.17 Spire Academy
11.18 Camp Asia
11.19 KONAMI eSports Academy
11.20 GAKU Cultural Bootcamp
11.21 Esports Bootcamp House
11.22 GameClass
11.23 Desportz Esports Training Camps
11.24 ProGuides
11.25 Gamer Sensei
11.26 EsportsAcademy
12 Research Findings and Conclusion

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List of Tables/Graphs

List of Tables
Table 1. Esports Education Market Size CAGR by Region (2026-2032) ($ millions)
Table 2. Major Players of Online Teaching
Table 3. Major Players of Offline Teaching
Table 4. Global Market Size by Type (2026-2032) ($ millions)
Table 5. Global Esports Education Market Size Market Share by Type (2026-2032)
Table 6. Major Players of Vocational Skills Training
Table 7. Major Players of Content and Production
Table 8. Major Players of Industry and Management
Table 9. Major Players of Others
Table 10. Global Market Size by Content (2026-2032) ($ millions)
Table 11. Global Esports Education Market Size Market Share by Content (2026-2032)
Table 12. Major Players of For Adult
Table 13. Major Players of For Minor
Table 14. Global Market Size by Age (2026-2032) ($ millions)
Table 15. Global Esports Education Market Size Market Share by Age (2026-2032)
Table 16. Global Esports Education Market Size by Application (2026-2032) ($ millions)
Table 17. Global Esports Education Market Size Market Share by Application (2026-2032)
Table 18. Date of Global Key Players Enter into Esports Education Market
Table 19. Global Key Players Esports Education Product Offered
Table 20. Key Players Esports Education Funding/Investment (Million USD)
Table 21. Funding/Investment by Regions
Table 22. Funding/Investment by End-Industry
Table 23. Key Players Esports Education Valuation & Market Capitalization (Million USD)
Table 24. Key Players Mergers & Acquisitions, Expansion Plans
Table 25. Esports Education New Product/Technology Launches
Table 26. Esports Education Industry Partnerships, Agreements, and Collaborations
Table 27. Esports Education Industry Mergers and Acquisitions
Table 28. Global Esports Education Market Size by Regions 2026-2032 ($ millions)
Table 29. Global Esports Education Market Size Market Share by Regions 2026-2032
Table 30. United States Esports Education Market Size by Type (2026-2032) ($ millions)
Table 31. United States Esports Education Market Size Market Share by Type (2026-2032)
Table 32. United States Esports Education Market Size by Application (2026-2032) ($ millions)
Table 33. United States Esports Education Market Size Market Share by Application (2026-2032)
Table 34. Europe Esports Education Market Size by Type (2026-2032) ($ millions)
Table 35. Europe Esports Education Market Size Market Share by Type (2026-2032)
Table 36. Europe Esports Education Market Size by Application (2026-2032) ($ millions)
Table 37. Europe Esports Education Market Size Market Share by Application (2026-2032)
Table 38. China Esports Education Market Size by Type (2026-2032) ($ millions)
Table 39. China Esports Education Market Size Market Share by Type (2026-2032)
Table 40. China Esports Education Market Size by Application (2026-2032) ($ millions)
Table 41. China Esports Education Market Size Market Share by Application (2026-2032)
Table 42. Rest of World Esports Education Market Size by Type (2026-2032) ($ millions)
Table 43. Rest of World Esports Education Market Size Market Share by Type (2026-2032)
Table 44. Rest of World Esports Education Market Size by Application (2026-2032) ($ millions)
Table 45. Rest of World Esports Education Market Size Market Share by Application (2026-2032)
Table 46. Key Market Drivers & Growth Opportunities of Esports Education
Table 47. Key Market Challenges & Risks of Esports Education
Table 48. Key Industry Trends of Esports Education
Table 49. Company A Company Details
Table 50. Companies Invested by Company A
Table 51. Company A Key Development and Market Layout
Table 52. Company B Company Details
Table 53. Companies Invested by Company B
Table 54. Company B Key Development and Market Layout
Table 55. Company C Company Details
Table 56. Companies Invested by Company C
Table 57. Company C Key Development and Market Layout
Table 58. Tencent Esports Basic Information, Head Office, Major Market Areas and Its Competitors
Table 59. Tencent Esports Esports Education Market Size (2025 VS 2031)
Table 60. ESL FACEIT Group Basic Information, Head Office, Major Market Areas and Its Competitors
Table 61. ESL FACEIT Group Esports Education Market Size (2025 VS 2031)
Table 62. Activision Blizzard Basic Information, Head Office, Major Market Areas and Its Competitors
Table 63. Activision Blizzard Esports Education Market Size (2025 VS 2031)
Table 64. Enthusiast Gaming Basic Information, Head Office, Major Market Areas and Its Competitors
Table 65. Enthusiast Gaming Esports Education Market Size (2025 VS 2031)
Table 66. OverActive Media Basic Information, Head Office, Major Market Areas and Its Competitors
Table 67. OverActive Media Esports Education Market Size (2025 VS 2031)
Table 68. Gen.G Geng Academy Basic Information, Head Office, Major Market Areas and Its Competitors
Table 69. Gen.G Geng Academy Esports Education Market Size (2025 VS 2031)
Table 70. Ascend Esports Academy Basic Information, Head Office, Major Market Areas and Its Competitors
Table 71. Ascend Esports Academy Esports Education Market Size (2025 VS 2031)
Table 72. Pracrooms Basic Information, Head Office, Major Market Areas and Its Competitors
Table 73. Pracrooms Esports Education Market Size (2025 VS 2031)
Table 74. IMG Academy Basic Information, Head Office, Major Market Areas and Its Competitors
Table 75. IMG Academy Esports Education Market Size (2025 VS 2031)
Table 76. Mobalytics Basic Information, Head Office, Major Market Areas and Its Competitors
Table 77. Mobalytics Esports Education Market Size (2025 VS 2031)


List of Figures
Figure 1. Picture of Esports Education
Figure 2. Esports Education Report Years Considered
Figure 3. Research Objectives
Figure 4. Research Methodology
Figure 5. Research Process and Data Source
Figure 6. Global Esports Education Market Size Growth Rate 2026-2032 ($ millions)
Figure 7. Esports Education Market Size by Region (2025 & 2032) ($ millions)
Figure 8. Global Esports Education Market Size Market Share by Type (2026-2032)
Figure 9. Global Online Teaching Market Size Growth Rate
Figure 10. Global Offline Teaching Market Size Growth Rate
Figure 11. Global Esports Education Market Size Market Share by Content (2026-2032)
Figure 12. Global Vocational Skills Training Market Size Growth Rate
Figure 13. Global Content and Production Market Size Growth Rate
Figure 14. Global Esports Education Market Size Market Share by Age (2026-2032)
Figure 15. Global For Adult Market Size Growth Rate
Figure 16. Global For Minor Market Size Growth Rate
Figure 17. Esports Education in Professional Gaming
Figure 18. Global Esports Education Market: Professional Gaming (2026-2032) ($ millions)
Figure 19. Esports Education in Non-Professional Gamer
Figure 20. Global Esports Education Market: Non-Professional Gamer (2026-2032) ($ millions)
Figure 21. Esports Education in Others
Figure 22. Global Esports Education Market: Others (2026-2032) ($ millions)
Figure 23. Global Esports Education Market Size Market Share by Application (2026-2032)
Figure 24. Global Esports Education Market Size in Professional Gaming Growth Rate
Figure 25. Global Esports Education Market Size in Non-Professional Gamer Growth Rate
Figure 26. Funding/Investment
Figure 27. Global Esports Education Market Size Market Share by Regions 2026-2032
Figure 28. United States Esports Education Market Size 2026-2032 ($ millions)
Figure 29. China Esports Education Market Size 2026-2032 ($ millions)
Figure 30. Europe Esports Education Market Size 2026-2032 ($ millions)
Figure 31. Rest of World Esports Education Market Size 2026-2032 ($ millions)
Figure 32. United States Esports Education Consumption Market Share by Type in 2030
Figure 33. United States Esports Education Market Size Market Share by Application in 2030
Figure 34. Europe Esports Education Consumption Market Share by Type in 2030
Figure 35. Europe Esports Education Market Size Market Share by Application in 2030
Figure 36. China Esports Education Consumption Market Share by Type in 2030
Figure 37. China Esports Education Market Size Market Share by Application in 2030
Figure 38. Rest of World Esports Education Consumption Market Share by Type in 2030
Figure 39. Rest of World Esports Education Market Size Market Share by Application in 2030

 

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