市場調查報告書

電子競技的全球市場:成長,趨勢,及預測(2020年∼2025年)

eSports Market - Growth, Trends, and Forecast (2020 - 2025)

出版商 Mordor Intelligence LLP 商品編碼 922587
出版日期 內容資訊 英文 132 Pages
商品交期: 2-3個工作天內
價格
電子競技的全球市場:成長,趨勢,及預測(2020年∼2025年) eSports Market - Growth, Trends, and Forecast (2020 - 2025)
出版日期: 2020年01月01日內容資訊: 英文 132 Pages
簡介

電子競技的全球市場在2020年∼2025年的預測期間內,預計將以20%的年複合成長率增長。市場主要的成長要素有在PC,行動等各種平台提供的遊戲,新的遊戲玩家登場,觀眾的增加,可望長期性倉造出更多收益。此外在電子競技團體和利害關係者的合作下,保護了競爭的完全性,包含比賽操作的所有違法行為調查,預測對市場有正面作用,將促進成長。然而支援基礎設施不足和缺乏電子競技的認識,在預測期間內將成為妨礙該市場成長的要素。

本報告提供全球電子競技市場的相關調查,提供市場機會和趨勢,成長及阻礙因素,各收益模式·串流平台·各地區的市場分析,競爭情形,主要企業的簡介等資訊。

目錄

第1章 簡介

  • 調查成果
  • 調查的前提條件
  • 調查範圍

第2章 調查手法

第3章 摘要整理

第4章 市場動態

  • 市場概要
  • 市場成長及阻礙因素概要
  • 市場成長要素
    • 電玩遊戲的日益暢銷
    • 電子競技相關的認識不斷提升
  • 阻礙市場要素
    • 盜版行為,法律,法規,詐騙相關等疑慮
  • 產業的價值鏈分析
  • 產業的魅力:波特的五力分析

第5章 市場形勢

  • 各國電子競技參與度
  • 電子競技迷的主要10遊戲
  • 主要10同盟,觀眾數,賞金

第6章 市場區隔

  • 各收益模式
    • 媒體的權利
    • 廣告·贊助商
    • 商品·票
    • 其他
  • 串流各平台
    • Twitch
    • YouTube
    • 其他(DouYu·Hayu)
  • 各地區
    • 北美
    • 歐洲
    • 中國
    • 亞太地區(中國以外)
    • 南美
    • 中東·非洲

第7章 競爭情形

  • 企業簡介
    • Modern Times Group
    • Activision Blizzard, Inc
    • Electronic Arts Inc
    • Riot Games, Inc. ( Tencent Holdings Ltd)
    • Epic Games, Inc.
    • Gfinity, PLC
    • Faceit
    • 株式會社CAPCOM CO., LTD.
    • Valve Corporation

第8章 市場機會及今後趨勢

第9章 投資分析

目錄
Product Code: 67091

Market Overview

The eSports market is expected to register a CAGR of 20% during the forecast period, 2020-2025. As per the World Economic Forum, the eSports viewers spent 17.9 million hours watching their gaming heroes on channels such as YouTube's gaming channel or on Twitch in the first quarter of 2018. The Sports market is still in its initial stage, and with the growing viewership, hence it is expected that it will offer strong potential to capitalize on the market in the future.

  • The majority of the audience and the players of eSports are the Millenials. Thus, the publishers of the eSports are targetting these customer base by personalizing the gameplay experience and offering the game on different platforms such as console, PC, and mobile. For instance, As of April 2018, Fortnite game generated USD 296 million of revenue across platforms, which was more annual revenue than any major console or PC game by that time. Thus, with the new gamers in the ecosystem, it is expected to attract more eSports audiences, which will generate more revenue over time.
  • Moreover, to make the entire sports organized, organizations are emerging for governance. For instance, associations such as the World esports Association (WESA), Esports Integrity Coalition are working with esports stakeholders to protect the integrity of competition, and investigate all forms of cheating, including match manipulation. Hence, this would have a positive outlook on the market and expected to complement the growth of the market.
  • However, on the flip, lack of supportive infrastructure and lack of awareness about sports are few factors that are hindering the market growth during the forecast period.

Scope of the Report

ESports or electronic sports is a form of competition which is played using video games. This report gives a detailed analysis of the ecosystem of the eSports industry. Further, it t also contains the value chain analysis for the esports industry. This report also forecasts the overall esports market, in terms of value, segmented based on revenue streams, and concerning main regions such as North America, Europe, Asia Pacific (APAC), and Rest of the World (RoW).

Key Market Trends

Advertising to be the Largest Sources of eSports Revenue

  • The advertising comprises the revenue generated from the advertisements targeting esports viewers, including ads shown during live streams on online platforms, on video-on-demand content of esports matches, or esports TV.
  • With the rising viewership on online platforms such as Twitch and YouTube, advertising is expected to generate more revenue during the forecast period. According to Streamlabs, Twitch and YouTube led the race with 1.13 million active streamers and 432,000 active streamers per quarter, respectively, in 2018. Thus, with the increasing number of streamers, advertising relevant content is expected to increase, which in return will help to generate revenue for the industry.
  • Moreover, Overwatch League Grand Finals, which took place on September 29, 2019, saw a 16% increase of viewership from last year's, which resulted in a global AMA (Average Minute Audience) at 1.12 million. Therefore, in order to track the viewership of Overwatch League and Call of Duty League, Activision Blizzard partnered with Nielsen in April 2018 to track both Overwatch League and Call of Duty League viewership. This partnership aimed to accurately gauge viewership for these events, helping Activision Blizzard strike accurate investing and advertising partnerships.
  • Hence, all the factors mentioned above are expected to contribute to the advertising segment for generating revenue for the eSports market in the forecasted period.

China Dominates the Market

  • China is anticipated to hold a significant market share in the eSports market owing to the popularity of the esports among the youth and supportive government support for the growth of the market.
  • For instance, Hangzhou ( a city in China) plans to build 14 esports facilities before 2022 and expected to invest up to RMB15.45 billion (USD 2.22 billion). This investment is expected to make it the esports capital of the world.
  • Moreover, Hangzhou is going to host Asian Games in 2022, where esports is expected to be an official medal event. With its investments, China is expected to become to hold significant market share.
  • Further, Tencent Holdings Limited, a significant player in the eSports industry, is headquartered in China and played an influential role in the increase of eSports in China by developing games like "Honor of Kings," which made revenue of USD 1.3 billion in its own right in 2018. Tencent Holdings Limited is planning for expanding tournaments for hugely popular games like "League of Legends" and "Honor of Kings in China which is going to attract global players and viewers.
  • Additionally, in February 2019, Nike, Inc signed a four-year deal with the League of Legends Pro League (LPL) in China. Nike, Inc would supply every squad with sneakers, casual clothing, and professional jerseys. Nike-sponsored jerseys are expected to enhance the visibility of the LPL league globally.
  • Hence, with the increasing investment in the eSports in the country is expected to augment the China market.

Competitive Landscape

The eSports market is at its initial stage, and thus, the market is a little competitive in nature. Although seeing the popularity of the eSports leagues, companies are entering into the market to gain competitive advantage and expand their geographical presence. Organizing new sports leagues, partnerships, mergers, and acquisitions are the strategies followed by these companies to increase their visibility across different geographic locations. Some of the significant players are Modern Times Group, Activision Blizzard, Inc and Riot Games, Inc. (Tencent Holdings Ltd) amongst others. Few recent developments are:

  • October 2019 - Electronic Arts Inc., in partnership with Federation Internationale de Football Association (FIFA), announced the launch of the EA SPORTS FIFA 20 Global Series on The Road to the FIFA eWorld CupTM. The EA SPORTS FIFA 20 Global Series continued to expand as more than 20 of the world's most notable football leagues will run local events. And, it is expecting millions of participants from over 60 nations globally.
  • December 2018 - Electronic Sports League (ESL) and Intel Corporation partnered to promote the advancement of the esports ecosystem through the introduction of the latest technologies, tournaments, and events across the globe, especially in the Asia-Pacific region. Moreover, Intel would invest more than USD 100 million to boost the profile of electronic sports worldwide by providing high-powered computer processors.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • Report customization as per the client's requirements
  • 3 months of analyst support

Table of Contents

1 INTRODUCTION

  • 1.1 Study Deliverables
  • 1.2 Study Assumptions
  • 1.3 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Introduction to Market Drivers and Restraints
  • 4.3 Market Drivers
    • 4.3.1 Increasing Popularity of Video Games
    • 4.3.2 Growing Awareness about eSports
  • 4.4 Market Restraints
    • 4.4.1 Issues Such as Piracy, Laws and Regulations, and Concerns Relating to Fraud During Gaming Transactions
  • 4.5 Industry Value Chain Analysis
  • 4.6 Industry Attractiveness - Porter's Five Force Analysis
    • 4.6.1 Threat of New Entrants
    • 4.6.2 Bargaining Power of Buyers/Consumers
    • 4.6.3 Bargaining Power of Suppliers
    • 4.6.4 Threat of Substitute Products
    • 4.6.5 Intensity of Competitive Rivalry

5 ESPORTS MARKET LANDSCAPE

  • 5.1 Esports Engagement by Country
  • 5.2 Top 10 Games Played by eSports Fans
  • 5.3 Top 10 Leagues, By Viewership, By Prize Money

6 MARKET SEGMENTATION

  • 6.1 Revenue Model
    • 6.1.1 Media Rights
    • 6.1.2 Advertising and Sponsorships
    • 6.1.3 Merchandise and Tickets
    • 6.1.4 Others
  • 6.2 Streaming Platform
    • 6.2.1 Twitch
    • 6.2.2 YouTube
    • 6.2.3 Others ( DouYu and Hayu )
  • 6.3 Geography
    • 6.3.1 North America
      • 6.3.1.1 United States
      • 6.3.1.2 Canada
      • 6.3.1.3 Rest of North America
    • 6.3.2 Europe
      • 6.3.2.1 Germany
      • 6.3.2.2 United Kingdom
      • 6.3.2.3 France
      • 6.3.2.4 Rest of Europe
    • 6.3.3 China
    • 6.3.4 Asia Pacific ( excluding China)
      • 6.3.4.1 Japan
      • 6.3.4.2 India
      • 6.3.4.3 South Korea
      • 6.3.4.4 Rest of Asia-Pacific
    • 6.3.5 Latin America
    • 6.3.6 Middle East and Africa

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Modern Times Group
    • 7.1.2 Activision Blizzard, Inc
    • 7.1.3 Electronic Arts Inc
    • 7.1.4 Riot Games, Inc. ( Tencent Holdings Ltd)
    • 7.1.5 Epic Games, Inc.
    • 7.1.6 Gfinity, PLC
    • 7.1.7 Faceit
    • 7.1.8 Capcom Co., Ltd.
    • 7.1.9 Valve Corporation

8 MARKET OPPORTUNITIES AND FUTURE TRENDS

9 INVESTMENT ANALYSIS