市場調查報告書

e運動的全球市場:各收益來源,各地區的市場規模,佔有率,趨勢的分析與預測:2020年∼2027年

Esports Market Size, Share & Trends Analysis Report By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Region, And Segment Forecasts, 2020 - 2027

出版商 Grand View Research, Inc. 商品編碼 948065
出版日期 內容資訊 英文 118 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,各地區的市場規模,佔有率,趨勢的分析與預測:2020年∼2027年 Esports Market Size, Share & Trends Analysis Report By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Region, And Segment Forecasts, 2020 - 2027
出版日期: 2020年06月22日內容資訊: 英文 118 Pages
簡介

全球e運動市場,預計從2020年到2027年以24.4%的年複合成長率繼續成長,2027年達到68億2,000萬美元。市場擴大的原動力,是電玩遊戲的普及,e運動的認知度高漲,在新興國家的行動設備的普及等要素。

本報告提供全球e運動市場調查,市場趨勢,各收益來源,各地區的分析,競爭情形等資訊。

目錄

第1章 市場區隔和範圍

  • 市場區隔和範圍
  • 市場定義
  • 資訊收集
  • 資訊分析
  • 市場明確化和資料的視覺化
  • 資料的檢驗與公開

第2章 摘要整理與市場的概述

  • 市場展望
  • 各市場區隔的展望
  • 競爭情形的考察

第3章 產業的展望,趨勢,規模

  • 市場簡介
  • 市場規模與成長預測
  • 價值鏈分析
  • 市場動態
  • 普及與成長的展望
  • 商業環境分析工具
  • 各地區的主要e運動淘汰賽

第4章 消費行為分析

  • e運動的購買層
  • 媒體的消費習慣
  • e運動聽眾的機會分析

第5章 各收益來源的展望

  • 市場規模的預測與趨勢分析
  • 趨勢分析
    • 贊助商
    • 廣告
    • 商品,票
    • 出版社的手續費
    • 媒體的權利

第6章 各地區的預測與趨勢分析

  • 市場規模的預測與趨勢分析
  • 2019年和2027年各地區市場佔有率
  • 北美
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 英國
    • 西班牙
    • 波蘭
    • 法國
    • 義大利
  • 亞太地區
    • 中國
    • 日本
    • 韓國
    • 澳洲
  • 南美
    • 巴西
    • 墨西哥
  • 中東、非洲

第7章 競爭形勢分析

  • 主要企業的最新趨勢對產業的影響
  • 主要企業的分類(贊助商,媒體的權利所有者,e運動隊伍)
  • 主要企業分析

第8章 競爭情形

  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Gameloft SE
  • HTC Corporation
  • Intel Corporation
  • Modern Times Group (MTG)
  • Nintendo of America Inc.
  • NVIDIA Corporation
  • Tencent Holdings Limited
  • Valve Corporation
目錄
Product Code: GVR-4-68038-647-9

Esports Market Growth & Trends

The global Esports market size is expected to reach USD 6.82 Billion by 2027, registering a CAGR of 24.4% over the forecast period, according to a new report by Grand View Research, Inc. The market is expected to grow on account of the increasing popularity of video games, rising awareness regarding Esports, and increasing mobile usage in emerging countries.

In alignment with the dynamic entertainment industry, consumers are demanding interactive, and high-quality gaming content. This demand is expected to extend the entire sports industry's growth, from small developers and big-budget games to influencers who stream their gameplay. The Esports industry is witnessing revenue growth owing to the significant audience growth and increasing investment from commercial partners. The industry has become more structured with associations and league formats evolving new competition structures. Additionally, the growing mergers and acquisition activities in 2018 have reflected strong market growth.

The popular streaming platforms, such as Twitch has propelled the gaming and Esports toward the mainstream. The Esports tournaments have drawn the attention of celebrities and athletes, which can attract a large audience. Moreover, these sports possess a unique capability to capture young and enthusiastic viewers who are difficult to reach via traditional media. Such capability has created sizeable opportunities for brands to invest in advertising and sponsorships, thereby propelling the market growth. Investors' interest is likely to increase with the introduction of the more franchise-style league, the centralization of an Esports team, and continued rise in audience. Moreover, the companies are trying to monetize the rising level of interest through various sources.

Apart from sponsorship, the merchandise and ticket sales are integral revenue streams driving the industry growth. The franchisee is embarking on the new sports model that includes city-based teams hosting local events with thousands of fans' attendance in the stadium. Such events are significantly generating revenues, thereby contributing to the market growth. The Esports apparel market has experienced significant growth in recent years owing to increased retail presence, growing fanbase and league-level merchandise deals. As the teams can individually sell their merchandise to their fans, Esports teams no longer need to rely on winning competition and prize money as a core revenue source. Recently, in 2019 Team Liquid, a Netherland based multi-regional Esports organization, partnered with Marvel Entertainment to offer superhero-themed merchandise including jerseys and t-shirts.

Esports Market Report Highlights

The prominent brands are ensuring long-term sponsorship relations with top brands such as ESL, which presumes the strong growth of sponsorship segment over the forecast period

Mobile Esports is expected to make significant inroads resulting in more viewership in the forthcoming years

Franchise and league game formats are expected to broaden the horizon of the industry over the forecast period, thereby driving the industry growth

The industry is looking forward to the introduction of the 5G network, which has faster, more reliable streaming capabilities. This development is expected to open growth avenues for sports broadcasters

Asia Pacific is expected to lead the market growth over the forecast period, with China playing a crucial role in the development of the regional Esports ecosystem

Table of Contents

Chapter 1 Market Segmentation and Scope

  • 1.1 Market Segmentation and Scope
  • 1.2 Market Definition
  • 1.3 Information Procurement
    • 1.3.1 Purchased Database
    • 1.3.2 GVR'S Internal Database
    • 1.3.3 Secondary Sources & Third-Party Perspectives
    • 1.3.4 Primary Research
  • 1.4 Information Analysis
    • 1.4.1 Data Analysis Models
  • 1.5 Market Formulation & Data Visualization
  • 1.6 Data Validation & Publishing

Chapter 2 Executive Summary & Market Snapshot

  • 2.1 Market Outlook
  • 2.2 Segmental Outlook
  • 2.3 Competitive Insights

Chapter 3 Esportss Industry Outlook, Trends & Scope

  • 3.1 Market Introduction
  • 3.2 Esports - Market Size and Growth Prospects
  • 3.3 Esports - Value Chain Analysis
  • 3.4 Esports - Market Dynamics
    • 3.4.1 Market Driver Analysis
      • 3.4.1.1 Increasing mobile usage in gaming industry
      • 3.4.1.2 Increasing number of tournaments and prize pool
      • 3.4.1.3 Franchise model: a big shift in Esports industry
    • 3.4.2 Market Restraint Analysis
      • 3.4.2.1 Cyberattacks
      • 3.4.2.2 Threats in Esports gambling/betting
    • 3.4.3 Market Opportunity Analysis
      • 3.4.3.1 Cloud gaming enabling new opportunities
    • 3.4.4 Market Challenges Analysis
      • 3.4.4.1 Lack of standardization
      • 3.4.4.2 Infrastructure concerned
  • 3.5 Esports - Penetration & Growth Prospect Mapping
  • 3.6 Business Environment Analysis Tools
    • 3.6.1 Pest Analysis
    • 3.6.2 Porter's Five Force Analysis
  • 3.7 Tencent Games: Gaining an Upper Hand In Esports Industry
  • 3.8 Esports: A Long Term Business Opportunity For Brands
  • 3.9 Major Esports tournamnets in various regions
    • 3.9.1 The Americas
    • 3.9.2 Europe
    • 3.9.3 Asia Pacific
    • 3.9.4 Middle East & Africa

Chapter 4 Consumer Behaviour Analysis

  • 4.1 Esports Demographics
    • 4.1.1 Gender
    • 4.1.2 Age
  • 4.2 Media Consumption Habits
    • 4.2.1 Streming Platform Analysis
  • 4.3 Esports Audience Opportunity Analysis

Chapter 5 Esports Revenue Source Outlook

  • 5.1 Market Size Estimates & Forecasts and Trend Analysis, 2016 - 2027 (Revenue, USD Million)
  • 5.2 Esports Market: Revenue Source Movement Analysis
    • 5.2.1 Sponsorship
      • 5.2.1.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
    • 5.2.2 Advertising
      • 5.2.2.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
    • 5.2.3 Merchandise & Tickets
      • 5.2.3.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
    • 5.2.4 Publisher Fees
      • 5.2.4.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
    • 5.2.5 Media Rights
      • 5.2.5.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)

Chapter 6 Regional Estimates & Trend Analysis

  • 6.1 Market Size Estimates & Forecasts and Trend Analysis, 2016 - 2027 (Revenue, USD Million)
  • 6.2 Esports Market Share by Region, 2019 & 2027
  • 6.3 North America
    • 6.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.3.2 U.S.
      • 6.3.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.3.3 Canada
      • 6.3.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
  • 6.4 Europe
    • 6.4.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.2 Germany
      • 6.4.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.3 U.K.
      • 6.4.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.4 Spain
      • 6.4.4.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.5 Poland
      • 6.4.5.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.6 France
      • 6.4.6.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.7 Italy
      • 6.4.7.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
  • 6.5 Asia Pacific
    • 6.5.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.5.2 China
      • 6.5.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.5.3 Japan
      • 6.5.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.5.4 South Korea
      • 6.5.4.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.5.5 Australia
      • 6.5.5.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
  • 6.6 Latin America
    • 6.6.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.6.2 Brazil
      • 6.6.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.6.3 Mexico
      • 6.6.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
  • 6.7 Middle East & Africa
    • 6.7.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)

Chapter 7 Competitive Analysis

  • 7.1 Key Global Players, Recent Developments & Their Impact on the Industry
  • 7.2 Key Company Categorization (Sponsorship, Media Rights, and Esports Teams)
  • 7.3 Key Company Analysis, 2019

Chapter 8 Competitive Landscape

  • 8.1 Activision Blizzard, Inc.
    • 8.1.1 Company overview
    • 8.1.2 Financial performance
    • 8.1.3 Product benchmarking
    • 8.1.4 Recent developments
  • 8.2 Electronic Arts Inc.
    • 8.2.1 Company overview
    • 8.2.2 Financial performance
    • 8.2.3 Product benchmarking
    • 8.2.4 Recent developments
  • 8.3 Gameloft SE
    • 8.3.1 Company overview
    • 8.3.2 Financial performance
    • 8.3.3 Product benchmarking
    • 8.3.4 Recent developments
  • 8.4 HTC Corporation
    • 8.4.1 Company overview
    • 8.4.2 Financial performance
    • 8.4.3 Product benchmarking
    • 8.4.4 Recent developments
  • 8.5 Intel Corporation
    • 8.5.1 Company overview
    • 8.5.2 Financial performance
    • 8.5.3 Product benchmarking
    • 8.5.4 Recent developments
  • 8.6 Modern Times Group (MTG)
    • 8.6.1 Company overview
    • 8.6.2 Financial performance
    • 8.6.3 Product benchmarking
    • 8.6.4 Recent developments
  • 8.7 Nintendo of America Inc.
    • 8.7.1 Company overview
    • 8.7.2 Financial performance
    • 8.7.3 Product benchmarking
    • 8.7.4 Recent developments
  • 8.8 NVIDIA Corporation
    • 8.8.1 Company overview
    • 8.7.2 Financial performance
    • 8.8.3 Product benchmarking
    • 8.8.4 Recent developments
  • 8.9 Tencent Holdings Limited
    • 8.9.1 Company overview
    • 8.9.2 Financial performance
    • 8.9.3 Product benchmarking
    • 8.9.4 Recent developments
  • 8.10 Valve Corporation
    • 8.10.1 Company overview
    • 8.10.2 Financial performance
    • 8.10.3 Product benchmarking
    • 8.10.4 Recent developments

List of Tables

  • TABLE 1 Global Esports market, 2016 - 2027 (USD Million)
  • TABLE 2 Global market estimates and forecasts by region, 2016 - 2027 (USD Million)
  • TABLE 3 Global market estimates and forecasts by revenue source, 2016 - 2027 (USD Million)
  • TABLE 4 Esport market - Key driver impact
  • TABLE 5 Top mobile games and their users
  • TABLE 6 Esport market - Key restraint impact
  • TABLE 7 Cyber risk asspcaited with Esports industry
  • TABLE 8 Esport market - Key oportunity impact
  • TABLE 9 Esport market - Key challenges impact
  • TABLE 10 Tencent Holdings Limited investments in various game companies
  • TABLE 11 Global Esports market in sponsorships, by region, 2016 - 2027 (USD Million)
  • TABLE 12 Global Esports market in advertising, by region, 2016 - 2027 (USD Million)
  • TABLE 13 Global Esports market in merchandise & tickets, by region, 2016 - 2027 (USD Million)
  • TABLE 14 Global Esports market in publisher fees by region, 2016 - 2027 (USD Million)
  • TABLE 15 Global Esports market in media rights, by region, 2016 - 2027 (USD Million)
  • TABLE 16 North America Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 17 U.S. Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 18 Canada Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 19 Europe Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 20 U.K. Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 21 Germany Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 22 Spain Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 23 Poland Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 24 France Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 25 Italy Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 26 Asia Pacific Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 27 China Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 28 Japan Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 29 South Korea Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 30 Australia Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 31 Latin America Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 32 Brazil Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 33 Mexico Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 34 MEA Esports market by revenue source 2016 - 2027 (USD Million)

List of Figures

  • FIG. 1 Esports market segmentation and scope
  • FIG. 2 Information procrument
  • FIG. 3 Primary research pattern
  • FIG. 4 Primary research process
  • FIG. 5 Market formulation and data visualization
  • FIG. 6 Industry Snapshot - Esports
  • FIG. 7 Esports market - Market size and growth prospects
  • FIG. 8 Esports market - Business opportunities for brands
  • FIG. 9 Esports Market: Increasing price pool money in the international Dota 2 championship Esports tournament
  • FIG. 10 Esports Market: Prize pool comparison of famous tournaments
  • FIG. 11 Penetration & growth prospect mapping
  • FIG. 12 Porter's five forces analysis
  • FIG. 13 Esports - PEST analysis
  • FIG. 14 Esports market revenue source outlook key takeaways
  • FIG. 15 Esports market: Revenue source movement analysis
  • FIG. 16 Global Esports market in sponsorships, 2016 - 2027 (USD Million)
  • FIG. 17 Global Esports market in advertising, 2016 - 2027 (USD Million)
  • FIG. 18 Global Esports market in merchandise & tickets, 2016 - 2027 (USD Million)
  • FIG. 19 Global Esports market in publisher fees market, 2016 - 2027 (USD Million)
  • FIG. 20 Global Esports market in media rights, 2016 - 2027 (USD Million)
  • FIG. 21 Regional market place: Key takeaways
  • FIG. 22 Regional outlook, 2019 & 2027
  • FIG. 23 North America Esports market, 2016 - 2027 (USD Million)
  • FIG. 24 Europe Esports market, 2016 - 2027 (USD Million)
  • FIG. 25 Asia Pacific Esports market, 2016 - 2027 (USD Million)
  • FIG. 26 Latin America Esports market, 2016 - 2027 (USD Million)
  • FIG. 27 MEA Esports market, 2016 - 2027 (USD Million)