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市場調查報告書

數位遊戲:e運動 2015-2020年

eSports, Let's Play & Watch Play: Competitive Tournaments & Content Streaming 2017-2021

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 eSports, Let's Play & Watch Play: Competitive Tournaments & Content Streaming 2017-2021
出版日期: 2017年03月14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

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目錄

Overview

Juniper's eSports, Let's Play & Watch Play research provides the most comprehensive and progressive analysis of this expanding market available today. This research provides the reader with new insights into the e-Sports & Games Streaming market, focusing on:

  • The eSports market - the competitive playing of video games, often for real money.
  • The ‘Let's Play' sector - commentary and tutorials on streams of casual video gameplay.
  • The ‘Watch Play' sector - where broadcasters stream video game play as it happens.

This research includes:

  • Market Trends & Opportunities (PDF)
  • 5 Year Market Sizing & Forecast spreadsheet (Excel)

Key Features

  • Sector Dynamics: Understand how the market is changing, in terms of user engagement and monetisation, with our analysis of key market forces and developments, supported by case studies & industry data.
  • Trend Appraisal: Major trends identified and defined with Juniper's ‘take' and assessment of the implications for the industry. Analysis of leading tournaments and games, with data on current and historic prize pools, outlining the opportunity for sponsorship and monetisation through value added content.
  • Value Chain & Business Models: Analysis of the monetisation methods and processes used across the industry, providing clear insight into the strategies utilised.
  • Benchmark industry forecasts for eSports and Games Streaming, providing quantification of advertising spend and user generated revenues through channels such as subscription and donations.

Key Questions

  • 1. What is eSports & games streaming, and how can the market be monetised?
  • 2. What are the opportunities for both streamers and platform owners?
  • 3. What must the eSports industry do to continue its growth and be recognised as a legitimate sport by potential sponsors?
  • 4. What are the key challenges faced by the industry, and how can these be addressed?
  • 5. What is the size and growth of the various sub sectors, in terms of revenue and advertising spend?

Companies Referenced

888 Sport, Activision Blizzard, AGM, Amazon, BBC, Betradar, Betway, Btobet, CLG (Counter Logic Gaming), DingIt, Disney, Dreamhack, EA, ESIC (Esports Integrity Coalition), ESL (Electronic Sports League), ESPN, Gambling Commission, GameBattles, GDC (Games Developer Conference), Ginx, Google, Intel, Korean eSports Association, Matcherino, Microsoft, MLG (Major League Gaming), Mr Green, Nintendo, NVIDIA, Oculus, OGN (Ongamenet), PayPal, Razer, Sky, Sony, Super Evil Megacorp, Supercell, Twitch, Unikrn, Valve, Virtuix, William Hill, YouTube.

Data & Interactive Forecast

Juniper's eSports, Let's Play & Watch Play forecast suite includes

Country level data splits for:

  • Canada
  • China
  • Germany
  • Japan
  • South Korea
  • UK
  • US
  • Plus 8 key global regions

Total viewer numbers for eSports & Games Streaming, split by device used:

  • Smartphones
  • Tablets
  • Games consoles
  • Desktop PCs & laptops
  • Microconsoles

As well as unique viewership numbers.

Platform break out to provide data for Twitch, YouTube, and other sites:

  • Viewership of streamed games content
  • Viewership of eSports content
  • Advertising spend and subscription spend for each sector.
  • Total donations and content purchases made on Twitch
  • Battle passes and other subscriptions made for eSports content.
  • Access to the full set of forecast data of 177 tables and over 18,900 data points.

Juniper Research's highly granular IFxls (interactive forecast excels) enable clients to manipulate Juniper's forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets 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.

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. Sectors of the Games Industry
      • i. Mobile Games
        • Figure 1.2: Clash or Clans iPhone App
      • ii. Console Games
        • Figure 1.3: 8th Generation Console Controllers
      • iii. PC Games
        • Figure 1.4: Alienware PC Hardware
      • iv. Handhold Games & Hybrids
        • Figure 1.5: Handhold & Hybrid Games Devices - Sony's PSP & Nintendo's Switch
      • v. Cloud Games
        • Figure 1.6: NVIDIA's ‘GRID' Cloud Gaming Delivery System
      • vi. Microconsoles & Connected TVs
        • Figure 1.7: Piston Microconsole
    • 1.1.3. Gamer Demographics/Categorisation
      • i. Casual
      • ii. Mid-Core/Core
      • iii. Hard-Core
      • iv. Professional Gamers

2. eSports & Games Content Streaming: Market Dynamics

  • 2.1. Introduction
    • i. eSports
    • ii. Games Content Streaming
    • 2.1.2. Overview & History
      • Figure 2.1:A Brief History of eSports & Games Content Steaming (1972-Present)
  • 2.2. The eSports & Games Content Streaming Market
    • Figure 2.2: eSports & Content Streaming: Trends, Drivers & Hurdles
    • 2.2.1. Game Categories & Definitions
      • i. Action & Arcade
      • ii. Casual & Social
      • iii. Racing & Sports
      • iv. RPG & Strategy
    • 2.2.2. Additional Formats
      • i. MMO (Massively Multiplayer 0nline)
      • ii. MOBA (Multiplayer 0nline Battle Arena)
      • iii. FPS (First Person Shooter)
        • Figure 2.3: League of Legends Gameplay
    • 2.2.3. Methods of eSports Game Play
      • i. eSports on PC
        • Table 2.4: Juniper Rankings: Popular eSports Titles
      • ii. Case Study: Dota 2
      • iii. eSports on Consoles
        • Figure 2.5: PlayStation Plus League Available to French Gamers
      • iv. Case Study: ESL
      • v. eSports on Mobile
        • Figure 2.6: Clash Royale on Google Play
        • Figure 2.7: Clash Royale Quarter Finals in Helsinki
      • vi. Case Study: Vainglory
      • vii. Other Devices & Future Technology
        • Figure 2.8: GDC Survey 2017: ‘Which VR/AR device(s )/platform(s) are you currently developing for?' & ‘Which VR/AR device(s)/platform(s) most interest you as a developer right now?'
        • Figure 2.9: Virtuix Omi Treadmill for VR Gaming
  • 2.3. eSports: Core Trends & Future Developments
    • 2.3.1. A Growing Audience
      • Figure 2.10: eSports Tournaments with the Current Highest Viewership Figures to Date
      • i. Juniper's View: 2017 & Beyond
    • 2.3.2. Prize Pools
      • Figure 2.11:Total eSports Prize Money by Year, 2011-2016 ($m)
      • i. From Playing for Pride to Playing for Prize Money
        • Figure 2.12: eSports Statistics for Total Active Players & Average Annual Earnings per Player, 2006-2016 ($)
        • Figure 2.13: ‘The International' Prize Pool Tracker Comparing the 2014-2016 Tournaments ($m)
        • Figure 2.14: Leading eSports Prize Pools, Split by Tournament 2014-2016 Tournaments ($)
      • ii. Juniper's View: 2017 & Beyond
      • iii. Case Study: Matcherino
    • 2.3.3. Sponsorships
      • Table 2.15: Recent Major eSports Sponsorship Deals
      • Table 2.16: Major Sponsorships of Players & eSports Teams by Traditional Groups
      • i. Junipers View: 2017 & Beyond
    • 2.3.4. Dedicated TV Channels
      • i. Junipers View: 2017 & Beyond
    • 2.3.5. Gambling
      • Figure 2.17: William Hill eSports Match Betting
      • Table 2.18: Selected Providers Currently Offering eSports Gambling
      • Figure 2.19: Counter-Strike: Global Offensive
      • i. Juniper's View: 2017 & Beyond
    • 2.3.6. eSports: Issues Surrounding the Fledgling Industry
      • Figure 2.20: Leading Issues Threatening the Integrity of the eSports Industry
      • i. Match Fixing & Collusion
      • ii. Drug Use & Stimulants
      • iii. Modifications
      • iv. Ghosting
      • v. Juniper's View: 2017 & Beyond
    • 2.3.7. Gender & Its Role in eSports
      • Figure 2.21: Team CLG Red, Winners of the 2015 ‘ESWC Counter-Strike: GO'
      • i. Junipers View: 2017 & Beyond
      • ii. Case Study: MLG (Major League Gaming)
  • 2.4. Games Content Streaming: Core Trends & Future Developments
    • 2.4.1. Social Games & ‘Let's Plays'
      • i. Case Study: PewDiePie
      • ii. Junipers View: 2017 & Beyond
        • Figure 2.22: YouTube Star DanTDM
      • iii. Case Study: YouTube Gaming
    • 2.4.2. Live Streaming
      • i. Twitch vs YouTube Gaming
        • Table 2.23: Top 5 Broadcasters on Twitch (21st February 2017)
        • Figure 2.24: Bits Emotes & Their Use During Live Streams
      • ii. Juniper's View: 2017 & Beyond
    • 2.4.3. Playing the System: ‘Viewer Bots'
      • i. Junipers View: 2017 & Beyond
  • 2.5. Value Chain Analysis & Business Models
    • 2.5.1. Value Chains
      • Figure 2.25: eSports Games
      • Figure 2.26: eSports Viewership
    • 2.5.2. Business Models
      • i. eSports Games
        • Figure 2.27: Boxed Product Business Model
        • Figure 2.28: The MOBA & MMORPG Games Monetization Model
  • 2.6. Juniper's View: Key Takeaways

3. Forecasts: The eSports & Games Streaming Market

  • 3.1. Introduction
  • 3.2. Methodology
    • Figure 3.1: Methodology for eSports Streaming Revenues
  • 3.3. The Total Market for eSports & Casual Games Streaming
    • 3.3.1. Total Number of Users of eSports & Games Streaming Services
      • Figure & Table 3.2: Total Users of eSports Streaming Services (m), Split by 8 Key Regions 2016-2021
    • 3.3.2. Total Revenues and Advertising Spend from eSports & Games Streaming
      • Figure & Table 3.3: Total Revenues & Advertising Spend from eSports & Casual Games Streaming Services ($m), Split by 8 Key Regions 2016-2021
    • 3.3.3. Total Advertising Spend on Online Casual Games Streaming
      • Figure & Table 3.4: Total Advertising Spend for 0nline Casual Games Streaming ($m), Split by 8 Key Regions 2016-2021
      • Figure 3.5: Unique Viewers of Casual Games Streaming (m), Split by Play
    • 3.3.4. Total Subscription Revenues from Online Casual Games Streaming
      • Figure & Table 3.6: Total Revenues from Subscriptions to 0nline Casual Games Streaming ($m), Split by 8 Key Regions 2016-2021
    • 3.3.5. Total Advertising Spend on Online eSports Streaming
      • Figure & Table 3.7: Total Advertising Spend for 0nline Casual Games Streaming($m), Split by 8 Key Regions 2016-2021
    • 3.3.6. Total Subscription Revenues from Online eSports Streaming
      • Figure & Table 3.8: Total Revenues from Subscriptions to 0nline eSports Streaming ($m), Split by 8 Key Regions 2016-2021
      • Figure 3.9: Viewers of eSports Streaming (m), Split by Platform
    • 3.3.7. Total Revenues from Online eSports & Games Streaming Donations & Tips
      • Figure & Table 3.10: Total Revenues from 0nline eSports & Games Streaming Donations & Tips ($m), Split by 8 Key Regions 2016-2021
    • 3.3.8. Total Data Usage from eSports & Games Streaming
      • Figure & Table 3.11: Total Data Usage on eSports & Games Streaming Platforms (PB), Split by 8 Key Regions 2016-2021
      • Figure 3.12: Total Data Usage on eSports & Games Streaming Platforms (PB), Split by Channel 2016-2021
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