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市場調查報告書
商品編碼
996052

電競和遊戲串流:新的機會和市場預測(2021-2025)

eSports & Games Streaming: Emerging Opportunities & Market Forecasts 2021-2025

出版日期: | 出版商: Juniper Research Ltd | 英文 | 商品交期: 最快1-2個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

本報告分析了全球電子競技和遊戲流媒體市場的最新發展和未來前景,概述了主要公司的市場,近期動向,未來市場增長機會(尤其是在快速增長的領域)。發展,市場規模趨勢展望(未來5年的觀眾人數,市場收入等),按類型和地區/主要國家(總計8個地區/19個國家/地區)劃分的詳細趨勢。

目錄

第1章電競/遊戲流:未來市場前景

  • 簡介
  • 定義和範圍
    • 電子競技的未來前景
    • 遊戲流媒體的未來前景
  • 電子競技/遊戲流媒體的趨勢
    • 電子競技和遊戲流媒體:專業化方面的進展
    • OTT電視服務的快速增長
    • 移動電競
    • 增加遊戲玩家人數並擴大體驗
    • 電子競技與社交遊戲的融合
    • 加強在線遊戲和電子競技法規
    • 與電子競技/遊戲流媒體(夥伴關係)相關的戰略聯盟

第2章電競:市場動向和趨勢

  • 電子競技趨勢
    • 策略遊戲
      • MOBA(多人在線戰鬥競技場)
      • 實時策略遊戲
    • 角色扮演遊戲
    • 體育遊戲
    • 射擊遊戲
      • FPS(第一人稱射擊)
      • TPS(第三人稱射擊遊戲)
    • 格鬥遊戲
    • 大逃殺遊戲
  • 電子競技的主要趨勢
    • 戰利品盒子
    • 贊助
    • 在電子競技中賭博
  • 對每個地區的電子競技市場的評估
    • 比荷盧經濟聯盟國家
    • 巴西
    • 中國
    • 加拿大
    • 歐盟國家
    • 日本
    • 韓國
    • 英國
    • 美國
  • 電子競技供應商策略
    • Activision Blizzard (Call of Duty series, Hearthstone, Overwatch)
    • EA (FIFA, Madden)
    • Riot Games (League of Legends)
    • Epic Games (Fortnite)
    • Roblox Corporation

第3章遊戲流傳輸:市場動態和預測

  • 遊戲流媒體市場的趨勢
    • 專業遊戲流
    • 休閒遊戲流
    • 品牌驅動的遊戲流
    • 遊戲流媒體平台競賽
  • 主要國家/地區的遊戲流媒體趨勢
    • 比荷盧三國上議院
    • 巴西
    • 中國
    • 加拿大
    • 歐盟國家
    • 日本
    • 韓國
    • 英國
    • 美國
  • 遊戲流媒體供應商策略
    • Twitch
    • YouTube
    • Facebook

第4章電競/遊戲流:市場預測和重點

  • 電競/遊戲流媒體市場預測:簡介
  • 電競/遊戲流媒體市場:概述
    • 電子競技/遊戲流媒體內容的唯一身份觀看者總數
    • 用於訪問電子競技/遊戲流媒體服務的設備數量
    • 電競和遊戲流媒體的總體市場規模(以貨幣為基礎)
    • 臨時流訂閱的總收入和廣告費用
    • 電子競技訂閱總收入和廣告費用
    • 電子競技/遊戲流媒體服務的總數據使用量

要分析的公司

  • Bender分析目標公司: Activision Blizzard,EA,Epic Games,Facebook,Riot Games,Roblox,Twitch,YouTube。
  • 提及的公司: 4Elements eSports、AC Milan、Activision Blizzard、AfreecaTV、AGM、Amazon、BCC、BoomTV、British Basketball Federation、British eSports Association、Burberry、Comcast Spectacor、Discord、Douyu、Eleague、Enthusiast Gaming、ESPN、Esports One、FIFA、 Gamer's Club、GameSeta、Gazprom、German Football Association、Gillette、Hulu、Huya、IMG College、Immortals Gaming Club、Instagram、Juventus、KeSPA(The Korea Esports Association)、Learfield、Luminosity Gaming、Lynx、Manchester City、McDonald、Microsoft、 Mountain Dew、Naver、NBA、NBC、Netflix、NFL(National Football Association)、Nimo TV、NVIDIA、PlayVS、Proximus、SK Telecom、Skillz、Sky、SoundCloud、Taco Bell、TGS Esports、TikTok、T-Mobile、Trovo、 Tubular Labs、Twitter、Ubisoft、USA's National Basketball Association、Verizon、Visa、Xfinity
目錄

Juniper Research's latest “eSports & Games Streaming” research provides the most comprehensive and progressive analysis of this expanding market available today. It enables industry stakeholders to understand key market disruptions and discover the leading players shaping sector growth; accompanied by an in-depth market sizing and forecast analysis. The report covers two key areas:

  • eSports: Streaming of live events often involving professional eSports players
  • Games Streaming: Streaming of events, either live or pre-recorded for casual viewers

This research suite includes:

  • Market Trends & Opportunities (PDF)
  • 5-year Deep Dive Data & Forecasting (PDF)
  • 12 months' Access to harvest Online Data Platform

KEY FEATURES

  • eSports Development & Trend Analysis: An evaluation of the burgeoning eSports market, including an assessment of the various games models and a regional assessment of key countries and regions.
  • Games Streaming Development & Trend Analysis: An evaluation of the games streaming market, including an assessment of the various games models and a regional assessment of key countries and regions.
  • Vendor Strategy Analysis: Juniper Research's study of key monetisation models and strategies for growth for leading vendors across the eSports and games streaming market, including:
    • EA (Electronic Arts)
    • Epic Games
    • Facebook
    • Riot Games
    • Roblox Corporation
    • Twitch
    • YouTube
  • Benchmark Industry Forecasts: Provided for eSports and Games Streaming; quantifying advertising spend and user-generated revenue through channels such as subscription and donations. These forecasts cover 19 country-level splits, including:
    • Australia
    • Brazil
    • Canada
    • China
    • Denmark
    • France
    • Germany
    • India
    • Japan
    • Mexico
    • Netherlands
    • Norway
    • Portugal
    • Saudi Arabia
    • South Korea
    • Spain
    • Sweden
    • UK
    • US

KEY QUESTIONS

  • 1. What is the size of the eSports industry in terms of market value?
  • 2. What are the key drivers for online games content streaming, and how can these be capitalised on in the future?
  • 3. How has the eSports and games streaming market evolved over the past year, and are there any new monetisation opportunities?
  • 4. What strategies are the leading vendors implementing?
  • 5. Which geographical regions house the greatest future opportunities in the eSports market?

COMPANIES REFERENCED

  • Included in Vendor Analysis: Activision Blizzard, EA (Electronic Arts), Epic Games, Facebook, Riot Games, Roblox, Twitch, YouTube.
  • Mentioned: 4Elements eSports, AC Milan, Activision Blizzard, AfreecaTV, AGM, Amazon, BCC, BoomTV, British Basketball Federation, British eSports Association, Burberry, Comcast Spectacor, Discord, Douyu, Eleague, Enthusiast Gaming, ESPN, Esports One, FIFA, Gamer's Club, GameSeta, Gazprom, German Football Association, Gillette, Hulu, Huya, IMG College, Immortals Gaming Club, Instagram, Juventus, KeSPA (The Korea Esports Association), Learfield, Luminosity Gaming, Lynx, Manchester City, McDonald, Microsoft, Mountain Dew, Naver, NBA, NBC, Netflix, NFL (National Football Association), Nimo TV, NVIDIA, PlayVS, Proximus, SK Telecom, Skillz, Sky, SoundCloud, Taco Bell, TGS Esports, TikTok, T-Mobile, Trovo, Tubular Labs, Twitter, Ubisoft, USA's National Basketball Association, Verizon, Visa, Xfinity.

DATA & INTERACTIVE FORECAST

Juniper Research's “eSports & Games Streaming” forecast suite includes:

  • Data splits for 8 key global regions, in addition to country breakdowns for:
    • Australia
    • Brazil
    • Canada
    • China
    • Denmark
    • France
    • Germany
    • India
    • Japan
    • Mexico
    • Netherlands
    • Norway
    • Portugal
    • Saudi Arabia
    • South Korea
    • Spain
    • Sweden
    • UK
    • US
  • Unique viewers of eSports and games streaming services.
  • Number of people who watch casual games streaming content, total revenue from casual games subscriptions & advertising spend.
  • Number of people who watch eSports content, total revenue from eSports subscriptions & advertising spend.
  • Sector revenue from donations to creators.
  • Interactive Scenario Tool allowing users to manipulate Juniper Research's data for 5 different metrics.
  • Access to the full set of forecast data of more than 190 tables and over 37,900 datapoints.

Juniper Research's highly granular interactive Excels enable clients to manipulate Juniper Research'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. eSports & Games Streaming: Future Market Outlook

  • 1.1 Introduction
  • 1.2 Definitions and Scope
    • 1.2.1 The Future of eSports
    • 1.2.2 The Future of Games Streaming
  • 1.3 eSports and Games Streaming Trends
    • 1.3.1 Increasing Professionalisation of eSports and Games Streaming
    • 1.3.2 The Proliferation of OTT TV Services
    • 1.3.3 Mobile eSports
      • Figure 1.2: Smartphone Penetration Rate (%), Split by 8 Key Regions & Global, 2020-2025
    • 1.3.4 Broader Gaming Demographics and Experiences
    • 1.3.5 Merging of eSports and Social Gaming
    • 1.3.6 Increased Regulation of Online Gaming and eSports
    • 1.3.7 Strategic eSports and Game Streaming Partnerships

2. eSports: Development & Market Trends

  • 2.1 eSports Development
    • Table 2.1: eSports Tournaments by Prize Pool 2014-present
    • 2.1.1 Strategy Games
      • i. MOBA (Multiplayer Online Battle Arena)
      • ii. Real-time Strategy
    • 2.1.2 Role-playing Games
    • 2.1.3 Sports Games
    • 2.1.4 Shooter Games
      • i. First-person shooters
      • ii. Third-person shooters
    • 2.1.5 Fighting Games
    • 2.1.6 Battle Royale Games
  • 2.2 Key eSports Trends
    • 2.2.1 Loot Boxes
    • 2.2.2 Sponsorships
    • 2.2.3 Gambling on eSports
  • 2.3 Regional eSports Assessment
    • 2.3.1 Benelux
    • 2.3.2 Brazil
    • 2.3.3 China
    • 2.3.4 Canada
    • 2.3.5 EU
    • 2.3.6 Japan
    • 2.3.7 South Korea
    • 2.3.8 UK
    • 2.3.9 The US
  • 2.4 eSports Vendor Strategies
    • 2.4.1 Activision Blizzard (Call of Duty series, Hearthstone, Overwatch)
    • 2.4.2 EA (FIFA, Madden)
    • 2.4.3 Riot Games (League of Legends)
    • 2.4.4 Epic Games (Fortnite)
    • 2.4.5 Roblox Corporation

3.Games Streaming: Development & MarketForecasts

  • 3.1 Games Streaming Development
    • 3.1.1 Professional Games Streaming
    • 3.1.2 Casual Games Streaming
    • 3.1.3 Brand-led Games Streaming
    • 3.1.4 Games Streaming Platform Competition
  • 3.2 Key Games Streaming Trends
    • 3.2.1 Benelux
    • 3.2.2 Brazil
    • 3.2.3 China
    • 3.2.4 Canada
    • 3.2.5 EU
    • 3.2.6 Japan
    • 3.2.7 South Korea
    • 3.2.8 UK
    • 3.2.9 US
  • 3.3 Games Streaming Vendor Strategies:
    • 3.3.1 Twitch
      • Figure 3.1: Global Number of Viewers of eSports & Games Streaming Who View Services on Twitch (m), 2020-2025
    • 3.3.2 YouTube
      • Figure 3.2: Global Number of Viewers of eSports & Games Streaming Who View Services on YouTube (m), 2020-2025
    • 3.3.3 Facebook

4.eSports & Games Streaming: Market Forecasts &Key Takeaways

  • 4.1 Introduction to eSports and Games Streaming Forecasting
    • Figure 4.1: eSports Streaming Forecast Methodology
  • 4.2 eSports & Games Streaming Market Summary
    • 4.2.1 Total Unique Viewers of eSports & Games Streaming Content
      • Figure & Table 4.2: Total Unique Viewers of eSports & Games Streaming Services, Across PC, Console, Smartphones, and Tablets (m), Split by 8 Key Regions, 2020-2025
    • 4.2.2 Number of Devices Used to Access eSports & Games Streaming Services
      • Figure & Table 4.3: Total Number of Devices Used to Access eSports & Games Streaming Services (m), Split by 8 Key Regions, 2020-2025
      • Table 4.4: Total Number of Devices Used to Access eSports & Games Streaming Services (m), Split by 4 Device Categories, 2020-2025
    • 4.2.3 Total eSports & Games Streaming Market Value
      • Figure & Table 4.5: Total eSports & Games Streaming Market Value ($m), Split by 8 Key Regions, 2020-2025
    • 4.2.4 Total Casual Streaming Subscription Revenue & Advertising Spend
      • Figure & Table 4.6: Total Revenue from Casual Games Subscriptions & Advertising Spend ($m), Split by 8 Key Regions, 2020-2025
    • 4.2.5 Total eSports Subscription Revenue & Advertising Spend
      • Figure & Table 4.7: Total Revenue from eSports Subscriptions & Advertising Spend ($m), Split by 8 Key Regions, 2020-2025
    • 4.2.6 Total Data Usage from eSports & Games Streaming Services
      • Figure & Table 4.8: Total Data Usage on Games and eSports Content (PB), Split by 8 Key Regions, 2020-2025