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市場調查報告書

E運動的全球市場:2015-2019年

Global E-Sports Market 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 347987
出版日期 內容資訊 英文 57 Pages
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E運動的全球市場:2015-2019年 Global E-Sports Market 2015-2019
出版日期: 2015年12月23日 內容資訊: 英文 57 Pages
簡介

全球E運動的市場預計到2019年以超越36%的年複合成長率成長。贊助商數量的增加和遊戲參加的容易度預計促進該市場今後的成長。

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/收益區隔/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

  • 概況

第2章 本報告書的範圍

  • 市場概要
  • 主要供應商的產品等

第3章 市場調查手法

  • 調查手法
  • 經濟指標

第4章 簡介

  • 主要市場洞察

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:各收益種類

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

  • 首位10個國家

第10章 市場趨勢

第11章 供應商環境

  • 競爭模式
  • 其他的有力供應商

第12章 主要供應商分析

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

第13章 附錄

第14章 關於Technavio

圖表

目錄
Product Code: IRTNTR7431

Market outlook of the global e-sports market

Technavio's market research analyst has estimated the global market for e-sports to post a profound CAGR of more than 36% by 2019. High growth rate of this market during the forecast period can be attributed to factors such as the increasing number of sponsors and low entry barriers for gamers.

In this market research report, analysts estimate the Americas to dominate the global market for e-sports during the forecast period followed by the APAC and the EMEA regions. The rising popularity of e-sports leagues in the Americas is expected to result in its market share of nearly 43% by 2019.

Genre-based segmentation of the e-sports market

  • MOBA
  • FPS
  • RTS
  • Others

The multiplayer online battle arena (MOBA) segment is envisaged to exhibit the fastest market growth rate during the forecast period. This segment currently account for nearly 60% of the total market share, but is expected to surpass 70% by 2019 owing to its high fan base and team play element.

Segmentation by revenue and analysis of the e-sports market

  • E-sports advertising
  • Prize pool
  • Ticket sales

Technavio's market research analyst has estimated the e-sports advertising sector to be the largest market segment during the forecast period. This segment is expected to generate a revenue of more than USD 154 million by 2019 as it provides a platform to expand the game's touchpoints and engage users in a better way with their favorite characters.

Competitive landscape and key vendors

This market is highly competitive owing the presence of multiple vendors who have penetrated this market due to its low entry barrier. The leading vendors in this market use innovative marketing strategies to sell their games and enter the e-sports scenario, which is a major parameter to decide the success of the game.

Key vendors in this market are -

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

Other prominent vendors in this market are EA Sports, Hi-Rez Studios, and Microsoft Studios.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2019?
  • What are the key factors driving the global e-sports market?
  • What are the key market trends impacting the growth of the global e-sports market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global e-sports market?
  • What are the market opportunities and threats faced by the vendors in the global e-sports market?
  • Trending factors influencing the market shares of the EMEA, Americas, and APAC?
  • What are the key outcomes of the five forces analysis of the global e-sports market?

Technavio also offers customization on reports based on specific client requirement.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Base year
  • Vendor segmentation
  • Summation errors
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

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 2014-2019
  • Global E-sports market by FPS games 2014-2019
  • Global E-sports market by RTS games 2014-2019

PART 07: Market segmentation by revenue

  • Global E-sports market by revenue

PART 08: Geographical segmentation

  • Geographical segmentation of global E-sports market
  • E-sports market in Americas
  • E-sports market in APAC
  • E-sports market in EMEA

PART 09: Key leading countries

  • Top 10 countries for global E-sports market

PART 10: Market trends

PART 11: Vendor landscape

  • Competitive scenario
  • Other prominent vendors

PART 12: Key vendor analysis

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

PART 13: Appendix

  • List of abbreviation

PART 14: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Market segmentation of global E-sports market
  • Exhibit 03: Global E-sports market 2014-2019 ($ millions)
  • Exhibit 04: Five forces analysis
  • Exhibit 05: Global E-sports market by genre in 2014
  • Exhibit 06: Global E-sports market by genre in 2019
  • Exhibit 07: Global E-sports market by MOBA games 2014-2019 ($ millions)
  • Exhibit 08: Global E-sports market by FPS games 2014-2019 ($ millions)
  • Exhibit 09: Global E-sports market by RTS games 2014-2019 ($ millions)
  • Exhibit 10: Global E-sports market by revenue
  • Exhibit 11: Geographical segmentation of Global E-sports market in 2014
  • Exhibit 12: Geographical segmentation of Global E-sports market in 2019
  • Exhibit 13: E-sports market in Americas 2014 ($ millions)
  • Exhibit 14: E-sports market in APAC in 2014 ($ millions)
  • Exhibit 15: E-sports market in EMEA in 2014 ($ millions)
  • Exhibit 16: Key leading countries
  • Exhibit 17: Market share of top 10 countries for E-sports market in 2014 by revenue
  • Exhibit 18: Activision Blizzard: Business segmentation by revenue 2014
  • Exhibit 19: Activision Blizzard: Business/product segmentation by revenue 2013 and 2014
  • Exhibit 20: Activision Blizzard: Geographical segmentation by revenue 2013 and 2014
  • Exhibit 21: Epic Games: Key business offerings
  • Exhibit 22: Nintendo: Business segmentation by revenue 2015
  • Exhibit 23: Nintendo: Business segmentation by revenue 2014 and 2015 ($ billions)
  • Exhibit 24: Nintendo: Geographical segmentation by revenue 2015
  • Exhibit 25: Valve: Product offerings
  • Exhibit 26: Wargaming.net : Product segmentation
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