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市场调查报告书

e运动的全球市场:2019年~2023年

Global Esports Market 2019-2023

出版商 TechNavio (Infiniti Research Ltd.) 商品编码 900591
出版日期 内容资讯 英文 140 Pages
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e运动的全球市场:2019年~2023年 Global Esports Market 2019-2023
出版日期: 2019年07月29日内容资讯: 英文 140 Pages
简介

全球e运动市场,2018年,赞助商市场区隔的市场占有率变大,预计这个趋势在预测期间内也将持续。企业因为e运动活动的觀众数增加,e运动赞助商认为是盈利高非常的投资。这样的要素,在赞助商市场区隔维持市场地位上发挥重要作用。 还有全球E运动市场上,由于透过e运动的品牌,e运动活动增加,新的平台发表等要素,在预测期间内预计将以约18%的年复合成长率扩大。但,框架开发成本的增加,有限的目标对象,模糊的媒体权利,电玩游戏对健康的不良影响,有可能妨碍在预测期间内E运动产业的成长。

本报告提供全球e运动市场相关调查分析,市场规模及成长率,市场趋势,市场的推动要素与课题,市场机会验证,再加上主要供应商等相关的系统性资讯。

目录

第1章 摘要整理

第2章 调查范围

  • 简介1
  • 简介2
  • 美金的货币换算比率

第3章 市场情形

  • 市场生态系统
  • 市场特征
  • 市场区隔分析

第4章 市场规模

  • 市场定义
  • 市场规模(2018年)
  • 市场规模及预测(2018年~2023年)

第5章 波特的五力分析

  • 买主谈判力
  • 供应商谈判力
  • 新加入厂商的威胁
  • 替代品的威胁
  • 对手的威胁
  • 市场情况

第6章 客户形势

第7章 各地区景觀

  • 各地区市场区隔
  • 各地区比较:市场规模及预测(2018年~2023年)
  • 北美
  • 亚太地区
  • 欧洲-
  • 南美
  • 中东、非洲地区
  • 主要国家
  • 市场机会

第8章 市场区隔化:各收益来源

  • 市场区隔:各收入的流程
  • 各收益来源比较:市场规模及预测(2018年~2023年)
  • 赞助商
  • 媒体的权利
  • 广告
  • 出版社手续费
  • 商品、票销售
  • 市场机会:各收益来源

第9章 市场区隔:各游戏种类

  • 市场区隔:各游戏种类
  • 游戏种类比较:各市场规模及预测(2018年~2023年)
  • MOBA
  • FPS
  • RTS
  • 其他
  • 市场机会:各游戏种类

第10章 决策架构

第11章 成长要素与课题

  • 市场成长要素
  • 市场课题

第12章 市场趋势

  • e运动投注的增加
  • 高科技游戏主机的演进
  • 新的伙伴关系
  • 网际网路的普及与e运动的采用剧增
  • 智慧型手机

第13章 业者情势

  • 概要
  • 创造性破坏状况
  • 竞争方案

第14章 供应商分析

  • 交易厂商
  • 供应商分类
  • 供应商的市场定位
  • Activision Blizzard Inc.
  • Electronic Arts, Inc.
  • Modern Times Group MTG AB
  • Tencent Holdings Ltd.
  • Valve Corp.

第15章 附录

  • 调查方法
  • 简称的清单
  • 供应商的市场定位定义

第16章 关于TECHNAVIO

目录
Product Code: IRTNTR31777

About this market

Technavio's esports market analysis considers sales from sponsorship, media rights, advertising, publisher fees, and merchandise and ticket sales. Our analysis also considers the sales of esports in APAC, Europe, North America, South America, and MEA. In 2018, the sponsorship segment had a significant market share, and this trend is expected to continue over the forecast period. Companies are finding esports sponsorship as a highly profitable investment owing to the increasing viewership of esports events. Such factors will play a significant role in the sponsorship segment to maintain its market position. Also, our global esports market report also looks at factors such as branding through esports, rising number of esports events, and new platform launches. However, the growing cost of fame development, limited target audience and unclear media rights, adverse effects of video gaming on health may hamper the growth of the esports industry over the forecast period.

Overview

New platform launches

New platform launches by regional and international players contribute to the growth of the global esports market. Successful new platform launches are expected to accelerate the growth of the vendors operating in the global esports market by increasing their revenue flow and expanding their consumer base. Furthermore, new product launches increase the market shares of players and offer them a competitive edge over their rivals. Thus, new product launches will lead to the expansion of the global esports market at a CAGR of almost 18% during the forecast period.

Evolution of high-tech gaming consoles

Personal and community gaming has evolved from board games into a technology-driven industry. The introduction and popularity of gaming consoles, such as Xbox and PlayStation, have led to the development of the modern esports industry. For instance, PlayStation 4 Pro and the Xbox One X can display 4K resolutions with high-dynamic-range (HDR) color technology. Therefore, evolving technology in the esports industry has made the gaming experience better, attracting a large number of players and driving the global esports market. This development is expected to have a positive impact on the overall market growth.

For the detailed list of factors that will drive the global esports market during the forecast period 2019-2023, view our report.

Competitive Landscape

With the presence of several major players, the global esports market is fragmented. Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading esports manufacturers, that include Activision Blizzard Inc., Electronic Arts Inc., Modern Times Group MTG AB, Tencent Holdings Ltd., and Valve Corp.

Also, the esports market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

TABLE OF CONTENTS

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

  • 2.1 Preface
  • 2.2 Preface
  • 2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 06: CUSTOMER LANDSCAPE

PART 07: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2018-2023
  • APAC - Market size and forecast 2018-2023
  • Europe - Market size and forecast 2018-2023
  • South America - Market size and forecast 2018-2023
  • MEA - Market size and forecast 2018-2023
  • Key leading countries
  • Market opportunity

PART 08: MARKET SEGMENTATION BY REVENUE STREAM

  • Market segmentation by revenue stream
  • Comparison by revenue stream
  • Sponsorships - Market size and forecast 2018-2023
  • Media rights - Market size and forecast 2018-2023
  • Advertising - Market size and forecast 2018-2023
  • Publisher fees - Market size and forecast 2018-2023
  • Merchandise and ticket sales - Market size and forecast 2018-2023
  • Market opportunity by revenue stream

PART 09: MARKET SEGMENTATION BY GAME GENRE

  • Market segmentation by game genre
  • Comparison by game genre
  • MOBA - Market size and forecast 2018-2023
  • FPS - Market size and forecast 2018-2023
  • RTS - Market size and forecast 2018-2023
  • Others - Market size and forecast 2018-2023
  • Market opportunity by game genre

PART 10: DECISION FRAMEWORK

PART 11: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 12: MARKET TRENDS

  • Increase in esports betting
  • Evolution of high-tech gaming consoles
  • New partnerships
  • Rapidly increasing Internet penetration and esports adoption on
  • smartphones

PART 13: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption
  • Competitive scenario

PART 14: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • Electronic Arts, Inc.
  • Modern Times Group MTG AB
  • Tencent Holdings Ltd.
  • Valve Corp.

PART 15: APPENDIX

  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors

PART 16: EXPLORE TECHNAVIO

List of Exhibits

  • Exhibit 01: Key offerings
  • Exhibit 02: Global gaming market
  • Exhibit 03: Segments of global gaming market
  • Exhibit 04: Market characteristics
  • Exhibit 05: Market segments
  • Exhibit 06: Market definition - Inclusions and exclusions checklist
  • Exhibit 07: Market size 2018
  • Exhibit 08: Global market: Size and forecast 2018-2023 ($ millions)
  • Exhibit 09: Global market: Year-over-year growth 2019-2023 (%)
  • Exhibit 10: Five forces analysis 2018
  • Exhibit 11: Five forces analysis 2023
  • Exhibit 12: Bargaining power of buyers
  • Exhibit 13: Bargaining power of suppliers
  • Exhibit 14: Threat of new entrants
  • Exhibit 15: Threat of substitutes
  • Exhibit 16: Threat of rivalry
  • Exhibit 17: Market condition - Five forces 2018
  • Exhibit 18: Customer landscape
  • Exhibit 19: Market share by geography 2018-2023 (%)
  • Exhibit 20: Geographic comparison
  • Exhibit 21: North America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 22: North America - Year-over-year growth 2019-2023 (%)
  • Exhibit 23: APAC - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 24: APAC - Year-over-year growth 2019-2023 (%)
  • Exhibit 25: Europe - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 26: Europe - Year-over-year growth 2019-2023 (%)
  • Exhibit 27: South America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 28: South America - Year-over-year growth 2019-2023 (%)
  • Exhibit 29: MEA - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 30: MEA - Year-over-year growth 2019-2023 (%)
  • Exhibit 31: Key leading countries
  • Exhibit 32: Market opportunity
  • Exhibit 33: Revenue stream - Market share 2018-2023 (%)
  • Exhibit 34: Comparison by revenue stream
  • Exhibit 35: Sponsorships - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 36: Sponsorships - Year-over-year growth 2019-2023 (%)
  • Exhibit 37: Media rights - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 38: Media rights - Year-over-year growth 2019-2023 (%)
  • Exhibit 39: Advertising - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 40: Advertising - Year-over-year growth 2019-2023 (%)
  • Exhibit 41: Publisher fees - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 42: Publisher fees - Year-over-year growth 2019-2023 (%)
  • Exhibit 43: Merchandise and ticket sales - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 44: Merchandise and ticket sales - Year-over-year growth 2019-2023 (%)
  • Exhibit 45: Market opportunity by revenue stream
  • Exhibit 46: Game genre - Market share 2018-2023 (%)
  • Exhibit 47: Comparison by game genre
  • Exhibit 48: MOBA - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 49: MOBA - Year-over-year growth 2019-2023 (%)
  • Exhibit 50: FPS - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 51: FPS - Year-over-year growth 2019-2023 (%)
  • Exhibit 52: RTS - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 53: RTS - Year-over-year growth 2019-2023 (%)
  • Exhibit 54: Others - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 55: Others - Year-over-year growth 2019-2023 (%)
  • Exhibit 56: Market opportunity by game genre
  • Exhibit 57: Impact of drivers and challenges
  • Exhibit 58: Global Internet users (% of the population)
  • Exhibit 59: Vendor landscape
  • Exhibit 60: Landscape disruption
  • Exhibit 61: Vendors covered
  • Exhibit 62: Vendor classification
  • Exhibit 63: Market positioning of vendors
  • Exhibit 64: Activision Blizzard Inc. - Vendor overview
  • Exhibit 65: Activision Blizzard Inc. - Business segments
  • Exhibit 66: Activision Blizzard Inc. - Organizational developments
  • Exhibit 67: Activision Blizzard Inc. - Geographic focus
  • Exhibit 68: Activision Blizzard Inc. - Segment focus
  • Exhibit 69: Activision Blizzard Inc. - Key offerings
  • Exhibit 70: Electronic Arts Inc. - Vendor overview
  • Exhibit 71: Electronic Arts Inc. - Business segments
  • Exhibit 72: Electronic Arts Inc. - Organizational developments
  • Exhibit 73: Electronic Arts Inc. - Geographic focus
  • Exhibit 74: Electronic Arts Inc. - Segment focus
  • Exhibit 75: Electronic Arts Inc. - Key offerings
  • Exhibit 76: Modern Times Group MTG AB - Vendor overview
  • Exhibit 77: Modern Times Group MTG AB - Business segments
  • Exhibit 78: Modern Times Group MTG AB - Organizational developments
  • Exhibit 79: Modern Times Group MTG AB - Geographic focus
  • Exhibit 80: Modern Times Group MTG AB - Segment focus
  • Exhibit 81: Modern Times Group MTG AB - Key offerings
  • Exhibit 82: Tencent Holdings Ltd. - Vendor overview
  • Exhibit 83: Tencent Holdings Ltd. - Business segments
  • Exhibit 84: Tencent Holdings Ltd. - Organizational developments
  • Exhibit 85: Tencent Holdings Ltd. - Geographic focus
  • Exhibit 86: Tencent Holdings Ltd. - Segment focus
  • Exhibit 87: Tencent Holdings Ltd. - Key offerings
  • Exhibit 88: Valve Corp. - Vendor overview
  • Exhibit 89: Valve Corp. - Organizational developments
  • Exhibit 90: Valve Corp. - Key offerings
  • Exhibit 91: Validation techniques employed for market sizing
  • Exhibit 92: Definition of market positioning of vendors
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