全球電子運動 (e運動) 市場策略性評估·市場預測
Strategic Assessment of Worldwide eSports Market - Forecast Till 2021
|出版商||Beige Market Intelligence LLP||商品編碼||356354|
|出版日期||內容資訊||英文 129 Pages
|全球電子運動 (e運動) 市場策略性評估·市場預測 Strategic Assessment of Worldwide eSports Market - Forecast Till 2021|
|出版日期: 2016年04月05日||內容資訊: 英文 129 Pages||
eSports, also known as an electronic sport as the name itself suggests, is primarily facilitated by video games. It is getting popularity among gamers and youngster at an enormous rate worldwide. eSports has been recognized as a mainstream gaming event only in the last decade and has developed from its initial concept of multiplayer video gaming competitions. Currently, gamers participate in these events to play for cash prizes (In 2015, The International DotA 2 awarded the biggest prize pool in eSports history of over $18.6 million. Its popularity shows that eSports is making a sustainable and long-term business), hoping to be sponsored by companies to get recognition and funding for their profession. These competitions are played either online or over LAN and are watched by billions across the globe.
Worldwide eSports market research report covers the present scenario and the growth prospects of the worldwide eSports Market for the period 2015-2021. The report provides in-depth analysis of market size and growth of worldwide eSports market. This market research report includes a detailed market segmentation of the worldwide eSports Market by the following segmentation types:
Based on the revenue generated in the region, market share segmentation is provided as follows
eSports, also known as electronics sports is a form of mind sports where players contest in video gaming competition in game arenas and eSports tournaments organized on a mass level. In general, eSports is an organized competition between professional gamers. These competitions are multiplayer in nature. RTS, FPS, and MOBA games are some of the common video game genres played in eSports tournaments worldwide. ESports are broadcasted live worldwide on streaming platforms such as Twitch and YouTube. Sponsors and advertisers use this platform to promote themselves in front of a mass audience. Market research analysts at Beige Market Intelligence, forecast the Worldwide eSports market to grow at a CAGR of more than 25 % during the forecast period.
The streaming of eSports contests and end-users' associated play-throughs and guidance of games has been witnessing a large surge in popularity worldwide. Twitch and YouTube have contributed significantly to create awareness of eSports. New players such as Azubu, Hitbox, and DingIt will give tough competition to Twitch and YouTube during the forecast period.
Global eSports market has been witnessing an increase in the number of eSports tournaments as well as a fan base; the reason is because of its increasing popularity among youngsters worldwide. The number of eSports tournaments in 1998 was just 7. In 2013, that figure went up to more than 1500. With an increase in the number of tournaments, the prize money offered at these tournaments has also been increasing steadily. Tournaments, content streaming, media rights, corporate sponsorships, ticket sales, and merchandise along with others entities are some of the major eSports revenue contributors.
The global eSports market is moderately concentrated as a few game publishers and tournament organizers are dominating the market though the competition among these players is intense. Market concentration in the developed countries such as the US and South Korea is higher while the market is in its nascent stage in the developing countries such as China and India because of the recent entry of many games developing companies in these countries.
Companies that are changing the landscape of the market include Capcom, Microsoft Studios, Riot Games, Activision Blizzard, Aksys Games, Bandai Namco, Bethesda Softworks, Electronic Arts (EA), Hi-Rez Studios, NCsoft, Neowiz Games, Nintendo, Sega, Ubisoft, Valve Corporation and Wargaming.