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市場調查報告書

數位遊戲:e運動 2015-2020年

Digital Games: eSports 2015-2020

出版商 Juniper Research 商品編碼 344422
出版日期 內容資訊 英文
商品交期: 最快1-2個工作天內
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數位遊戲:e運動 2015-2020年 Digital Games: eSports 2015-2020
出版日期: 2015年11月03日 內容資訊: 英文
簡介

本報告以數位遊戲的e運動市場為主題,提供影響整體趨勢、e運動發展的促進要素與阻礙、目前市場情況、案例研究、價值鏈和商務 模式、e運動串流市場規模與成長率預測,及e運動的開發者之贊助商NVIDIA相關分析。

第1章 遊戲產業的簡介

  • 遊戲產業

第2章 e運動:市場動態

  • 簡介
  • e運動市場
    • 遊戲的分類、定義
    • e運動的遊戲玩兒方法
    • 標題的壽命
    • e運動內容的提供
    • 遊戲玩家統計、分類
    • e運動的性別和所扮演的角色
    • LAN或網際網路?
    • 從為了自尊心而玩到為了獎金而玩
    • 全球性現象、愛好者的增加
    • e運動的課題
  • 價值鏈分析、經營模式
    • 價值鏈
    • 經營模式
    • e運動的收看率
  • Junipers 見解:要點

第3章 預測:數位遊戲市場整體

  • 簡介
    • 數位遊戲的總收益
    • 總收益:各設備

第4章 預測:e運動市場

  • 調查手法
  • e運動串流的市場整體
    • e運動串流服務的用戶總數
    • 來自線上e運動串流的總收益
    • 來自線上e運動串流的總加入收益
    • 來自線上e運動串流的總廣告收益
目錄

Overview

Juniper Research is a market leader in the digital content research area, having built an unrivalled source of market intelligence and forecast data over the past 12 years. Juniper's ground-breaking research into the eSports market represents the benchmark for analysis into this burgeoning segment.

This research suite provides the reader with influential insights into the key drivers of the eSports market, as well as challenges faced by the industry. In addition, Juniper looks at the current and emerging business models, which will shape the way eSports content is distributed and monetised.

This research includes a Market Appraisal (PDF) and a market sizing and five year forecast spreadsheet (XL).

Key Features

  • In-depth study of the overarching trends, hurdles and drivers impacting the development of eSports.
  • Analysis of the current market and its recent surge in popularity.
  • Case studies to give insights into eSports and its influence in the videogames industry, as well as emerging consumer trends.
  • Value chain analysis and business models.
  • Benchmark industry forecasts for size and growth of the eSports streaming market, as well as insights from eSports developer and sponsor, NVIDIA.

Key Questions

  • 1. What is the eSports market currently worth, and how will it develop over the next five years - in terms of online streaming revenues?
  • 2. In terms of revenue contribution, which business model (advertising or subscription) is likely to see more success?
  • 3. How can we expect to see the industry develop over the next few years?
  • 4. What are the key challenges faced by the industry?
  • 5. What are the key market forces driving eSports?

Companies Referenced

343 Industries (Halo), Alienware, Amazon, BBC, Blizzard (World of Warcraft), Bungie, CLG (Counter Logic Gaming), Corsair, DotATV, DreamHack, EA, ESL (Electronic Sports League), ESPN, GIGA Television, Google, Microsoft (Age of Empires, Smite), MLG (Major League Gaming), Nintendo (Super Smash Bros. Melee), NVIDIA, Oculus, OGN (Ongamenet), Riot Games (League of Legends), Sony (Mortal Kombat, Soul Calibur, King of Fighters), Super Evil Megacorp (Vainglory), Tencent Holdings, Thermaltake, Twin Galaxies, Twitch, Valve (Counter Strike, DotA, EVE Online), XLEAGUE.TV, YouTube.

Data & Interactive Forecast

Juniper Research's highly granular interactive Excels (IFxls) enable clients to manipulate Juniper's forecast data and charts to test their own assumptions by using the Interactive Scenario Tool, and compare select markets and sectors side by side in customised charts and tables. IFxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

The forecast suite includes:

  • Country level data splits for:
    • Canada
    • Germany
    • Japan
    • South Korea
    • UK
    • US
    • Plus 8 key regions
  • Total unique users of eSports, derived from the PC, Console, Smartphone, Tablet, and Microconsole delivery platforms.
  • Advertising & Subscription-based revenues
  • Interactive Scenario Tool allowing users to manipulate Juniper's data for 8 different metrics.
  • Access to the full set of forecast data of 41 tables and over 4,000 data points.

Table of Contents

1. Introduction to the Games Industry

  • 1.1. Games Industry
    • 1.1.1. History & Definition
      • Figure 1.1: A Brief History of Video games (1940-Present)
    • 1.1.2. Elements of the Games Market Place
      • i. Mobile Games
        • Figure 1.2: The Puzzle & Dragons iPhone App
      • ii. Console Games
        • Figure 1.3: Selection of 7th Generation Consoles
      • iii. PC Games
        • Figure 1.4: Selection of PC Games
      • iv. Handheld Games
        • Figure 1.5: Selection of Handheld Games Devices
      • v. Cloud Games
        • Figure 1.6: NVIDIA's ‘GRID' Cloud Gaming Delivery System
      • vi. Microconsoles & Connected TVs
        • Figure 1.7: Piston Microconsole

2. eSports: Market Dynamics

  • 2.1. Introduction
    • 2.1.1. Overview & History
      • Figure 2.1: A Brief History of eSports (1972-Present)
  • 2.2. The eSports Market
    • Figure 2.2: eSports: Trends, Drivers, and Hurdles
    • 2.2.1. Game Categories & Definitions
      • i. Action & Arcade
      • ii. Casual & Social
      • iii. Racing & Sports
      • iv. RPG & Strategy
      • v. Case Study: MLG (Major League Gaming)
    • 2.2.2. Methods of eSports Game Play
      • i. eSports on PC
        • Figure 2.3: Screenshot of DotA, Which Began as a User Mod of World of Warcraft 3
      • ii. Case Study: League of Legends
      • iii. eSports on Consoles
        • Figure 2.4: Smite on Xbox One
      • iv. Case Study: Halo Championships
      • v. Other Devices & Future Technology
      • vi. Case Study: Vainglory
      • vii. Case Study: EVE Online
    • 2.2.3. Longevity of Titles
      • Figure 2.5: Screenshot of Age Of Empires 2: The Age of Kings
      • i. Case Study: Age of Empires
    • 2.2.4. Delivery of eSports Content
      • i. Social Games & ‘Let's Plays'
      • ii. Case Study: PewDiePie
      • iii. Dedicated TV Channels
      • iv. Streaming
      • v. Case Study: YouTube Gaming
        • Figure 2.6: YouTube Gaming on Web Browser
        • Figure 2.7: Twitch on Web Browser
      • vi. Case Study: Twitch
    • 2.2.5. Gamer Demographics & Categorisation
      • i. Casual
      • ii. Mid-Core/Core
      • iii. Hard-Core
      • iv. Professional Gamers
    • 2.2.6. Gender & Its Role in eSports
      • Figure 2.8: Team CLG Red, Winners of the 2015 ‘ESWC Counter Strike: GO'
    • 2.2.7. LAN or Internet?
      • i. LAN (Local Area Networks)
        • Figure 2.9: Players at the 1981 Space Invaders Championship
      • ii. Internet
    • 2.2.8. From Playing for Pride to Playing for Prize Money
      • Figure 2.10: Player Earnings & the Number of Players in eSports 2006-2014
      • Figure 2.11: Historic & Current Prize Money Generated from the Most Popular 2015 eSports Games ($m)
      • Table 2.12: Prize Money from eSports Tournaments 2013-2015
    • 2.2.9. Global Phenomenon & a Growing Following
      • Figure 2.13: League of Legends World Championship 2014
    • 2.2.10. Issues in eSports
      • Figure 2.14: The ESL One Katowice Event 2015
      • ii. Case Study: Kory Friesen
      • iii. Case Study: ESL (Electronic Sports League)
  • 2.3. Value Chain Analysis & Business Models
    • 2.3.1. Value Chains
      • i. eSports Games
      • ii. eSports Viewership
    • 2.3.2. Business Models
    • i. eSports games
      • Figure 2.15: Boxed Product Business Model
      • Figure 2.16: The MOBA & MMORPG Games Monetisation Model
    • ii. eSports Viewership
  • 2.4. Junipers View: Key Takeaways

3. Forecasts: the Total Digital Games Market

  • 3.1. Introduction
    • 3.1.1. Total Revenues for Digital Games
      • Figure & Table 3.1: Total Revenues for Digital Games ($m), Split by 8 Key Regions 2015-2020
    • 3.1.2. Total Revenues by Device
      • Figure & Table 3.2: Total Games Revenues ($m), Split by Device 2015-2020

4. Forecasts: The eSports Market

  • 4.1. Methodology
    • Figure 4.1: Methodology for eSports Streaming Revenues
  • 4.2. The Total Market for eSports Streaming
    • 4.2.1. Total Number of Users of eSports Streaming Services
      • Figure & Table 4.2: Total Users of eSports Streaming Services (m), Split by 8 Key Regions 2015-2020
    • 4.2.2. Total Revenues from Online eSports Streaming
      • Figure & Table 4.3: Total Revenues for Online eSports ($m), Split by 8 Key Regions 2015-2020
    • 4.2.3. Total Subscription Revenues from Online eSports Streaming
      • Figure & Table 4.4: Total Revenues for Subscriptions to Online eSports ($m), Split by 8 Key Regions 2015-2020
    • 4.2.4. Total Advertising Revenues from Online eSports Streaming
      • Figure & Table 4.5: Total Revenues from Online eSports Advertising ($m), Split by 8 Key Regions 2015-2020
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