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市場調查報告書

e運動的全球市場:2019年∼2023年

Global Esports Market 2019-2023

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 900591
出版日期 內容資訊 英文 140 Pages
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e運動的全球市場:2019年∼2023年 Global Esports Market 2019-2023
出版日期: 2019年07月29日內容資訊: 英文 140 Pages
簡介

全球e運動市場,2018年,贊助商市場區隔的市場佔有率變大,預計這個趨勢在預測期間內也將持續。企業因為e運動活動的觀眾數增加,e運動贊助商認為是盈利高非常的投資。這樣的要素,在贊助商市場區隔維持市場地位上發揮重要作用。 還有全球E運動市場上,由於透過e運動的品牌,e運動活動增加,新的平台發表等要素,在預測期間內預計將以約18%的年複合成長率擴大。但,框架開發成本的增加,有限的目標對象,模糊的媒體權利,電玩遊戲對健康的不良影響,有可能妨礙在預測期間內E運動產業的成長。

本報告提供全球e運動市場相關調查分析,市場規模及成長率,市場趨勢,市場的推動要素與課題,市場機會驗證,再加上主要供應商等相關的系統性資訊。

目錄

第1章 摘要整理

第2章 調查範圍

  • 簡介1
  • 簡介2
  • 美金的貨幣換算比率

第3章 市場情形

  • 市場生態系統
  • 市場特徵
  • 市場區隔分析

第4章 市場規模

  • 市場定義
  • 市場規模(2018年)
  • 市場規模及預測(2018年∼2023年)

第5章 波特的五力分析

  • 買主談判力
  • 供應商談判力
  • 新加入廠商的威脅
  • 替代品的威脅
  • 對手的威脅
  • 市場情況

第6章 客戶形勢

第7章 各地區景觀

  • 各地區市場區隔
  • 各地區比較:市場規模及預測(2018年∼2023年)
  • 北美
  • 亞太地區
  • 歐洲-
  • 南美
  • 中東、非洲地區
  • 主要國家
  • 市場機會

第8章 市場區隔化:各收益來源

  • 市場區隔:各收入的流程
  • 各收益來源比較:市場規模及預測(2018年∼2023年)
  • 贊助商
  • 媒體的權利
  • 廣告
  • 出版社手續費
  • 商品、票銷售
  • 市場機會:各收益來源

第9章 市場區隔:各遊戲種類

  • 市場區隔:各遊戲種類
  • 遊戲種類比較:各市場規模及預測(2018年∼2023年)
  • MOBA
  • FPS
  • RTS
  • 其他
  • 市場機會:各遊戲種類

第10章 決策架構

第11章 成長要素與課題

  • 市場成長要素
  • 市場課題

第12章 市場趨勢

  • e運動投注的增加
  • 高科技遊戲主機的演進
  • 新的夥伴關係
  • 網際網路的普及與e運動的採用劇增
  • 智慧型手機

第13章 業者情勢

  • 概要
  • 創造性破壞狀況
  • 競爭方案

第14章 供應商分析

  • 交易廠商
  • 供應商分類
  • 供應商的市場定位
  • Activision Blizzard Inc.
  • Electronic Arts, Inc.
  • Modern Times Group MTG AB
  • Tencent Holdings Ltd.
  • Valve Corp.

第15章 附錄

  • 調查方法
  • 簡稱的清單
  • 供應商的市場定位定義

第16章 關於TECHNAVIO

目錄
Product Code: IRTNTR31777

About this market

Technavio's esports market analysis considers sales from sponsorship, media rights, advertising, publisher fees, and merchandise and ticket sales. Our analysis also considers the sales of esports in APAC, Europe, North America, South America, and MEA. In 2018, the sponsorship segment had a significant market share, and this trend is expected to continue over the forecast period. Companies are finding esports sponsorship as a highly profitable investment owing to the increasing viewership of esports events. Such factors will play a significant role in the sponsorship segment to maintain its market position. Also, our global esports market report also looks at factors such as branding through esports, rising number of esports events, and new platform launches. However, the growing cost of fame development, limited target audience and unclear media rights, adverse effects of video gaming on health may hamper the growth of the esports industry over the forecast period.

Overview

New platform launches

New platform launches by regional and international players contribute to the growth of the global esports market. Successful new platform launches are expected to accelerate the growth of the vendors operating in the global esports market by increasing their revenue flow and expanding their consumer base. Furthermore, new product launches increase the market shares of players and offer them a competitive edge over their rivals. Thus, new product launches will lead to the expansion of the global esports market at a CAGR of almost 18% during the forecast period.

Evolution of high-tech gaming consoles

Personal and community gaming has evolved from board games into a technology-driven industry. The introduction and popularity of gaming consoles, such as Xbox and PlayStation, have led to the development of the modern esports industry. For instance, PlayStation 4 Pro and the Xbox One X can display 4K resolutions with high-dynamic-range (HDR) color technology. Therefore, evolving technology in the esports industry has made the gaming experience better, attracting a large number of players and driving the global esports market. This development is expected to have a positive impact on the overall market growth.

For the detailed list of factors that will drive the global esports market during the forecast period 2019-2023, view our report.

Competitive Landscape

With the presence of several major players, the global esports market is fragmented. Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading esports manufacturers, that include Activision Blizzard Inc., Electronic Arts Inc., Modern Times Group MTG AB, Tencent Holdings Ltd., and Valve Corp.

Also, the esports market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

TABLE OF CONTENTS

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

  • 2.1 Preface
  • 2.2 Preface
  • 2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 06: CUSTOMER LANDSCAPE

PART 07: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2018-2023
  • APAC - Market size and forecast 2018-2023
  • Europe - Market size and forecast 2018-2023
  • South America - Market size and forecast 2018-2023
  • MEA - Market size and forecast 2018-2023
  • Key leading countries
  • Market opportunity

PART 08: MARKET SEGMENTATION BY REVENUE STREAM

  • Market segmentation by revenue stream
  • Comparison by revenue stream
  • Sponsorships - Market size and forecast 2018-2023
  • Media rights - Market size and forecast 2018-2023
  • Advertising - Market size and forecast 2018-2023
  • Publisher fees - Market size and forecast 2018-2023
  • Merchandise and ticket sales - Market size and forecast 2018-2023
  • Market opportunity by revenue stream

PART 09: MARKET SEGMENTATION BY GAME GENRE

  • Market segmentation by game genre
  • Comparison by game genre
  • MOBA - Market size and forecast 2018-2023
  • FPS - Market size and forecast 2018-2023
  • RTS - Market size and forecast 2018-2023
  • Others - Market size and forecast 2018-2023
  • Market opportunity by game genre

PART 10: DECISION FRAMEWORK

PART 11: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 12: MARKET TRENDS

  • Increase in esports betting
  • Evolution of high-tech gaming consoles
  • New partnerships
  • Rapidly increasing Internet penetration and esports adoption on
  • smartphones

PART 13: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption
  • Competitive scenario

PART 14: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • Electronic Arts, Inc.
  • Modern Times Group MTG AB
  • Tencent Holdings Ltd.
  • Valve Corp.

PART 15: APPENDIX

  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors

PART 16: EXPLORE TECHNAVIO

List of Exhibits

  • Exhibit 01: Key offerings
  • Exhibit 02: Global gaming market
  • Exhibit 03: Segments of global gaming market
  • Exhibit 04: Market characteristics
  • Exhibit 05: Market segments
  • Exhibit 06: Market definition - Inclusions and exclusions checklist
  • Exhibit 07: Market size 2018
  • Exhibit 08: Global market: Size and forecast 2018-2023 ($ millions)
  • Exhibit 09: Global market: Year-over-year growth 2019-2023 (%)
  • Exhibit 10: Five forces analysis 2018
  • Exhibit 11: Five forces analysis 2023
  • Exhibit 12: Bargaining power of buyers
  • Exhibit 13: Bargaining power of suppliers
  • Exhibit 14: Threat of new entrants
  • Exhibit 15: Threat of substitutes
  • Exhibit 16: Threat of rivalry
  • Exhibit 17: Market condition - Five forces 2018
  • Exhibit 18: Customer landscape
  • Exhibit 19: Market share by geography 2018-2023 (%)
  • Exhibit 20: Geographic comparison
  • Exhibit 21: North America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 22: North America - Year-over-year growth 2019-2023 (%)
  • Exhibit 23: APAC - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 24: APAC - Year-over-year growth 2019-2023 (%)
  • Exhibit 25: Europe - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 26: Europe - Year-over-year growth 2019-2023 (%)
  • Exhibit 27: South America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 28: South America - Year-over-year growth 2019-2023 (%)
  • Exhibit 29: MEA - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 30: MEA - Year-over-year growth 2019-2023 (%)
  • Exhibit 31: Key leading countries
  • Exhibit 32: Market opportunity
  • Exhibit 33: Revenue stream - Market share 2018-2023 (%)
  • Exhibit 34: Comparison by revenue stream
  • Exhibit 35: Sponsorships - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 36: Sponsorships - Year-over-year growth 2019-2023 (%)
  • Exhibit 37: Media rights - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 38: Media rights - Year-over-year growth 2019-2023 (%)
  • Exhibit 39: Advertising - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 40: Advertising - Year-over-year growth 2019-2023 (%)
  • Exhibit 41: Publisher fees - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 42: Publisher fees - Year-over-year growth 2019-2023 (%)
  • Exhibit 43: Merchandise and ticket sales - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 44: Merchandise and ticket sales - Year-over-year growth 2019-2023 (%)
  • Exhibit 45: Market opportunity by revenue stream
  • Exhibit 46: Game genre - Market share 2018-2023 (%)
  • Exhibit 47: Comparison by game genre
  • Exhibit 48: MOBA - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 49: MOBA - Year-over-year growth 2019-2023 (%)
  • Exhibit 50: FPS - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 51: FPS - Year-over-year growth 2019-2023 (%)
  • Exhibit 52: RTS - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 53: RTS - Year-over-year growth 2019-2023 (%)
  • Exhibit 54: Others - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 55: Others - Year-over-year growth 2019-2023 (%)
  • Exhibit 56: Market opportunity by game genre
  • Exhibit 57: Impact of drivers and challenges
  • Exhibit 58: Global Internet users (% of the population)
  • Exhibit 59: Vendor landscape
  • Exhibit 60: Landscape disruption
  • Exhibit 61: Vendors covered
  • Exhibit 62: Vendor classification
  • Exhibit 63: Market positioning of vendors
  • Exhibit 64: Activision Blizzard Inc. - Vendor overview
  • Exhibit 65: Activision Blizzard Inc. - Business segments
  • Exhibit 66: Activision Blizzard Inc. - Organizational developments
  • Exhibit 67: Activision Blizzard Inc. - Geographic focus
  • Exhibit 68: Activision Blizzard Inc. - Segment focus
  • Exhibit 69: Activision Blizzard Inc. - Key offerings
  • Exhibit 70: Electronic Arts Inc. - Vendor overview
  • Exhibit 71: Electronic Arts Inc. - Business segments
  • Exhibit 72: Electronic Arts Inc. - Organizational developments
  • Exhibit 73: Electronic Arts Inc. - Geographic focus
  • Exhibit 74: Electronic Arts Inc. - Segment focus
  • Exhibit 75: Electronic Arts Inc. - Key offerings
  • Exhibit 76: Modern Times Group MTG AB - Vendor overview
  • Exhibit 77: Modern Times Group MTG AB - Business segments
  • Exhibit 78: Modern Times Group MTG AB - Organizational developments
  • Exhibit 79: Modern Times Group MTG AB - Geographic focus
  • Exhibit 80: Modern Times Group MTG AB - Segment focus
  • Exhibit 81: Modern Times Group MTG AB - Key offerings
  • Exhibit 82: Tencent Holdings Ltd. - Vendor overview
  • Exhibit 83: Tencent Holdings Ltd. - Business segments
  • Exhibit 84: Tencent Holdings Ltd. - Organizational developments
  • Exhibit 85: Tencent Holdings Ltd. - Geographic focus
  • Exhibit 86: Tencent Holdings Ltd. - Segment focus
  • Exhibit 87: Tencent Holdings Ltd. - Key offerings
  • Exhibit 88: Valve Corp. - Vendor overview
  • Exhibit 89: Valve Corp. - Organizational developments
  • Exhibit 90: Valve Corp. - Key offerings
  • Exhibit 91: Validation techniques employed for market sizing
  • Exhibit 92: Definition of market positioning of vendors
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