電子競技市場:現狀分析與預測(2021年~2027年)
市場調查報告書
商品編碼
1063037

電子競技市場:現狀分析與預測(2021年~2027年)

Esports Market: Current Analysis and Forecast (2021-2027)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 235 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

預計全球電子競技的市場規模,在預測期間(2021年~2027年)時預計以約25%的年複合成長率擴大。主要由於先進遊戲技術的採用擴大,消費者的娛樂意願的變化,所得水準的上升,手機遊戲的需求擴大等要素,牽引該市場。

本報告提供全球電子競技市場相關調查,市場概要,以及各用途,各串流類型,各設備類型,各收益來源,各地區的趨勢,及加入此市場的主要企業簡介等資訊。

目錄

第1章 市場簡介

第2章 調查方法或假設

第3章 市場摘要

第4章 摘要整理

第5章 COVID-19對電子競技市場的影響

第6章 電子競技市場收益,2019年~2027年

第7章 市場洞察,各用途

  • 平台
  • 服務

第8章 市場洞察,各串流類型

  • 按需
  • 實況

第9章 市場洞察,各設備類型

  • 智慧型手機
  • 智慧電視
  • 桌上型電腦/筆記型電腦/平板電腦
  • 遊戲主機

第10章 市場洞察,各收益來源

  • 媒體的權利
  • 遊戲發行者費用
  • 贊助商
  • 數位廣告
  • 票和商品

第11章 市場洞察,各地區

  • 北美的電子競技市場
    • 美國
    • 加拿大
    • 其他
  • 歐洲的電子競技市場
    • 德國
    • 法國
    • 英國
    • 西班牙
    • 其他
  • 亞太地區的電子競技市場
    • 中國
    • 日本
    • 印度
    • 澳洲
    • 其他
  • 其他地區的電子競技市場

第12章 電子競技市場市場動態

  • 推動市場要素
  • 市場課題
  • 影響分析

第13章 電子競技市場機會

第14章 電子競技市場趨勢

第15章 法律規章狀況

第16章 需求面與供給方面的分析

  • 需求面分析
  • 供給方面分析

第17章 價值鏈分析

第18章 競爭模式

  • 競爭情形
    • 企業佔有率,各收益

第19章 企業概要

  • Activision Blizzard, Inc.
  • CJ Corporation
  • Electronic Arts
  • FACEIT
  • Gameloft SE
  • Gfinity
  • Kabam
  • Modern Times Group
  • Nintendo
  • NVIDIA Corporation

第20章 免責聲明

簡介目錄
Product Code: UMME21671

Esports Market is expected to grow at a CAGR of around 25% over the forecast period (2021-2027). The Esports medical devices market is primarily driven by factors such as growing adoption of advanced gaming technologies, changing entertainment preferences among consumers, rising income levels, and growing demand for mobile gaming.

The use of smartphones across developing economies is on a continuous increase due to numerous factors such as rise in per capita income, cost affordability, availability of multiple low price options with significant features, and others. This increases the demand for online smartphone gaming and video gaming. Video games have been around for decades, providing entertainment for children. The video game sector is immensely large. In fact, it is larger than movie & music industry and it is also growing rapidly. As the demand for online video game event is increases it will create lucrative opportunity for the E-sport market globally.

The increasing smartphone penetration and better internet connectivity have led to rise in the number of gamers at a rapid pace. It imitates the experience of viewing a professional sports event, where audiences watch video gamers compete against each other. Esports events comprise competitive leagues and tournaments. Further, with increasing player wages and expanding Esports market, the introduction of new sponsors is critical for the future commercial success of Esports.

Some of the major players operating in the market include Activision Blizzard, Inc., CJ Corporation, Electronic Arts, FACEIT, Gameloft SE, Gfinity, Kabam, Modern Times Group, Nintendo, NVIDIA Corporation, etc. Several M&A's along with partnerships have been undertaken by these players to boost their presence in different regions.

Insights Presented in the Report

"Amongst Application, Platform segment dominated the market in 2020"

Based on Application, Esports Market is classified into Platform and Services. Platform holds the highest share in the Esports market. The pop-culturization of the Esports industry has helped power the explosions in Esports investment and revenue. Esports has hit this stratosphere in large part because of the social component of live streaming and gaming. Video gaming-specific streaming platforms like Twitch and YouTube Gaming give fans a direct connection to the players and teams, while more mainstream socials have allowed those connections to flourish.

"Amongst Streaming Type, On Demand segment dominated the market in 2020."

Based on Streaming Type, the Esports market is segmented into On Demand and Live. The large share of the streaming type segment can be attributed to the growing youth population and changing lifestyles have both contributed to an increase in demand for video games and online video games over the years. Growing audience reach and engagement activities, significant investments, rising live streaming of games, and expanding infrastructure for league tournaments are key factors driving the market growth.

"Amongst Device Type, Smartphone holds significant market share in 2020."

Based on Device Type, the Esports market is segmented into Smartphone, Smart TV, Desktop/laptop/tablets and Gaming console. Smartphone holds the highest share in the Esports market. The constant technological advancements across the world have compelled people to depend on smartphones, several high-tech gadgets, and the internet. The growth of the segment is attributed to numerous benefits provided by this device type such as high quality of gamming, which results in much better gaming experience, high security, and others. However, the smartphone segment is expected to witness highest growth in the upcoming years.

"Amongst Revenue Stream, Sponsorship witnesses significant CAGR during the Forecast Period."

Based on Revenue Stream, the Esports market is segmented into Media rights, Game Publisher fee, sponsorship, digital advertisement, tickets and merchandise. Sponsorship holds the highest share in the Esports market. On ground sponsoring is cheaper than an online advertisement, and tends to be influential, especially, for companies offering products and services directly related to gaming.

"North America represents as the largest market."

For a better understanding of the market adoption of Esports, the market is analyzed for the countries such as North America (US, Canada, Rest of North America), Europe (Germany, United Kingdom, France, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Australia, Rest of Asia- Pacific), & Rest of World. North America dominated the market in 2020. The high and growing adoption of advanced gaming technologies, changing entertainment preferences among consumers, rising income levels, and growing demand for mobile gaming all contribute to the North American region's big proportion. The United States is also home to the great majority of worldwide players, making it a hotbed of innovation in the Esports business.

Reasons to buy this report:

The study includes market sizing and forecasting analysis validated by authenticated key industry experts

The report presents a quick review of overall industry performance at one glance

The report covers an in-depth analysis of prominent industry peers with a primary focus on key business financials, product portfolio, expansion strategies, and recent developments

Detailed examination of drivers, restraints, key trends, and opportunities prevailing in the industry

The study comprehensively covers the market across different segments

Deep dive regional & country-level analysis of the industry

Customization Options:

Esports Market can further be customized as per the requirement or any other market segment. Besides this, UMI understands that you may have your own business needs, hence feel free to connect with us to get a report that completely suits your requirements.

TABLE OF CONTENTS

1 MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Limitation
  • 1.3. Stake Holders
  • 1.4. Currency used in Report

2 RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Esports Market
  • 2.2. Research Methodology of the Esports Market
  • 2.3. Forecasting Method
  • 2.4. Respondent Profile
  • 2.5. Main Objective of the Esports Market Study

3 MARKET SYNOPSIS

4 EXECUTIVE SUMMARY

5 ESPORTS MARKET COVID-19 IMPACT

6 ESPORTS MARKET REVENUE, 2019-2027F

7 MARKET INSIGHTS BY APPLICATION

  • 7.1. Platform
  • 7.2. Service

8 MARKET INSIGHTS BY STREAMING TYPE

  • 8.1. On Demand
  • 8.2. Live

9 MARKET INSIGHTS BY DEVICE TYPE

  • 9.1. Smartphone
  • 9.2. Smart TV
  • 9.3. Desktop/Laptop/Tablets
  • 9.4. Gaming Console

10 MARKET INSIGHTS BY REVENUE STREAM

  • 10.1. Media Rights
  • 10.2. Game Publisher Fee
  • 10.3. Sponsorship
  • 10.4. Digital Advertisement
  • 10.5. Tickets and Merchandise

11 MARKET INSIGHTS BY REGION

  • 11.1. NORTH AMERICA ESPORTS MARKET
    • 11.1.1. United States
    • 11.1.2. Canada
    • 11.1.3. Rest of North America
  • 11.2. EUROPE ESPORTS MARKET
    • 11.2.1. Germany
    • 11.2.2. France
    • 11.2.3. United Kingdom
    • 11.2.4. Spain
    • 11.2.5. Rest of Europe
  • 11.3. ASIA-PACIFIC ESPORTS MARKET
    • 11.3.1. China
    • 11.3.2. Japan
    • 11.3.3. India
    • 11.3.4. Australia
    • 11.3.5. Rest of Asia Pacific
  • 11.4. REST OF WORLD ESPORTS MARKET

12 ESPORTS MARKET DYNAMICS

  • 12.1. Market Drivers
  • 12.2. Market Challenges
  • 12.3. Impact Analysis

13 ESPORTS MARKET OPPORTUNITIES

14 ESPORTS MARKET TRENDS

15 POLICY & REGULATORY LANDSCAPE

16 DEMAND AND SUPPLY SIDE ANALYSIS

  • 16.1. Demand Side Analysis
  • 16.2. Supply Side Analysis

17 VALUE CHAIN ANALYSIS

18 COMPETITIVE SCENARIO

  • 18.1. COMPETITIVE LANDSCAPE
    • 18.1.1. Company Shares, By Revenue

19 COMPANY PROFILED

  • 19.1. Activision Blizzard, Inc.
  • 19.2. CJ Corporation
  • 19.3. Electronic Arts
  • 19.4. FACEIT
  • 19.5. Gameloft SE
  • 19.6. Gfinity
  • 19.7. Kabam
  • 19.8. Modern Times Group
  • 19.9. Nintendo
  • 19.10. NVIDIA Corporation

20 DISCLAIMER