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市場調查報告書

全球電子競技市場:考慮和預測,新冠狀病毒感染(COVID-19)的潛在影響(2020-2024)

Global Esports Market: Insights & Forecast with Potential Impact of COVID-19 (2020-2024)

出版商 Koncept Analytics 商品編碼 954993
出版日期 內容資訊 英文 113 Pages
訂單完成後即時交付
價格
全球電子競技市場:考慮和預測,新冠狀病毒感染(COVID-19)的潛在影響(2020-2024) Global Esports Market: Insights & Forecast with Potential Impact of COVID-19 (2020-2024)
出版日期: 2020年08月24日內容資訊: 英文 113 Pages
簡介

2020年至2024年,全球電子競技市場預計將以18.19%的複合年增長率增長,到2024年將達到24億美元。電子競技市場的增長受到互聯網普及,用戶數量增加,人均GDP增長,數字化進程以及智能手機用戶增長等因素的推動。另一方面,人們擔心諸如電子競技成癮增加以及身體和心理影響等問題。遊戲行業也有新的趨勢,例如虛擬現實(VR)和增強現實(AR)的普及。

本報告分析了全球電子競技市場,電子競技的概述和基本結構(用戶群,業務模型等),主要的市場推廣/限制因素,總體市場規模趨勢展望,我們將為您提供詳細信息,例如按收入來源,受眾群體和地區劃分的詳細趨勢,公司之間的績效比較,主要公司的概況以及新的冠狀病毒感染(COVID-19)的影響。

目錄

第1章市場概述

  • 電子競技
  • 格鬥遊戲
  • FPS(第一人稱射擊遊戲)
  • 多人在線戰鬥競技場
  • 賽車遊戲
  • 實時策略(RTS)
  • 體育遊戲
  • TPS(第三人稱射擊遊戲)

第2章COVID-19的影響

  • 對世界經濟的影響
  • 對電子競技觀看時間的影響
  • COVID-19全球趨勢
  • 對twitch觀看時間的影響

第3章市場分析

  • 全球電子競技市場規模(價值基礎)
  • 全球電子競技市場規模,預測值(價值基礎)
  • 全球電競市場:按收入來源
    • 贊助
    • 放映權(媒體之光)
    • 廣告
    • 發佈者(發佈/內容提供)
    • 商品(商品銷售)/門票銷售
  • 世界電子競技觀眾數量
  • 世界電子競技觀眾人數,預測值
  • 世界電子競技觀眾數量:按類型
    • 臨時查看器(單個用戶)
    • 電子競技愛好者(常規用戶)
  • 全球電子競技市場:按地區

第4章區域市場

  • 北美
    • 北美電子競技市場規模(價值基礎)
    • 北美電子競技市場規模,預測(價值基礎)
    • 美國電子競技市場規模(價值基礎)
    • 美國電子競技市場規模,預測(價值基礎)
    • 美國電子競技市場規模:按收入來源(價值基礎)
  • 亞太地區
  • 歐洲
  • 其他國家(行)

第5章市場動態

  • 促進因素
    • 互聯網用戶迅速增加
    • 擴大人均GDP
    • 智能手機的廣泛使用
    • 越來越多地使用雲計算技術
    • 數位化
    • 高中和大學中的電子競技團隊的組織
  • 主要趨勢和動向
    • 在年輕人中迅速普及
    • 虛擬現實(VR)
    • 增強現實(AR)的快速傳播
  • 挑戰
    • 電子競技成癮
    • 身心影響

第6章競爭情況

  • 世界市場
    • 市場收入比較-主要公司
    • 股票市值比較-主要公司
    • 研發(R&D)成本比較-主要公司

第7章公司簡介

  • Activision Blizzard
  • Modern Times Group
  • Gfinity
  • Nintendo
  • Tencent
  • Electronic Arts
目錄

The global esports market is anticipated to reach US$2.40 billion in 2024, growing at a CAGR of 18.19% for the period spanning 2020-2024. The growth in the esports market was driven by rising internet users & penetration, growing GDP per capita, increasing digitalization and rising smartphone users. The market is expected to face certain challenges like growing addiction of esports and physical & psychological effects. The market is witnessing certain trends such as increasing adoption of virtual reality (VR) and augmented reality (AR) in gaming industry.

The global esports market by revenue source can be segmented into the following: sponsorship, media rights, advertising, publisher fees and merchandise & tickets. In 2019, the dominant share of market was held by sponsorship, followed by media rights, advertising, publisher fees and merchandise & tickets. The global esports audience is predicted to reach 888 million in 2024, experiencing growth at a CAGR of 18.19% during the period spanning 2020-2024. The global esports audience by type can be segmented as follows: occasional viewer and enthusiast. The higher share of the market was held by occasional viewer in 2019.

The global esports market by region can be segmented into the following: North America, Asia Pacific and Europe. In 2019, the dominant share of the market was held by North America, followed by Asia Pacific and Europe. The various factors responsible for the dominant market share held by North America are rising audience of esports, increasing disposable income and surging adoption of smartphones. North America would continue to hold a dominant market share during the forecasted years.

Scope of the report:

The report provides a comprehensive analysis of the global esports market with potential impact of COVID-19.

The major regional markets North America, Asia Pacific and Europe along with the US have been analyzed.

The market dynamics such as growth drivers, market trends and challenges are analyzed in-depth.

The competitive landscape of the market, along with the company profiles of leading players (Activision Blizzard, Modern Times Group, Gfinity, Nintendo, Tencent and Electronic Arts) are also presented in detail.

Key Target Audience:

  • Esports Providers
  • End Users (Businesses/Consumers)
  • Investment Banks
  • Government Bodies & Regulating Authorities

Table of Contents

1. Market Overview

  • 1.1. Esports
  • 1.2. Fighting Games
  • 1.3. First-person Shooters
  • 1.4. Multiplayer Online Battle Arena
  • 1.5. Racing Games
  • 1.6. Real-time Strategy
  • 1.7. Sports Games
  • 1.8. Third-person Shooters

2. Impact of COVID-19

  • 2.1. Impact on Global Economy
  • 2.2. Impact on Esports Watching Hours
  • 2.3. Global Prevalence of COVID-19
  • 2.4. Impact on Twitch Hours Watched

3. Market Analysis

  • 3.1. Global Esports Market by Value
  • 3.2. Global Esports Market Forecast by Value
  • 3.3. Global Esports Market by Revenue Source
    • 3.3.1. Global Esports Sponsorship Market by Value
    • 3.3.2. Global Esports Sponsorship Market Forecast by Value
    • 3.3.3. Global Esports Media Rights Market by value
    • 3.3.4. Global Esports Media Rights Market Forecast by Value
    • 3.3.5. Global Esports Advertising Market by Value
    • 3.3.6. Global Esports Advertising Market Forecast by Value
    • 3.3.7. Global Esports Publisher Market by Value
    • 3.3.8. Global Esports Publisher Market Forecast by Value
    • 3.3.9. Global Esports Merchandise & Tickets Market by Value
    • 3.3.10. Global Esports Merchandise & Tickets Market Forecast by Value
  • 3.4. Global Esports Audience
  • 3.5. Global Esports Audience Forecast
  • 3.6. Global Esports Audience by Type
    • 3.6.1. Global Esports Occasional Viewer Audience
    • 3.6.2. Global Esports Occasional Viewer Audience Forecast
    • 3.6.3. Global Esports Enthusiasts Audience
    • 3.6.4. Global Esports Enthusiasts Audience Forecast
  • 3.7. Global Esports Market by Region

4. Regional Market

  • 4.1. North America
    • 4.1.1. North America Esports Market by Value
    • 4.1.2. North America Esports Market Forecast by Value
    • 4.1.3. The US Esports Market Forecast by Value
    • 4.1.4. The US Esports Market by Revenue Source
    • 4.1.5. The US Esports Market Value Forecast by Revenue Source
  • 4.2. Asia Pacific
    • 4.2.1. Asia Pacific Esports Market by Value
    • 4.2.2. Asia Pacific Esports Market Forecast by Value
  • 4.3. Europe
    • 4.3.1. Europe Esports Market by Value
    • 4.3.2. Europe Esports Market Forecast by Value
  • 4.4. ROW
    • 4.4.1. ROW Esports Market by Value
    • 4.4.2. ROW Esports Market Forecast by Value

5. Market Dynamics

  • 5.1. Growth Drivers
    • 5.1.1. Upsurge in Internet Users
    • 5.1.2. Escalating GDP Per Capita
    • 5.1.3. Increasing Penetration of Smartphone
    • 5.1.4. Increasing Use of Cloud Computing Technology
    • 5.1.5. Digitalization
    • 5.1.6. Forming of Esports Teams in High Schools & Colleges
  • 5.2. Key Trends & Developments
    • 5.2.1. Surging Youth Population
    • 5.2.2. Virtual Reality (VR)
    • 5.2.3. Surging Adoption of Augmented Reality (AR)
  • 5.3. Challenges
    • 5.3.1. Addiction of Esports
    • 5.3.2. Physical & Psychological Effects

6. Competitive Landscape

  • 6.1. Global Market
    • 6.1.1. Revenue Comparison- Key Players
    • 6.1.2. Market Capitalization Comparison- Key Players
    • 6.1.3. Research & Development Expenses Comparison- Key Players

7. Company Profiles

  • 7.1. Activision Blizzard
    • 7.1.1. Business Overview
    • 7.1.2. Financial Overview
    • 7.1.3. Business Strategies
  • 7.2. Modern Times Group
    • 7.2.1. Business Overview
    • 7.2.2. Financial Overview
    • 7.2.3. Business Strategies
  • 7.3. Gfinity
    • 7.3.1. Business Overview
    • 7.3.2. Financial Overview
    • 7.3.3. Business Strategies
  • 7.4. Nintendo
    • 7.4.1. Business Overview
    • 7.4.2. Financial Overview
    • 7.4.3. Business Strategies
  • 7.5. Tencent
    • 7.5.1. Business Overview
    • 7.5.2. Financial Overview
    • 7.5.3. Business Strategies
  • 7.6. Electronic Arts
    • 7.6.1. Business Overview
    • 7.6.2. Financial Overview
    • 7.6.3. Business Strategies

List of Charts

  • List of Esports Games
  • List of Fighting Games
  • List of First-person Shooters
  • List of Multiplayer Online Battle Arena
  • List of Racing Games
  • List of Real-time Strategy Games
  • List of Sports Games
  • List of Third-person Shooters
  • Global Gaming Watch Hours (Jan'20 - Mar'20)
  • Global Prevalence of COVID-19 (Jan' 20 - Jul'20)
  • Global Twitch Total Hours Watched (Q1' 19 - Q1'20)
  • Global Esports Market by Value (2015-2019)
  • Global Esports Market Forecast by Value (2020-2024)
  • Global Esports Market by Revenue Source (2019)
  • Global Esports Sponsorship Market by Value (2015-2019)
  • Global Esports Sponsorship Market Forecast by Value (2020-2024)
  • Global Esports Media Rights Market by Value (2015-2019)
  • Global Esports Media Rights Market Forecast by Value (2020-2024)
  • Global Esports Advertising Market by Value (2015-2019)
  • Global Esports Advertising Market Forecast by Value (2020-2024)
  • Global Esports Publisher Market by Value (2015-2019)
  • Global Esports Publisher Market Forecast by Value (2020-2024)
  • Global Esports Merchandise & Tickets Market by Value (2015-2019)
  • Global Esports Merchandise & Tickets Market Forecast by Value (2020-2024)
  • Global Esports Audience (2015-2019)
  • Global Esports Audience Forecast (2020-2024)
  • Global Esports Audience by Type (2019)
  • Global Esports Occasional Viewer Audience (2015-2019)
  • Global Esports Occasional Viewer Audience Forecast (2020-2024)
  • Global Esports Enthusiasts Audience (2015-2019)
  • Global Esports Enthusiasts Audience Forecast (2020-2024)
  • Global Esports Market by Region (2019)
  • North America Esports Market by Value (2015-2019)
  • North America Esports Market Forecast by Value (2020-2024)
  • The US Esports Market Forecast by Value (2019-2024)
  • The US Esports Market by Revenue Source (2019)
  • The US Esports Market Value Forecast by Revenue Source (2019-2024)
  • Asia Pacific Esports Market by Value (2015-2019)
  • Asia Pacific Esports Market Forecast by Value (2020-2024)
  • Europe Esports Market by Value (2015-2019)
  • Europe Esports Market Forecast by Value (2020-2024)
  • ROW Esports Market by Value (2015-2019)
  • ROW Esports Market Forecast by Value (2020-2024)
  • Global Internet Users & Penetration (2015-2020)
  • Global GDP Per Capita (2015-2023)
  • Global Smartphone Users (2015-2020)
  • Global Youth Population (2000-2020)
  • Global Virtual Reality Revenue (2015-2020)
  • Global Augmented Reality (AR) Revenue (2016-2020)
  • Key Players - Revenue Comparison (2019/2020)
  • Key Players - Market Capitalization Comparison (2020)
  • Key Players - Research & Development Expenses Comparison (2020)
  • Activision Blizzard Net Revenue & Net Income (2015-2019)
  • Activision Blizzard Net Revenue by Segment (2019)
  • Activision Blizzard Net Revenue by Region (2019)
  • Modern Times Group Net Sales and Net Income (Loss) (2015-2019)
  • Modern Times Group Net Sales by Segment (2019)
  • Modern Times Group Net Sales by Region (2019)
  • Gfinity Revenue & Net Loss (2015-2019)
  • Gfinity Revenue by Segment (2019)
  • Gfinity Revenue by Region (2019)
  • Nintendo Net Sales and Profit (2016-2020)
  • Nintendo Net Sales by Segment (2019)
  • Nintendo Net Sales by Region (2019)
  • Tencent Revenue and Profit (2015-2019)
  • Tencent Revenue by Segment (2019)
  • Tencent Revenue by Region (2019)
  • Electronic Arts Net Revenue & Net Income (2016-2020)
  • Electronic Arts Net Revenue by Segment (2020)
  • Electronic Arts Net Revenue by Segment (2020)