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市場調查報告書

E運動的全球市場:2017-2021年

Global E-Sports Market 2017-2021

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 347987
出版日期 內容資訊 英文 70 Pages
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E運動的全球市場:2017-2021年 Global E-Sports Market 2017-2021
出版日期: 2017年05月10日 內容資訊: 英文 70 Pages
簡介

全球E運動的市場在調查期間中,預計以32.28%的年複合成長率成長。贊助商數的增加和遊戲參加的容易度預計該市場的今後的促進成長做。

本報告提供全球E運動的市場相關調查,市場概要,主要供應商的提供產品範例,各種類、收益區分、地區的市場規模的變化與預測,主要10個國家的詳細分析,市場的各種影響因素及主要趨勢分析,競爭環境,以及主要企業的簡介等彙整。

第1章 摘要整理

第2章 本報告書的範圍

第3章 市場調查手法

第4章 簡介

  • 市場概要

第5章 市場環境

  • 市場概要
  • 市場規模與預測
  • 波特的五力分析

第6章 市場分析:各種類

  • 全球E運動市場:各種類
  • MOBA遊戲的預測
  • FPS遊戲的預測
  • RTS遊戲的預測

第7章 市場分析:各收益種類

  • 全球E運動市場:收益各種類
  • 全球E運動市場:各廣告
  • 全球E運動市場:各賞金總額
  • 全球E運動市場:票券的各銷售額

第8章 地區分析

  • 地區區分
  • 南北美洲
  • 亞太地區
  • 歐洲、中東、非洲

第9章 主要國家

  • 主要國家
  • 美國市場
  • 中國市場

第10章 決策結構

第11章 推動市場的要素與課題

第12章 市場趨勢

第13章 供應商環境

  • 競爭模式
  • 主要供應商
  • 其他有力供應商

第14章 附錄

  • 簡稱一覽

圖表

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目錄
Product Code: IRTNTR12084

About e-Sports

The popularity of e-sports is increasing with the rising number of viewers. E-sports create an environment where viewers can experience playing the game. E-sports on a large scale is considered to be one of the most popular sports entertainment events in the world. On the global scenario, e-sports is a rapidly growing market and is likely to grow at a CAGR of 32.28%. In 2016, Dota 2 by Valve was the leading game in terms of revenue in the e-sports market. The Americas are the leading region and will also be the fastest-growing region for e-sports during the forecast period followed by APAC and EMEA. The US is the leading country for e-sports market.

Technavio's analysts forecast the global e-sports market to grow at a CAGR of 32.28% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global e-sports market for 2017-2021. To calculate the market size, the report considers the revenue generated from tournaments excluding online advertisements.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global e-Sports Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve
  • Wargaming.net

Other Prominent Vendors

  • EA Sports
  • Hi-Rez Studios
  • Microsoft Studios

Market driver

  • Increasing penetration of mobile games.
  • For a full, detailed list, view our report

Market challenge

  • High expense of gaming-specific peripherals.
  • For a full, detailed list, view our report

Market trend

  • Growing adoption of e-sports in emerging countries.
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2021 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

  • Market outline

PART 05: Market landscape

  • Market overview
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by genre

  • Global e-sports market by genre
  • Global e-sports market by MOBA games
  • Global e-sports market by FPS games
  • Global e-sports market by RTS games

PART 07: Market segmentation by revenue

  • Global e-sports market by revenue
  • Global e-sports market by advertising
  • Global e-sports market by prize pool
  • Global e-sports market by ticket sales

PART 08: Geographical segmentation

  • Global e-sports market by geography
  • E-sports market in Americas
  • E-sports market in APAC
  • E-sports market in EMEA

PART 09: Key leading countries

  • Key leading countries
  • E-sports market in US
  • E-sports market in China

PART 10: Decision framework

PART 11: Drivers and challenges

  • Market drivers
  • Market challenges

PART 12: Market trends

PART 13: Vendor landscape

  • Competitive scenario
  • Key leading vendors
  • Other prominent vendors

PART 14: Appendix

  • List of abbreviations

List of Exhibits

  • Exhibit 01: E-sports market: Overview
  • Exhibit 02: Global e-sports market 2016-2021 ($ millions)
  • Exhibit 03: Five forces analysis
  • Exhibit 04: Global e-sports market by genre 2016 and 2021 (revenue share)
  • Exhibit 05: Global e-sports market by MOBA games 2016-2021 ($ millions)
  • Exhibit 06: Global e-sports market by FPS games 2016-2021 ($ millions)
  • Exhibit 07: Global e-sports market by RTS games 2016-2021 ($ millions)
  • Exhibit 08: Global e-sports market by revenue 2016 and 2021 (revenue share)
  • Exhibit 09: Global e-sports market by advertising 2016-2021 ($ millions)
  • Exhibit 10: Global e-sports market by prize pool 2016-2021 ($ millions)
  • Exhibit 11: Global e-sports market by ticket sales 2016-2021 ($ millions)
  • Exhibit 12: Global e-sports market by geography 2016 and 2021 (revenue share)
  • Exhibit 13: E-sports market in Americas 2016-2021 ($ millions)
  • Exhibit 14: E-sports market in APAC 2016-2021 ($ millions)
  • Exhibit 15: E-sports market in EMEA 2016-2021 ($ millions)
  • Exhibit 16: Top 10 countries 2016 (revenue share)
  • Exhibit 17: Top 10 countries by revenue and market share 2016
  • Exhibit 18: E-sports market in US 2016-2021 ($ millions)
  • Exhibit 19: E-sports market in China 2016-2021 ($ millions)
  • Exhibit 20: Global shipments of desktops, smartphones, and tablets 2011-2016 (millions of units)
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