市場調查報告書

e運動的全球市場 - 各收益來源、各地區:市場規模、佔有率、未來展望、機會分析

eSports Market, By and by Region - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027

出版商 Coherent Market Insights 商品編碼 968731
出版日期 內容資訊 英文 130 Pages
商品交期: 2-3個工作天內
價格
e運動的全球市場 - 各收益來源、各地區:市場規模、佔有率、未來展望、機會分析 eSports Market, By and by Region - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027
出版日期: 2020年09月22日內容資訊: 英文 130 Pages
簡介

e運動過去一般認為是單純的愛好,不過現在已發展成為職業選擇之一。受歡迎的線上遊戲之一CS:GO,2020年時刻約有2000萬名遊戲玩家。2016年的League of Legends決賽有4300萬人在線上進行觀賞。贊助商收益和廣告收益,票券、商品銷售,播放權等作為主要的收益來源而成長,多數的企業預見今後的大幅度成長而投資高額的資金。

本報告提供全球e運動的市場相關分析,市場基本結構、背景情況和主要的促進、阻礙因素,整體市場規模預測 (以金額為準,過去3年、今後8年份),各收益來源、各地區的詳細趨勢,主要企業的簡介、業績、策略計劃,COVID-19的影響等調查。

目錄

第1章 分析目的、前提條件

第2章 市場概要

  • 分析概要
    • 市場定義和範圍
  • 摘要整理
  • COM (Coherent Opportunity Map:市場機會藍圖)

第3章 市場力學、規定、趨勢分析

  • 市場動態
    • 推動市場要素
    • 阻礙市場要素
    • 市場機會
  • 法規方案
  • 各零件趨勢
  • 企業合併、收購 (M&A)
  • 新系統的推出/認證

第4章 COVID-19對市場的影響:分析師的見解

  • 短期的影響
  • 長期的影響

第5章 消費行為分析

  • e運動的人口統計資料
    • 年齡
    • 性別
  • 媒體消費的習慣
    • 串流、平台分析
  • e運動的觀戰機會分析

第6章 全球e運動市場:各收益來源

  • 簡介
  • 贊助商
  • 廣告
  • 商品、票券銷售
  • 發行者費用
  • 播放權
  • 其他

第7章 全球e運動市場:各地區

  • 簡介
  • 北美
  • 歐洲
  • 亞太地區
  • 南美
  • 中東、非洲

第8章 競爭情形

  • 企業簡介
    • Activision Blizzard, Inc.
    • CJ Corporation
    • Electronic Arts Inc.
    • Epic Games, Inc.
    • Gameloft SE
    • Nintendo of America Inc.
    • NVIDIA Corporation
    • Riot Games, Inc.
    • Tencent Holding Limited
    • Turner Broadcasting System
    • Valve Corporation

第9章 附錄

目錄

Title:
eSports Market, By (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights, and Others) and by Region (North America, Latin America, Europe, Asia Pacific, Middle East and Africa) - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027.

Esports is a form of competition using video games. Generally, esports takes in the form of multiplayer video game competitions, especially among professional players, or teams. Competitors from different teams participate in the same game. The most common video games associated esports are PlayerUnknown Battleground (PUBG), Counter-Strike, League Legends, Dota, Super Smash Bros, etc. The esports revenue is generated through sponsorships and advertisements, tickets and merchandise, and media rights. Esports has become significantly popular over the years with the advent of novel gaming consoles, advanced features in PC, and supportive equipment such as headsets.

Market Dynamics

The popularity of the esports has grown significantly in recent years. Previously, esports was considered as a casual hobby among teenagers. However, it has grown to become a professional career option for many. In 2020, one of the popular online game CS:GO has recorded around 20 million concurrent gamers. With the increasing inclination of gamers towards live streaming of online games especially in emerging economies such as India, Brazil, Indonesia has propelled the demand for e-sports. Moreover, the esports tournament organizers are streaming their tournament online for their live audience. For instance, in 2016, League of Legends world championship finals were watched by 43 million online viewers. Sponsorships and advertisements, tickets and merchandise, and media rights are major revenue sources for esports organisers. With the increasing number of companies are investing in the esports the market the esports market is also expected to witness the significant growth in near future.

Key features of the study:

  • This report provides in-depth analysis of the global esports market size (US$ Million) and compound annual growth rate (CAGR %) for the forecast period (2020- 2027), considering 2019 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading market players
  • It profiles leading players in the global esports market based on the following parameters - company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
  • Companies covered as part of this study include Activision Blizzard, Inc., NVIDIA Corporation, Valve Corporation, Nintendo of America Inc., Riot Games, Inc., Epic Games, Inc., Tencent Holding Limited, Gameloft SE, Turner Broadcasting System, CJ Corporation and Electronic Arts Inc.
  • Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
  • The global esports market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global esports market

Detailed Segmentation

  • Global eSports Market, By Revenue Stream:
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
    • Others
  • Global eSports Market, By Region:
    • North America
      • By Revenue Stream:
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
    • Others
      • By Country:
    • U.S.
    • Canada
    • Europe
      • By Revenue Stream:
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
    • Others
      • By Country:
    • Germany
    • U.K.
    • France
    • Italy
    • Spain
    • Russia
    • Rest of Europe
    • Asia Pacific
      • By Revenue Stream:
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
    • Others
      • By Country:
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • ASEAN
    • Rest of Asia Pacific
    • Latin America
      • By Revenue Stream:
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
    • Others
      • By Country:
    • Brazil
    • Mexico
    • Rest of Latin America
    • Middle East and Africa
      • By Revenue Stream:
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
    • Others
      • By Country/Region:
    • GCC Countries
    • South Africa
    • Rest of Middle East and Africa
  • Company Profiles
    • Activision Blizzard, Inc.*
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/ Updates
    • CJ Corporation
    • Electronic Arts Inc.
    • Epic Games, Inc.
    • Gameloft SE
    • Nintendo of America Inc.
    • NVIDIA Corporation
    • Riot Games, Inc.
    • Tencent Holding Limited
    • Turner Broadcasting System
    • Valve Corporation

"*" marked represents similar segmentation in other categories in the respective section.

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Revenue Sources
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Component Trend
  • Merger and Acquisitions
  • New system Launch/Approvals

4. Analyst View on Impact of COVID-19 on Market

  • Short Term
  • Long term

5. Consumer Behaviour Analysis

  • Esports Demographics
    • Age
    • Gender
  • Media Consumption Habits
    • Streming Platform Analysis
  • Esports Audience Opportunity Analysis

6. Global eSports Market, By Revenue Stream, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2017 and 2027 (%)
    • Segment trends
  • Sponsorship
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Advertising
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Merchandise & Tickets
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Publisher Fees
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Media Rights
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Others
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

7. Global eSports Market, By Region, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, By Region, 2017 and 2027 (%)
  • North America
    • Regional Trends
    • Market Size and Forecast, By Revenue Stream, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • U.S.
    • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Revenue Stream, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • U.K.
    • Germany
    • Italy
    • France
    • Russia
    • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By Revenue Stream, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • China
    • India
    • Japan
    • ASEAN
    • Australia
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By Revenue Stream, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East and Africa
    • Regional Trends
    • Market Size and Forecast, By Revenue Stream, 2020-2027(US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • GCC Countries
    • South Africa
    • Rest of Middle East and Africa

8. Competitive Landscape

  • Company Profiles
    • Activision Blizzard, Inc.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • CJ Corporation
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Electronic Arts Inc.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Epic Games, Inc.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Gameloft SE
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Nintendo of America Inc.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • NVIDIA Corporation
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Riot Games, Inc.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Tencent Holding Limited
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Turner Broadcasting System
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Valve Corporation
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates

9. Section

  • References
  • Research Methodology
  • About us and Sales Contact