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市場調查報告書

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
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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
簡介

本報告提供全球e運動的市場調查,提供您市場定義和概要,發展的過程,生態系統和價值鏈,主要市場趨勢與市場成長的各種影響因素·課題分析,收益規模及愛好者數的變化與預測,地區·各主要國家的主要趨勢與收益規模的變化與預測,競爭環境,並彙整主要企業的簡介等資訊。

第1章 調查手法

第2章 摘要整理

第3章 調查範圍

第4章 市場調查手法

第5章 市場環境

  • e運動:簡介
    • e運動的歷史
    • e運動的生態系統

第6章 主要市場趨勢

第7章 主要市場促進成長要素

第8章 主要市場阻礙成長要素

第9章 價值鏈分析

  • 全球e運動市場價值鏈分析
    • 經營模式:線上 vs 離線

第10章 市場分析:收益規模

  • 迄今的市場規模
  • 市場規模·預測

第11章 市場分析:愛好者數

  • 迄今的市場規模
  • 市場規模·預測
    • 波特的五力分析

第12章 地區分析

  • 全球e運動市場:各地區

第13章 北美市場

  • 迄今的轉變
  • 市場規模·預測
  • 主要國家
    • 美國:市場規模·預測
    • 加拿大:市場規模·預測
    • 主要趨勢·成長推進因素·阻礙要素

第14章 亞太地區市場

  • 迄今的轉變
  • 市場規模·預測
  • 主要國家
    • 韓國:市場規模·預測
    • 中國:市場規模·預測
    • 主要趨勢·成長推進因素·阻礙要素

第15章 歐洲市場

  • 迄今的轉變
  • 市場規模·預測
  • 主要國家
    • 瑞典:市場規模·預測
    • 俄羅斯:市場規模·預測
    • 主要趨勢·成長推進因素·阻礙要素

第16章 其他地區市場

  • 迄今的轉變
  • 市場規模·預測
  • 主要國家
    • 主要趨勢·成長推進因素·阻礙要素

第17章 供應商環境

  • 競爭環境
  • 市場供應商分析
    • Valve Corporation
    • Riot Games
    • Hi-Rez Studios
    • Activision Blizzard
    • Wargaming
    • 任天堂

第18章 其他的有力供應商

  • Aksys Games
  • BANDAINAMCO
  • Bethesda Softworks
  • CAPCOM CO., LTD.
  • Electronic Arts (EA)
  • Microsoft Studios
  • NCsoft
  • Neowiz Games
  • 世嘉
  • Ubisoft
  • 有其他潛力的遊戲開發經營者

第19章 主要供應商分析

  • Activision Blizzard
  • Hi-Rez Studios
  • 任天堂
  • Riot Games
  • Valve Corporation
  • Wargaming

第20章 摘要·主要調查結果

第21章 附錄

圖表

目錄

Worldwide eSports Market - Report Insights

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:

Type of End-users

Esports Enthusiasts

  • Regular viewers/participants
    • By Demography
  • Occasional viewers/participants
  • Regular viewers
    • By Demography

Geographic Segmentation

  • North America
  • APAC
  • Europe
  • ROW

By Revenue Stream Generation

  • Sponsorships, media rights and advertisements
  • Prize Pools
  • Merchandise
  • Tickets
  • Others

Market Share

Based on the revenue generated in the region, market share segmentation is provided as follows

  • By prize pool offered
  • By tournaments

Worldwide eSports Market - Market Size and Dynamics

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.

Live streaming providing boost for eSports market - key trend supporting the market

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.

Increase in number of eSports tournaments - key driving force for the market

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.

eSports Market - Competitive Landscape

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.

Table of Contents

Section 1: Research Methodology

Section 2: Executive Summary

Section 3: Scope of the Report

  • 3.1. Research coverage
    • 3.1.1. Definition of product
    • 3.1.2. End-user segments
    • 3.1.3. Base year
    • 3.1.4. Geography
  • 3.2. Terminology used in report

Section 4: Market Research Methodology

  • 4.1. Geographical segmentation
  • 4.2. Vendor segmentation
  • 4.3. Common currency conversion rates

Section 5: Market Landscape

  • 5.1. Introduction to eSports
    • 5.1.1. History of eSports
    • 5.1.2. eSports ecosystem

Section 6: Key Market Trends

  • 6.1.1. Year-on-year impact of market trends
  • 6.1.2. Impact of market trends on geographies in 2015

Section 7: Key Market Growth Drivers

Section 8: Key Market Restraints

Section 9: Value Chain Analysis

  • 9.1. Value chain analysis of global eSports market
    • 9.1.1. Business model: Online versus offline

Section 10: Worldwide eSports Market by Revenue

  • 10.1. Historical market size
  • 10.2. Market size and forecast 2015-2021

Section 11: Worldwide eSports Market by eSports Enthusiasts

  • 11.1. Historical market size
  • 11.2. Market size and forecast 2015-2021
    • 11.2.1. Five forces analysis

Section 12: Geographical Segmentation

  • 12.1. Global eSports market segmentation by geography

Section 13: eSports Market in North America

  • 13.1. Historical market size 2013-2014
  • 13.2. Market size and forecast 2015-2021
  • 13.3. Key countries
    • 13.3.1. US: Market size and forecast
    • 13.3.2. Canada: Market size and forecast
    • 13.3.3. Top trend, driver, and restraint

Section 14: eSports Market in APAC

  • 14.1. Historical data 2013-2014
  • 14.2. Market size and forecast 2015-2021
  • 14.3. Key countries
    • 14.3.1. South Korea: Market size and forecast 2015-2021
    • 14.3.2. China: market size and forecast
    • 14.3.3. Top trend, driver, and restraint

Section 15: eSports Market in Europe

  • 15.1. Historical data 2013-2014
  • 15.2. Market size and forecast 2015-2021
  • 15.3. Key countries
    • 15.3.1. Sweden: Market size and forecast
    • 15.3.2. Russia: Market size and forecast
    • 15.3.3. Top trend, driver, and restraint

Section 16: eSports Market in ROW

  • 16.1. Historical data: 2013-2014
  • 16.2. Market size and forecast 2015-2021
  • 16.3. Key countries
    • 16.3.1. Top trend, driver, and restraint

Section 17: Vendor Landscape

  • 17.1. Competitive landscape
  • 17.2. Market vendor analysis
    • 17.2.1. Valve Corporation
    • 17.2.2. Riot Games
    • 17.2.3. Hi-Rez Studios
    • 17.2.4. Activision Blizzard
    • 17.2.5. Wargaming
    • 17.2.6. Nintendo

Section 18: Other Vendors With Prominent Presence

  • 18.1.1. Aksys Games
  • 18.1.2. Bandai Namco
  • 18.1.3. Bethesda Softworks
  • 18.1.4. Capcom
  • 18.1.5. Electronic Arts (EA)
  • 18.1.6. Microsoft Studios
  • 18.1.7. NCsoft
  • 18.1.8. Neowiz Games
  • 18.1.9. Sega
  • 18.1.10. Ubisoft
  • 18.2. List of game developing companies with suitable opportunities in eSports market

Section 19: Key Vendor Analysis

  • 19.1. Activision Blizzard
    • 19.1.1. Business overview
    • 19.1.2. Product overview
    • 19.1.3. Activision Blizzard in eSports
    • 19.1.4. Strategy
    • 19.1.5. Strengths
    • 19.1.6. Opportunity
  • 19.2. Hi-Rez Studios
    • 19.2.1. Business overview
    • 19.2.2. Product overview
    • 19.2.3. Hi-Rez Studios in eSports
    • 19.2.4. Strategy
    • 19.2.5. Strengths
    • 19.2.6. Opportunities
  • 19.3. Nintendo
    • 19.3.1. Business overview
    • 19.3.2. Product overview
    • 19.3.3. Nintendo in eSports
    • 19.3.4. Strategy
    • 19.3.5. Strengths
    • 19.3.6. Opportunities
  • 19.4. Riot Games
    • 19.4.1. Business overview
    • 19.4.2. Product overview
    • 19.4.3. Riot Games in eSports
    • 19.4.4. Strategy
    • 19.4.5. Strength
    • 19.4.6. Opportunity
  • 19.5. Valve Corporation
    • 19.5.1. Business overview
    • 19.5.2. Product overview
    • 19.5.3. Valve Corporation in eSports
    • 19.5.4. Strategy
    • 19.5.5. Strength
    • 19.5.6. Opportunities
  • 19.6. Wargaming
    • 19.6.1. Business overview
    • 19.6.2. Product overview
    • 19.6.3. Wargaming in eSports
    • 19.6.4. Strategy
    • 19.6.5. Strengths
    • 19.6.6. Opportunity

Section 20: Summary Of Report And Key Takeaways

Section 21: Appendix

  • 21.1. List of abbreviations
  • 21.2. eSports market by game genre
  • 21.3. Active players
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