Cover Image
市場調查報告書

e運動 - 實際遊戲 & 觀看遊戲:收益化和參與度策略 - 2018年∼2022年

eSports, Let's Play & Watch Play: Monetisation & Engagement Strategies 2018-2022

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
價格
Back to Top
e運動 - 實際遊戲 & 觀看遊戲:收益化和參與度策略 - 2018年∼2022年 eSports, Let's Play & Watch Play: Monetisation & Engagement Strategies 2018-2022
出版日期: 2018年05月30日 內容資訊: 英文
簡介

本報告以擴大的e運動市場為研究主題,提供e運動 & 遊戲串流市場上的 e運動市場,實際遊戲部門,及觀看遊戲部門分析,市場趨勢、機會分析,5年的市場規模、預測,價值鏈、經營模式等彙整資料。

第1章 遊戲產業的簡介

  • 遊戲產業
    • 遊戲產業的部門
      • 手機遊戲
      • 主機遊戲
      • PC遊戲
      • 雲端遊戲
      • e運動

第2章 e運動 & 遊戲內容的串流:市場動態

  • 簡介
    • 概要與歷史
  • e運動 & 遊戲內容串流市場
    • 遊戲分類 & 定義
    • 追加格式
    • e運動遊戲的遊玩方法
    • VR市場障礙
  • e運動:核心趨勢 & 未來發展趨勢
    • 觀眾的增加
    • 專門TV頻道
    • 獎池
    • 戰利箱
    • 贊助商
    • 投資
    • 社群媒體
    • 行動網路的進入
    • 賭博
  • 遊戲內容串流:核心趨勢 & 未來發展趨勢
    • 一起遊玩 (遊戲實況)
    • 實況串流
    • e運動個性化
    • 商業化戰略 - Bits
    • 遊玩系統:'Viewer Bots'
  • 價值鏈分析 & 經營模式
    • 價值鏈
    • 經營模式
  • Juniper的見解:要點

第3章 e運動 & 遊戲串流市場預測

  • 簡介
  • 調查手法
  • e運動 & 休閒遊戲串流的整體市場
    • e運動 & 遊戲串流服務的用戶總數
    • e運動 & 遊戲串流的總收益、廣告費總額
    • 對線上休閒遊戲串流的廣告費總額
    • 線上休閒遊戲串流的用戶總收益
    • 線上e運動串流廣告費總額
    • 線上e運動串流的加入總收益
    • 線上e運動 & 遊戲串流捐獻 & 晶片的總收益
    • e運動 & 遊戲串流平台相關資料利用

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

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. It enables industry stakeholders to understand key market disruptions and leading players shaping sector growth, accompanied by an in-depth market sizing and forecast analysis.

This research provides the reader with new insights into the eSports & Games Streaming market, including the key challenges, opportunities and growth potential for:

  • 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 gameplay as it happens.

The research includes:

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

Key Features

  • Sector Analysis: Juniper's study of key trends and disruptive factors across the eSports and Let's Play markets:
    • Analysis of leading players and strategic opportunities for stakeholders.
    • Segment insight into eSports uptake by device type.
    • New technologies and prospects analysis.
    • Monetisation models.
  • Trend Appraisal: Juniper's ‘take' and assessment of the implications of major trends in the industry, including:
    • Analysis of leading tournaments and games, with data on current and historic prize pools.
    • The opportunity for sponsorship and monetisation through value added content.
  • Benchmark Industry Forecasts: Provided for eSports and Games Streaming, quantifing advertising spend and user generated revenues through channels such as subscription and donations.
  • Case Studies: Analysis of leading industry stakeholders and players, including:
    • Discord
    • ESL
    • Gfinity
    • Tyler ‘Ninja' Blevins
    • Steam
    • Twitch
    • Vodafone

Key Questions

  • 1. What is the size of the eSports industry in terms of market value?
  • 2. Why are Let's Plays such an important part of the games content streaming industry?
  • 3. What is skins gambling, and how does this practice relate to eSports activities?
  • 4. What are the key drivers for online games content streaming, and how can these be exploited in the future?
  • 5. How has the eSports and games streaming market evolved over the past year? Are there any new monetisation strategies/opportunities?

Companies Referenced

Data & Interactive Forecast

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

  • Data splits for 8 key global regions, in addition to country breakdowns for:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
    • US
  • Unique viewers of eSports and games streaming services.
  • Number of people who watch casual games streaming content, total revenues from casual games subscriptions & advertising spend.
  • Number of people who watch eSports content, total revenues from eSports subscriptions & advertising spend.
  • Sector revenues from donations to creators.
  • Interactive Scenario Tool allowing users to manipulate Juniper's data for 13 different metrics.
  • Access to the full set of forecast data of more than 170 tables and over 19,000 datapoints.

Juniper Research's highly granular interactive 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. The Games Industry
    • 1.1.1. Sectors of the Games Industry
      • i. Mobile Games
        • Figure 1.1: PUBG Mobile App
      • ii. Console Games
        • Figure 1.2: Nintendo's ‘Switch' Device, a Late Entrant into the 8th Console Generation
      • iii. PC Games
        • Figure 1.3: Steam Games Storefront
      • iv. Handheld Games
        • Figure 1.3: Handheld Games Devices - Sony's Vita & Nintendo's 3DS
      • v. Cloud Games
      • vi. Microconsoles & Connected TVs
        • Figure 1.5: Amazon Fire TV
      • vii. eSports

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
      • Figure 2.3: League of Legends Gameplay
      • Figure 2.4: A Player Entering Fortnite's Battle Royale Mode
    • 2.2.3. Methods of eSports Game Play
      • i. eSports on PC
        • Table 2.5: Juniper Rankings: Popular Let's Play & eSports Titles
      • ii. eSports on Consoles
      • iii. eSports on Mobile
        • Figure 2.6: Fortnite on Mobile
      • iv. VR & eSports
        • Figure 2.7: Star Trek: Bridge Crew
      • v. eSports Proliferation
        • Figure 2.8: Virtuix Omi Treadmill for VR Gaming
        • Figure 2.9: VR Challenger League at IEM Expo
    • 2.2.4. VR Market Barriers
      • i. Content ‘Chicken & Egg'
        • Figure 2.10: VR Games Released on Steam 2015-2017 YTD
  • 2.3. eSports: Core Trends & Future Developments
    • 2.3.1. Audience Levels Soar
      • i. Juniper's View
        • Figure 2.11: eSports Tournaments with the Current Highest Viewership Figures to Date
        • Case Study: Gfinity
    • 2.3.2. Dedicated TV Channels
      • i. Juniper's View
    • 2.3.3. Prize Pools
      • Figure 2.12: Total eSports Prize Money by Year, 2011-2017 ($m)
      • i. From Playing for Pride to Playing for Prize Money
        • Figure 2.13: eSports Statistics for Total Active Players & Average Annual Earnings per Player, 2006-2017 ($)
        • Figure 2.14: ‘The International' Prize Pool Tracker Comparing the 2014--2017 Tournaments ($m)
        • Figure 2.15: Top 5 Leading eSports Prize Pools, Split by Tournament 2011-2017 ($)
      • ii. Juniper's View
    • 2.3.4. Loot Boxes
      • Figure 2.16: Loot Boxes & Items in Overwatch
      • i. Juniper's View
    • 2.3.5. Sponsorships
      • Table 2.17: Recent Major eSports Sponsorship Deals
      • Table 2.18: Major Sponsorships of Players & eSports Teams by Traditional Sports Groups
      • i. Juniper's View
    • 2.3.6. Investment
      • Figure 2.19: Sample of Major eSports Investment Activities 2017-2018
      • i. Juniper's View
    • 2.3.7. Social Media
      • Figure 2.20: Social Media Presence of Popular eSports Teams (Number of Followers)
      • i. Dedicated Apps & Communication: Bridging the Gap
        • Figure 2.21: Community Announcements on Discord
      • ii. Juniper's View
        • Case Study: Discord
    • 2.3.8. Mobile Networks Get in on the Act
      • Figure 2.22: Vodafone Giants
      • Case Study: Vodafone Gaming
    • 2.3.9. Gambling
      • Table 2.23: Selected Providers Currently Offering eSports Gambling (May 2018)
      • Figure 2.24: Counter-Strike: Global Offensive
      • Figure 2.25: A Range of Skins for the Bowie Knife in CS:GO
      • Figure 2.26: Key Skins Gambling & Loot Box Statistics
      • i. Juniper's View
        • Case Study: Steam
  • 2.4. Games Content Streaming: Core Trends & Future Developments
    • i. Juniper's View
    • 2.4.2. Live Streaming
      • i. Twitch vs YouTube Gaming
        • Table 2.27: Top 5 Broadcasters by Number of Followers on Twitch (9th May 2018)
    • 2.4.3. eSports Personalities
      • Figure 2.28: Former Professional Gamer & Popular Streamer, Tyler ‘Ninja' Blevins
      • i. Juniper's View
        • Case Study: Ninja
    • 2.4.4. Monetisation Strategy - Bits
      • Figure 2.29: Using Bits to ‘Cheer' on Twitch
      • Figure 2.30: Rock Paper Bits, a Twitch Extension Tied to ‘Bits' & Based on the Popular Rock, Paper, Scissors Game
      • i. Juniper's View
    • 2.4.5. Playing the System: ‘Viewer Bots'
      • i. Juniper's View
  • 2.5. Value Chain Analysis & Business Models
    • 2.5.1. Value Chains
      • Figure 2.31: eSports Games
      • Figure 2.32: eSports Viewership
    • 2.5.2. Business Models
      • i. eSports Games
        • Figure 2.33: Boxed Product Business Model
        • Figure 2.34: The MOBA & MMORPG Games Monetisation Model
      • ii. 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 Unique Users of eSports & Games Streaming Services
      • Figure & Table 3.2: Total Users of eSports Streaming Services (m), Split by 8 Key Regions 2017-2022
    • 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 ($m), Split by 8 Key Regions 2017-2022
    • 3.3.3. Total Advertising Spend on Online Casual Games Streaming
      • Figure & Table 3.4: Total Advertising Spend for Online Casual Games Streaming ($m), Split by 8 Key Regions 2017-2022
    • 3.3.4. Total Subscription Revenues from Online Casual Games Streaming
      • Figure & Table 3.5: Total Revenues from Subscriptions to Online Casual Games Streaming ($m), Split by 8 Key Regions 2017-2022
    • 3.3.5. Total Advertising Spend on Online eSports Streaming
      • Figure & Table 3.6: Total Advertising Spend for Online Casual Games Streaming ($m), Split by 8 Key Regions 2017-2022
    • 3.3.6. Total Subscription Revenues from Online eSports Streaming
      • Figure & Table 3.7: Total Revenues from Subscriptions to Online eSports Streaming ($m), Split by 8 Key Regions 2017-2022
    • 3.3.7. Total Revenues from Online eSports & Games Streaming Donations & Tips
      • Figure & Table 3.8: Total Revenues from Online eSports & Games Streaming Donations & Tips ($m), Split by 8 Key Regions 2017-2022
    • 3.3.8. Total Data Usage from eSports & Games Streaming
      • Figure & Table 3.9: Total Data Usage on eSports & Games Streaming Platforms (PB), Split by 8 Key Regions 2017-2022
      • Figure 3.10: Total Data Usage on eSports & Games Streaming Platforms (PB), Split by Channel 2017-2022
Back to Top