表紙
市場調查報告書

e運動:Douyu,Huya,Twitch,YouTube

Esports: Douyu, Huya, Twitch and YouTube

出版商 BCC Research 商品編碼 931056
出版日期 內容資訊 英文 145 Pages
訂單完成後即時交付
價格
e運動:Douyu,Huya,Twitch,YouTube Esports: Douyu, Huya, Twitch and YouTube
出版日期: 2020年04月02日內容資訊: 英文 145 Pages
簡介

2019年規模13億美元的e運動全球市場,預計至2024年的間以31.5%的年複合成長率成長,達到50億美元。贊助商預計從2019年的5億6,970萬美元成長到2024年19億美元,從2019年到2024年的預測期間的年複合成長率為27.9%。還有媒體權中預計從2019年的2億4110萬美元成長到2024年17億美元,從2019年到2024年的預測期間的年複合成長率為47.1%。

本報告涵括世界規模組織之生媒體權和贊助商等各種收益的e運動的全球市場。

第1章 簡介

  • 調查的目標和目的
  • 本調查的實施理由
  • 主要讀者
  • 調查的範圍
  • 資訊來源
  • 調查手法
  • 地區的明細
  • 關於分析師
  • BCC自訂調查
  • 相關報告

第2章 摘要和亮點

第3章 市場與技術的背景

  • 最受歡迎的e運動遊戲
  • 市場展望與進入者
  • 目標對象分析
  • 市場趨勢與機會
  • 各收益來源e運動市場
    • 媒體權
    • 廣告
    • 票、商品銷售
    • 贊助商
    • 出版費

第4章 各收益來源e運動市場明細

  • 各收益來源e運動的全球市場
    • 媒體權(各地區)
    • 廣告(各地區)
    • 票、商品銷售(各地區)
    • 贊助商(各地區)
    • 出版費(各地區)

第5章 各地區市場的明細

  • 各地區的e運動市場
    • 北美
    • 歐洲
    • 亞太地區
    • 南美
    • 其他

第6章 市場促進要素與課題

  • 促進要素
    • 認識的擴大和參與者的收益化機會
    • 電玩遊戲的人氣上升
    • 高額賞金淘汰賽數的增加
  • 課題
    • 詐欺賭博和假比賽的橫行的威脅
    • 規格的不足

第7章 企業簡介

  • ACTIVISION BLIZZARD
  • AMAZON
  • AXION VENTURES INC.
  • BACKSTAGEPLAY INC.
  • BANDAI NAMCO ENTERTAINMENT
  • BETHSEDA SOFTWORKS LLC
  • BRAGG GAMING GROUP INC.
  • CAPCOM CO. LTD.
  • CJ CORP.
  • CONTAGIOUS GAMING INC.
  • DOUYU
  • ELECTRONIC ARTS INC.
  • FACEIT
  • GAMELOFT
  • GFINITY PLC
  • GUNGHO ONLINE ENTERTAINMENT INC.
  • HI-REZ STUDIOS
  • HUYA
  • KONAMI DIGITAL ENTERTAINMENT CO. LTD.
  • KUUHUBB INC.
  • MAD CATZ INTERACTIVE INC.
  • MICROSOFT CORP.
  • MILLENNIAL ESPORTS CORP.
  • MODERN TIMES GROUP
  • NETEASE
  • NINTENDO
  • PLUG IN DIGITAL
  • SEGA
  • SMASHCAST.TV
  • SONY CORP.
  • SQUARE ENIX CO. LTD.
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • TENCENT
  • THE STARS GROUP INC.
  • TURNER BROADCASTING SYSTEM
  • TWITCH.TV
  • UBISOFT
  • VALVE CORP.
  • VERSUS SYSTEMS INC.
  • ZYNGA INC.
目錄
Product Code: CON007A

Highlights:

The global esports market should reach $5 billion by 2024 from $1.3 billion in 2019 at a compound annual growth rate (CAGR) of 31.5% for the forecast period of 2019 to 2024.

The sponsorships segment of the global esports market is expected to grow from $569.7 million in 2019 to $1.9 billion in 2024 at a CAGR of 27.9% for the forecast period of 2019 to 2024.

The media rights segment of the global esports market is expected to grow from $241.1 million in 2019 to $1.7 billion in 2024 at a CAGR of 47.1% for the forecast period of 2019 to 2024.

Report Scope:

The scope of this report is broad and covers the global markets for esports, which is organized globally to generate various types of revenue streams, ranging from media rights to sponsorships to tickets and merchandise. The market is broken down by revenue streams and by region. Revenue forecasts from 2019 to 2024 are presented for revenue stream and regional market.

The report also includes a discussion on the major players in each of the regional markets for esports. It explains the major market drivers of the global market for esports, the current trends within the industry and the regional dynamics of the esports market. The report concludes with a special focus on the vendor landscape which includes detailed profiles of the major vendors in the esports industry globally.

Report Includes:

  • 74 tables
  • An overview of global esports market
  • Analyses of global market trends, with data from 2018 and 2019, and projections of compound annual growth rates (CAGRs) through 2024
  • An idea about popular esports games and market analysis of target audience
  • Analysis of the market's dynamics, specifically growth drivers, restraints, and opportunities
  • Coverage of esports market landscape and involved parties
  • Knowledge about revenue streams of esports market, i.e., media rights, advertising, tickets and merchandise sales, sponsorships and publisher fees
  • Comprehensive profiles of major players in the industry, including Activision Blizzard, CJ Corp., Electronic Arts, Gfinity, Modern Times Group, Take-two Interactive Software Inc., Tencent and Valve Corp.

Table of Contents

Chapter 1: Introduction

  • Study Goals and Objectives
  • Reasons for Doing This Study
  • Intended Audience
    • Recent Developments
  • Scope of Report
  • Information Sources
  • Methodology
  • Geographic Breakdown
  • Analyst's Credentials
  • BCC Custom Research
  • Related BCC Research Reports

Chapter 2: Summary and Highlights

Chapter 3: Market and Technology Background

  • Most Popular Esports Games
  • Market Landscape and Participants
  • Target Audience Analysis
  • Market Trends and Opportunities
  • Esports Market by Revenue Stream
    • Media Rights
    • Advertising
    • Tickets and Merchandise Sales
    • Sponsorships
    • Publisher Fees

Chapter 4: Market Breakdown by Revenue Stream

  • Global Market for Esports by Revenue Stream
    • Global Market for Esports Media Rights by Region
    • Global Market for Esports Advertising by Region
    • Global Market for Esports Tickets and Merchandise by Region
    • Global Market for Esports Sponsorships by Region
    • Global Market for Esports Publisher Fees by Region

Chapter 5: Market Breakdown by Region

  • Global Market for Esports by Region
    • North American Market for Esports
    • European Market for Esports
    • Asia-Pacific Market for Esports
    • South American Market for Esports
    • RoW Market for Esports

Chapter 6: Market Drivers and Challenges

  • Drivers
    • Increasing Awareness and Monetization Opportunities for Players
    • Rising Popularity of Video Games
    • Growing Number of Tournaments with Large Prize Money
  • Challenges
    • Prevalence of Betting Frauds and Match-Fixing Threats
    • Lack of Standardization

Chapter 7: Company Profiles

  • ACTIVISION BLIZZARD
  • AMAZON
  • AXION VENTURES INC.
  • BACKSTAGEPLAY INC.
  • BANDAI NAMCO ENTERTAINMENT
  • BETHSEDA SOFTWORKS LLC
  • BRAGG GAMING GROUP INC.
  • CAPCOM CO. LTD.
  • CJ CORP.
  • CONTAGIOUS GAMING INC.
  • DOUYU
  • ELECTRONIC ARTS INC.
  • FACEIT
  • GAMELOFT
  • GFINITY PLC
  • GUNGHO ONLINE ENTERTAINMENT INC.
  • HI-REZ STUDIOS
  • HUYA
  • KONAMI DIGITAL ENTERTAINMENT CO. LTD.
  • KUUHUBB INC.
  • MAD CATZ INTERACTIVE INC.
  • MICROSOFT CORP.
  • MILLENNIAL ESPORTS CORP.
  • MODERN TIMES GROUP
  • NETEASE
  • NINTENDO
  • PLUG IN DIGITAL
  • SEGA
  • SMASHCAST.TV
  • SONY CORP.
  • SQUARE ENIX CO. LTD.
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • TENCENT
  • THE STARS GROUP INC.
  • TURNER BROADCASTING SYSTEM
  • TWITCH.TV
  • UBISOFT
  • VALVE CORP.
  • VERSUS SYSTEMS INC.
  • ZYNGA INC.

List of Tables

  • Summary Table: Global Market for Esports, by Revenue Stream, Through 2024
    • Table 1: Biggest Esports Games with Total Prize Money, 2018
    • Table 2: Number of Viewers of the Biggest Esports Games for the Most Popular Tournaments, 2018
    • Table 3: Top 10 Professional Esports Companies, by Their Worth and Revenue, 2018
    • Table 4: Top 10 Most Watched Esports Games on Twitch, Jan.-Feb. 2020
    • Table 5: Top Esports Games Publishers and Their Most Popular Game Franchises, 2018
    • Table 6: Top 10 Esports Games by Player Participation and Number of Tournaments, 2018
    • Table 7: Most Played Esports Games by Percentage of Fans, 2018
    • Table 8: Most Played Esports Games Played in North America by Percentage of Fans, 2018
    • Table 9: Most Played Esports Games Played in Europe by Percentage of Fans, 2018
    • Table 10: Top 10 Countries by Esports Engagement Among Male Fans Aged 16-24 Years, 2018
    • Table 11: Brand Discovery Methods Used to Attract Esports Fans Aged 16-24 Years, 2018
    • Table 12: Global Market for Esports, by Revenue Stream, Through 2024
    • Table 13: Global Market for Esports Media Rights, by Region, Through 2024
    • Table 14: Global Market for Esports Advertising, by Region, Through 2024
    • Table 15: Global Market for Esports for Tickets and Merchandise, by Region, Through 2024
    • Table 16: Global Market for Esports Sponsorships, by Region, Through 2024
    • Table 17: Global Market for Esports Publisher Fees, by Region, Through 2024
    • Table 18: Global Market for Esports, by Region, Through 2024
    • Table 19: North American Market for Esports, by Country, Through 2024
    • Table 20: U.S. Market for Esports, by Revenue Stream, Through 2024
    • Table 21: Canadian Market for Esports, by Revenue Stream, Through 2024
    • Table 22: Mexican Market for Esports, by Revenue Stream, Through 2024
    • Table 23: European Market for Esports, by Country/Region, Through 2024
    • Table 24: German Market for Esports, by Revenue Stream, Through 2024
    • Table 25: U.K. Market for Esports, by Revenue Stream, Through 2024
    • Table 26: French Market for Esports, by Revenue Stream, Through 2024
    • Table 27: Italian Market for Esports, by Revenue Stream, Through 2024
    • Table 28: Swedish Market for Esports, by Revenue Stream, Through 2024
    • Table 29: Spanish Market for Esports, by Revenue Stream, Through 2024
    • Table 30: Rest of Europe Market for Esports, by Revenue Stream, Through 2024
    • Table 31: Asia-Pacific Market for Esports, by Country/Region, Through 2024
    • Table 32: Chinese Market for Esports, by Revenue Stream, Through 2024
    • Table 33: Japanese Market for Esports, by Revenue Stream, Through 2024
    • Table 34: South Korean Market for Esports, by Revenue Stream, Through 2024
    • Table 35: Indonesian Market for Esports, by Revenue Stream, Through 2024
    • Table 36: Taiwanese Market for Esports, by Revenue Stream, Through 2024
    • Table 37: Rest of Asia-Pacific Market for Esports, by Revenue Stream, Through 2024
    • Table 38: South American Market for Esports, by Country/Region, Through 2024
    • Table 39: South American Market for Esports, by Revenue Stream, Through 2024
    • Table 40: RoW Market for Esports, by Country/Region, Through 2024
    • Table 41: RoW Market for Esports, by Revenue Stream, Through 2024
    • Table 42: Growth in the Global Esports Audience, 2017-2022
    • Table 43: Brands Preference Among Esports Fans, by Country, 2017-2022
    • Table 44: Global Video Gaming Industry Revenue and Year-on-Year Growth, by Region, 2019
    • Table 45: Leading Public Video Game Companies, by Revenue, 2nd Quarter 2019
    • Table 46: Top 10 Esports Games by Total Prize Money, 2019
    • Table 47: Top Live Game Streaming Platforms by Hours Watched, 2018 and 2019
    • Table 48: Top 10 Most Viewed Esports Events by Unique Views in Esports History, Through 2018
    • Table 49: Global Top 10 Professional Esports Team, by Prize Money Earned, 2019
    • Table 50: Activision Blizzard: Recent Financial Performance, Through 2018
    • Table 51: Amazon: Recent Financial Performance, Through 2018
    • Table 52: Axion Ventures Inc.: Recent Financial Performance, Through 2018
    • Table 53: Bandai Namco Entertainment: Recent Financial Performance, Through 2018
    • Table 54: Capcom Co. Ltd.: Recent Financial Performance, Through 2018
    • Table 55: CJ Corp.: Recent Financial Performance, Through 2018
    • Table 56: Contagious Gaming Inc.: Recent Financial Performance, Through 2018
    • Table 57: Electronic Arts Inc.: Recent Financial Performance, Through 2018
    • Table 58: Gfinity PLC: Recent Financial Performance, Through 2018
    • Table 59: GungHo Online Entertainment Inc.: Recent Financial Performance, Through 2018
    • Table 60: Konami Digital Entertainment Co. Ltd.: Recent Financial Performance, Through 2018
    • Table 61: Microsoft Corp.: Recent Financial Performance, Through 2018
    • Table 62: Modern Times Group: Recent Financial Performance, Through 2018
    • Table 63: NetEase: Recent Financial Performance, Through 2018
    • Table 64: Nintendo: Recent Financial Performance, Through 2018
    • Table 65: Sega: Recent Financial Performance, Through 2018
    • Table 66: Sony Corp.: Recent Financial Performance, Through 2018
    • Table 67: Square Enix Co. Ltd.: Recent Financial Performance, Through 2018
    • Table 68: Take-Two Interactive Software Inc.: Recent Financial Performance, Through 2018
    • Table 69: Tencent: Recent Financial Performance, Through 2018
    • Table 70: The Stars Group Inc.: Recent Financial Performance, Through 2018
    • Table 71: Turner Broadcasting System: Recent Financial Performance, Through 2018
    • Table 72: Ubisoft: Recent Financial Performance, Through 2018
    • Table 73: Zynga Inc.: Recent Financial Performance, Through 2018

List of Figures

  • Summary Figure: Global Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 1: Global Esports Audience Breakdown, by Age Group, 2018
    • Figure 2: Global Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 3: Global Market Shares of Esports for Media Rights, by Region, 2019 and 2024
    • Figure 4: Global Market Shares of Esports Advertising, by Region, 2019 and 2024
    • Figure 5: Global Market Shares of Esports for Tickets and Merchandise, by Region, 2019 and 2024
    • Figure 6: Global Market Shares of Esports Sponsorships, by Region, 2019 and 2024
    • Figure 7: Global Market Shares of Esports Publisher Fees, by Region, 2019 and 2024
    • Figure 8: Global Market Shares of Esports, by Region, 2019 and 2024
    • Figure 9: North American Market Shares of Esports, by Country, 2019 and 2024
    • Figure 10: U.S. Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 11: Canadian Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 12: Mexican Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 13: European Market Shares of Esports, by Country/Region, 2019 and 2024
    • Figure 14: German Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 15: U.K. Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 16: French Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 17: Italian Market for Esports, by Revenue Stream, 2019 and 2024
    • Figure 18: Swedish Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 19: Spanish Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 20: Rest of Europe Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 21: Asia-Pacific Market Shares of Esports, by Country/Region, 2019 and 2024
    • Figure 22: Chinese Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 23: Japanese Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 24: South Korean Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 25: Indonesian Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 26: Taiwanese Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 27: Rest of Asia-Pacific Market for Esports, by Revenue Stream, 2019 and 2024
    • Figure 28: South American Market Shares of Esports, by Country/Region, 2019 and 2024
    • Figure 29: South American Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 30: RoW Market Shares of Esports, by Country/Region, 2019 and 2024
    • Figure 31: RoW Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 32: Global Gaming Industry Revenue, by Platform, 2018 and 2022
    • Figure 33: Activision Blizzard: Revenue Share, by Segment, 2018
    • Figure 34: Activision Blizzard: Revenue Share, by Region, 2018
    • Figure 35: Amazon: Revenue Share, by Segment, 2018
    • Figure 36: Amazon: Revenue Share, by Region, 2018
    • Figure 37: Axion Ventures Inc.: Revenue Share, by Segment, 2018
    • Figure 38: Axion Ventures Inc.: Revenue Share, by Region, 2018
    • Figure 39: Bandai Namco Entertainment: Revenue Share, by Segment, 2018
    • Figure 40: Bandai Namco Entertainment: Revenue Share, by Region, 2018
    • Figure 41: Capcom Co. Ltd.: Revenue Share, by Segment, 2018
    • Figure 42: Capcom Co. Ltd.: Revenue Share, by Region, 2018
    • Figure 43: CJ Corp.: Revenue Share, by Segment, 2018
    • Figure 44: CJ Corp.: Revenue Share, by Region, 2018
    • Figure 45: Electronic Arts Inc.: Revenue Share, by Segment, 2018
    • Figure 46: Electronic Arts Inc.: Revenue Share, by Region, 2018
    • Figure 47: Gfinity PLC: Revenue Share, by Segment, 2018
    • Figure 48: Gfinity PLC: Revenue Share, by Region, 2018
    • Figure 49: GungHo Online Entertainment Inc.: Revenue Share, by Region, 2018
    • Figure 50: Konami Digital Entertainment Co. Ltd.: Revenue Share, by Segment, 2018
    • Figure 51: Konami Digital Entertainment Co. Ltd.: Revenue Share, by Region, 2018
    • Figure 52: Microsoft Corp.: Revenue Share, by Segment, 2018
    • Figure 53: Microsoft Corp.: Revenue Share, by Region, 2018
    • Figure 54: Modern Times Group: Revenue Share, by Segment, 2018
    • Figure 55: Modern Times Group: Revenue Share, by Region, 2018
    • Figure 56: NetEase: Revenue Share, by Segment, 2018
    • Figure 57: Nintendo: Revenue Share, by Segment, 2018
    • Figure 58: Nintendo: Revenue Share, by Region, 2018
    • Figure 59: Sega: Revenue Share, by Segment, 2018
    • Figure 60: Sega: Revenue Share, by Region, 2018
    • Figure 61: Sony Corp.: Revenue Share, by Segment, 2018
    • Figure 62: Sony Corp.: Revenue Share, by Region, 2018
    • Figure 63: Square Enix Co. Ltd.: Revenue Share, by Segment, 2018
    • Figure 64: Square Enix Co. Ltd.: Revenue Share, by Region, 2018
    • Figure 65: Take-Two Interactive Software Inc.: Revenue Share, by Segment, 2018
    • Figure 66: Take-Two Interactive Software Inc.: Revenue Share, by Region, 2018
    • Figure 67: Tencent: Revenue Share, by Segment, 2018
    • Figure 68: Tencent: Revenue Share, by Region, 2018
    • Figure 69: The Stars Group Inc.: Revenue Share, by Segment, 2018
    • Figure 70: The Stars Group Inc.: Revenue Share, by Region, 2018
    • Figure 71: Turner Broadcasting System: Revenue Share, by Segment, 2018
    • Figure 72: Turner Broadcasting System: Revenue Share, by Region, 2018
    • Figure 73: Ubisoft: Revenue Share, by Segment, 2018
    • Figure 74: Ubisoft: Revenue Share, by Region, 2018
    • Figure 75: Zynga Inc.: Revenue Share, by Segment, 2018
    • Figure 76: Zynga Inc.: Revenue Share, by Region, 2018