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Eスポーツの世界市場 (2020年版) - 収益源・ストリーミングプラットフォーム・地域・国別の分析:市場考察・COVID-19パンデミック以降の展望 (2020-2025年)

Global Esports Market - Analysis By Revenue Source, Streaming Platform, By Region, By Country (2020 Edition): Market Insights and Outlook Post Covid-19 Pandemic (2020-2025)

出版日: | 発行: Azoth Analytics | ページ情報: 英文 220 Pages | 納期: 即納可能 即納可能とは

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Eスポーツの世界市場 (2020年版) - 収益源・ストリーミングプラットフォーム・地域・国別の分析:市場考察・COVID-19パンデミック以降の展望 (2020-2025年)
出版日: 2020年07月31日
発行: Azoth Analytics
ページ情報: 英文 220 Pages
納期: 即納可能 即納可能とは
担当者のコメント
Azoth Analytics発行のEスポーツ市場レポートです。本レポートの強みはその精緻なセグメンテーションにあり、世界・各地域・国について収益源・ストリーミングプラットフォーム別に市場規模を分析しております。また、第11~12章では、市場の成長・抑制要因や市場の魅力、戦略的分析といった定性情報について分析しています。さらに、第14章では関連プレイヤー10社について事業内容、財務分析、事業戦略等を分析しています。レポート原本のご試読可能ですので、お気軽にお申し込みください。
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のEスポーツ市場規模は、2019年に10億7235万米ドルとなりました。視聴者へのリーチとエンゲージメント活動の増加、驚異的な投資、ゲームのライブストリーミングの増加、リーグトーナメント用インフラの拡大は、市場の成長を促進する主な要因となっています。COVID-19パンデミックにより、全てのスポーツイベントがキャンセルされたため、Eスポーツ市場はエンターテインメントの場を求める新しい観客の注目を集めています。Eスポーツ企業は、ライバルを凌ぐ競争力を得るために収益を増加させ消費者基盤を拡大すべく、革新的な新しいEスポーツのプラットフォームに投資しています。

当レポートでは、世界のEスポーツ市場について調査し、市場の概要、各セグメントおよび地域別による市場規模の予測、主要企業のプロファイル、競合情勢の分析など、体系的な情報を提供しています。

第1章 調査範囲・調査手法

  • 調査範囲
  • 調査手法
  • エグゼクティブサマリー

第2章 戦略提言

第3章 世界のEスポーツ市場:製品展望

第4章 世界のEスポーツ市場:規模と予測

  • 市場規模実績:金額ベース
  • 世界のEスポーツ市場におけるCOVID-19の影響

第5章 世界のEスポーツ市場セグメンテーション:収益源別 (金額ベース)

  • 世界のEスポーツ市場における競合シナリオ:収益源別
  • スポンサーシップ&広告:市場規模と予測
  • 商品&チケット販売:市場規模と予測
  • メディアライツ:市場規模と予測
  • ゲームパブリッシャー料金:市場規模と予測

第6章 世界のEスポーツ市場セグメンテーション:ストリーミングプラットフォーム別 (金額ベース)

  • 世界のEスポーツ市場における競合シナリオ:ストリーミングプラットフォーム別
  • Twitch:市場規模と予測
  • Youtube:市場規模と予測
  • その他:市場規模と予測

第7章 世界のEスポーツ市場:地域分析

  • 世界のEスポーツ市場の競合シナリオ:地域別 (金額ベース)

第8章 北米のEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別

  • 北米市場:規模と予測 (金額ベース)
  • 市場セグメンテーション:収益源別
  • 市場セグメンテーション:ストリーミングプラットフォーム別
  • 北米市場:各国分析
  • 北米の競合シナリオ:国別 (金額ベース)
  • 米国の市場規模・予測 (金額ベース)
  • 米国のEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別
  • カナダの市場規模・予測 (金額ベース)
  • カナダのEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別

第9章 欧州のEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別

  • 欧州市場:規模・予測 (金額ベース)
  • 市場セグメンテーション:収益源別
  • 市場セグメンテーション:ストリーミングプラットフォーム別
  • 欧州市場:各国分析
  • 欧州の競合シナリオ:国別 (金額ベース)
  • ドイツの市場規模・予測 (金額ベース)
  • ドイツのEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別
  • フランスの市場規模・予測 (金額ベース)
  • フランスのEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別
  • 英国の市場規模・予測 (金額ベース)
  • 英国のEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別
  • スペインの市場規模・予測 (金額ベース)
  • スペインのEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別

第10章 アジア太平洋のEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別

  • アジア太平洋市場:規模・予測 (金額ベース)
  • 市場セグメンテーション:収益源別
  • 市場セグメンテーション:ストリーミングプラットフォーム別
  • アジア太平洋市場:各国分析
  • アジア太平洋の競合シナリオ:国別 (金額ベース)
  • 中国の市場規模・予測 (金額ベース)
  • 中国のEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別
  • 日本の市場規模・予測 (金額ベース)
  • 日本のEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別
  • 韓国の市場規模・予測 (金額ベース)
  • 韓国のEスポーツ市場セグメンテーション:収益源・ストリーミングプラットフォーム別

第11章 世界のEスポーツ市場力学

  • 世界のEスポーツ市場成長要因
  • 世界のEスポーツ市場抑制要因
  • 世界のEスポーツ市場動向

第12章 市場の魅力と戦略的分析

  • 市場の魅力
    • 世界のEスポーツ市場の市場魅力度チャート:収益源別
    • 世界のEスポーツ市場の市場魅力度チャート:ストリーミングプラットフォーム別
    • 世界のEスポーツ市場の市場魅力度チャート:地域別、金額ベース
  • 戦略的分析
    • 合併と買収
    • Eスポーツ市場の主な発展

第13章 競合情勢

第14章 企業プロファイル概要(事業内容、財務分析、事業戦略)

  • Modern Times Group
  • Activision Blizzard
  • Valve Corporation
  • Gfinity Plc.
  • Electronic Arts Inc.
  • NVIDIA Corporation
  • Riot Games Inc.
  • FACEIT
  • 任天堂
  • Epic Games
図表

List of Figures

  • Figure 1: Total Sports teams invested or who have an interest in e-sport directly through players or teams
  • Figure 2: Global Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 3: Change in the number of regular and occasional viewers globally (million people)
  • Figure 4: Projected number for e-sport events
  • Figure 5: Breakdown of esports investments in 2018 by investor type
  • Figure 6: Number of global investments in esports 2014-18
  • Figure 7: Smart Phone Market Penetration by Leading Countries (In %), 2019
  • Figure 8: Global Smartphone subscribers 2014-2018 (in million)
  • Figure 9: Global Esports audience growth, 2015-2020
  • Figure 10: Percentage of income wise audience, 2018
  • Figure 11: Percentage of age-group wise audience, 2018
  • Figure 12: Percentage of gender wise audience, 2018
  • Figure 13: Percentage of Esports Fans who use their smartphones to play games, 2018
  • Figure 14: Global Esports Market Share- By Revenue Source, Year 2019 & 2025
  • Figure 15: Global Esports Market- By Sponsorship & Advertising, By Value (USD Million), 2015-2025
  • Figure 16: Global Esports Market- By Merchandise & Ticket Sales, By Value (USD Million), 2015-2025
  • Figure 17: Global Esports Market- By Media Rights, By Value (USD Million), 2015-2025
  • Figure 18: Global Esports Market- By Game Publisher's Fees, By Value (USD Million), 2015-2025
  • Figure 19: Global Esports Market Share- By Streaming Platform, Year 2019 & 2025
  • Figure 20: Global Esports Market- By Twitch, By Value (USD Million), 2015-2025
  • Figure 21: Global Esports Market- By Youtube, By Value (USD Million), 2015-2025
  • Figure 22: Global Esports Market- By Others, By Value (USD Million), 2015-2025
  • Figure 23: Global Esports Market Share- By Region, By Value, Year 2019 & 2025
  • Figure 24: North America Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 25: North America Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 26: North America Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 27: North America Smart Phone adoption rate, (%) 2017 & 2025E
  • Figure 28: North America Population subscribed to Mobile Services (%)
  • Figure 29: Percentage share of gamers in North America
  • Figure 30: Percentage share of Esports fans in North America
  • Figure 31: North America Esports Market Share- By Country, By Value, Year 2019 & 2025
  • Figure 32: Market Opportunity Chart of North America Esports Market - By Country, By Value (Year-2025)
  • Figure 33: United States Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 34: United States Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 35: United States Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 36: U.S Smartphone user penetration, by age, 2018
  • Figure 37: Internet user penetration in United States, (2017-2023)
  • Figure 38: United States Urban Population(% of Total Population), 2014-2018
  • Figure 39: Canada Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 40: Canada Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 41: Canada Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 42: Canada Urban Population Growth (annual %), 2013-18
  • Figure 43: Smartphone User Penetration in Canada, By Age Group, 2014 and 2018
  • Figure 44: Europe Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 45: Percentage of people who regularly watch esports online in selected European countries
  • Figure 46: Europe Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 47: Europe Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 48: Percentage share of gamers in Europe
  • Figure 49: Percentage share of Esports fans in Europe
  • Figure 50: European Union Urban Population growth (annual %), 2013-18
  • Figure 51: Number of Smartphone Users in Western Europe, 2014-2019 (in million)
  • Figure 52: Europe Esports Market Share- By Country, By Value, Year 2019 & 2025
  • Figure 53: Market Opportunity Chart of Europe Esports Market - By Country, By Value (Year-2025)
  • Figure 54: Germany Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 55: Germany Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 56: Germany Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 57: Popularity of esports on online platforms in Germany
  • Figure 58: Number of Internet Users in Germany, 2014-2019 (in million)
  • Figure 59: Germany Urban Population (% of total population), 2014-2018
  • Figure 60: France Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 61: Types of Games played by Players from the General Public, 2019
  • Figure 62: Types of Games played by Recreational Esports Players, 2019
  • Figure 63: Types of Games played by Amateur Esports Players, 2019
  • Figure 64: Esports Consumption in 2019
  • Figure 65: Esports consumption trends by Players from the General Public, 2019
  • Figure 66: Esports consumption trends by Recreational Esports Players, 2019
  • Figure 67: Esports consumption trends by Amateur Esports Players, 2019
  • Figure 68: Esports consumption trends by viewing platform by Players from the General Public, 2019
  • Figure 69: Esports consumption trends by viewing platform by Recreational Esports Players, 2019
  • Figure 70: Esports consumption trends by viewing platform by Amateur Esports Players, 2019
  • Figure 71: Competitive games followed by Players from the General Public, 2019
  • Figure 72: Competitive games followed by Recreational Esports Players, 2019
  • Figure 73: Competitive games followed by Amateur Esports Players, 2019
  • Figure 74: France Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 75: France Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 76: Penetration of Smartphone in France, 2014-2019 (%)
  • Figure 77: France Urban Population (% of total population), 2014-2018
  • Figure 78: United Kingdom Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 79: United Kingdom Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 80: United Kingdom Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 81: UK Smartphone Penetration, By Age Group 2014-2018 (%)
  • Figure 82: United Kingdom Urban Population (% of total population), 2014-2018
  • Figure 83: Spain Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 84: Spain Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 85: Spain Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 86: Spain share of online population that plays at least once per month, 2018
  • Figure 87: Spain Urban Population (% of total population), 2014-2018
  • Figure 88: Asia Pacific Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 89: Asia Pacific Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 90: Asia Pacific Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 91: Penetration of Internet Users in Asia Pacific, 2014-2018 (% of total population)
  • Figure 92: Smartphone User Penetration in Asia-Pacific, 2014-2019 (%)
  • Figure 93: Asia Pacific Urban Population growth (annual %), 2013-18
  • Figure 94: Asia Pacific Esports Market Share- By Country, By Value, Year 2019 & 2025
  • Figure 95: Market Opportunity Chart of Asia Pacific Esports Market - By Country, By Value (Year-2025)
  • Figure 96: China Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 97: China penetration rate of esports online viewership by gender, 2018
  • Figure 98: China penetration rate of esports online viewership by age-group, 2018
  • Figure 99: Total viewing time in a week (In Billion hours)
  • Figure 100: Popular devices for watching others playing video games and playing video games online
  • Figure 101: Popular Game Genre in China, 2018
  • Figure 102: Popular game streaming platforms in China
  • Figure 103: China Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 104: China Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 105: Penetration of Internet Users in China, 2014-2019 (%)
  • Figure 106: Number of Internet Users in China, 2014-2019 (in million)
  • Figure 107: Penetration of Internet Users in China, By Age Group 2014-2018 (in Million)
  • Figure 108: Japan Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 109: Japan penetration rate of esports online viewership by gender, 2018
  • Figure 110: Japan penetration rate of esports online viewership by age-group, 2018
  • Figure 111: Total viewing time in a week (In Million hours)
  • Figure 112: Popular devices for watching others playing video games and playing video games online
  • Figure 113: Popular Game Genre in Japan, 2018
  • Figure 114: Popular game streaming platforms in Japan
  • Figure 115: Japan Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 116: Japan Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 117: Penetration of Internet Users in Japan, 2014-2019 (%)
  • Figure 118: Number of Internet Users in Japan, 2014-2019 (in million)
  • Figure 119: Estimated number of esports viewers in Japan (In Millions), 2018-2023
  • Figure 120: Japan Urban Population (% of Total Population), 2014-18
  • Figure 121: South Korea Esports Market Size, By Value, 2015-2025 (USD Million)
  • Figure 122: South Korea penetration rate of esports online viewership by gender, 2018
  • Figure 123: South Korea penetration rate of esports online viewership by age-group, 2018
  • Figure 124: Total viewing time in a week (In Million hours)
  • Figure 125: Popular devices for watching others playing video games and playing video games online
  • Figure 126: Popular Game Genre in South Korea, 2018
  • Figure 127: Popular game streaming platforms in South Korea
  • Figure 128: South Korea Esports Market (By Revenue Source), By Value (USD Million), 2015-2025
  • Figure 129: South Korea Esports Market (By Streaming Platform), By Value (USD Million), 2015-2025
  • Figure 130: South Korea Mobile subscriptions, 2019-2024 (Millions)
  • Figure 131: Korea Rep Urban Population (% of Total Population), 2014-18
  • Figure 132: Market Attractiveness Chart of Global Esports Market - By Revenue Source (Year-2025)
  • Figure 133: Market Attractiveness Chart of Global Esports Market - By Streaming Platform (Year-2025)
  • Figure 134: Market Attractiveness Chart of Global Esports Market - By Region, By Value, (Year-2025)
  • Figure 135: Top 8 Esports Team Organizations of 2019 by Competition Results
  • Figure 136: Modern Times Group Annual Revenue (USD Million), Year 2017-2019
  • Figure 137: Modern Times Group Net Income/Loss (USD Million), Year 2017-2019
  • Figure 138: Modern Times Group Sales Revenue Split, By Business Segment (%), FY2019
  • Figure 139: Modern Times Group Sales Revenue Split, By Geography (%), FY2019
  • Figure 140: Activision Blizzard Annual Revenue (USD Million), Year 2015-2019
  • Figure 141: Activision Blizzard Net Income/Loss (USD Million), Year 2015-2019
  • Figure 142: Activision Blizzard Sales Revenue Split, By Business Segment (%), FY2019
  • Figure 143: Activision Blizzard Sales Revenue Split, By Distribution Channel (%), FY2019
  • Figure 144: Activision Blizzard Sales Revenue Split, By Geography (USD Million), FY2019
  • Figure 145: Gfinity Plc. Annual Revenue (USD Million), Year 2015-2019
  • Figure 146: Gfinity Plc. Net Income/Loss (USD Million), Year 2015-2019
  • Figure 147: Gfinity Plc. Sales Revenue Split, By Business Segment (%), FY2019
  • Figure 148: Gfinity Plc. Sales Revenue Split, By Geography (%), FY2019
  • Figure 149: NVIDIA Corporation Annual Revenue (USD Million), Year 2016-2020
  • Figure 150: NVIDIA Corporation Net Income/Loss (USD Million), Year 2016-2020
  • Figure 151: NVIDIA Corporation Sales Revenue Split, By Business Segment (%), FY2020
  • Figure 152: NVIDIA Corporation Sales Revenue Split, By Geography (%), FY2020
  • Figure 153: Nintendo Co. Ltd. Annual Revenue (USD Million), Year 2016-2020
  • Figure 154: Nintendo Co. Ltd. Net Income/Loss (USD Million), Year 2016-2020
  • Figure 155: Nintendo Co. Ltd. Sales Revenue Split, By Geography (%), FY2020

List of Tables

Table A: Types of e-sport game with examples

Table B: Examples of participants

Table C: Esports events that have sprouted to fill the gap of traditional sports

Table D: Event organisers have delayed events, continued to hold them online or live without an audience

Table E: Highest Earnings By Top 10 Country

Table F: Top Countries by Smartphone Users

Table G: Most Popular Esports titles

Table H: Games played by esports fans, 2018

Table I: Esports engagement of selected nonendemic brands

Table J: Selected traditional sports clubs and esports titles

Table K: Games played by esports fans, 2018

Table L: Games played by esports fans, 2018

Table M: Esport Viewing preference in China

Table N: Esport Viewing preference in Japan

Table O: Esport Viewing preference in South Korea

Table P: Selected M&A transactions in Europe since 2015

目次

Executive Summary

With stadiums vacant and all sporting events cancelled due to the Covid-19 pandemic, the E-Sports market has gained major significance as it draws the attention of a new audience looking for entertainment avenues. Esports companies are investing in innovative new Esports platform for increasing their revenue and expanding their consumer base and also for gaining a competitive edge over their rivals.

The Global Esports Market was valued at USD 1072.35 Million in the year 2019. The increasing audience reach and engagement activities, formidable investments, rising live streaming of games, and increasing infrastructure for the league tournaments are key factors driving the market growth.

Mergers and Acquisitions is one of the major word for corporate finance world. In June 2019, Immortals Gaming Club, a USA-based company specialized in providing esports platform through the development of software such as video game software, acquired Infinite Esports & Entertainment for over USD 100 million. The acquisition is expected to help Immortals Gaming Club to become a part of franchised esports leagues and to become the world`s largest esports organizations, boosting elite brands such as Immortals, OpTic, MIBR and LA Valiant.

North America region holds the major Esports market share in 2019 as the region has reliably commanded the market for a considerable length of time, with PC gaming serving a more specialty gathering of customers. With the diversified North America League of Legends Championship Series (NA LCS) and Overwatch League, speculation and development are relied upon to proceed in the coming years.

Scope of the Report

  • The report analyses the Esports Market by Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media rights, Game Publisher's Fees)
  • The report assesses the Esports market by Streaming Platform (Twitch, Youtube, Others)
  • The Global E-Sports Market has been analysed By Region (North America, Europe, Asia Pacific, LAMEA) and By Country (United States, Canada, Germany, United Kingdom, France, Spain, China, Japan, South Korea).
  • The attractiveness of the market has been presented by region, Revenue Source, and Streaming Platform. Also, the major opportunities, trends, drivers and challenges of the industry has been analysed in the report.
  • The report tracks key developments, strategies and mergers and acquisitions. The companies analysed in the report include Activision Blizzard, Modern Times Group, FACEIT, Epic Games, Nintendo Co. Ltd., Riot Games Inc., NVIDIA Corporation, Electronic Arts Inc., Gfinity Plc., Valve Corporation.
  • The report presents the analysis of Esports market for the historical period 2015-2019 and the forecast period of 2020-2025.

Key Target Audience

  • Esports Vendors
  • Esports Streaming Platforms
  • Consulting and Advisory Firms
  • Government and Policy Makers
  • Investment Banks and Equity Firms
  • Regulatory Authorities

Table of Contents

1. Report Scope and Methodology

  • 1.1 Scope of the Report
  • 1.2 Research Methodology
  • 1.3 Executive Summary

2. Strategic Recommendations

3. Global Esports Market: Product Outlook

4. Global Esports Market: Sizing and Forecast

  • 4.1 Market Size, By Value, Year 2015-2025
  • 4.2 Impact of COVID-19 on Global E-Sports Market

5. Global Esports Market Segmentation By Revenue Source (By Value)

  • 5.1 Competitive Scenario of Global Esports: By Revenue Source
  • 5.2 Sponsorship & Advertising- Market Size and Forecast (2020-2025)
  • 5.3 Merchandise & Ticket Sales- Market Size and Forecast (2020-2025)
  • 5.4 Media Rights- Market Size and Forecast (2020-2025)
  • 5.5 Game Publisher's Fees- Market Size and Forecast (2020-2025)

6. Global Esports Market Segmentation By Streaming Platform (By Value)

  • 6.1 Competitive Scenario of Global E-Sports: By Streaming Platform
  • 6.2 Twitch- Market Size and Forecast (2020-2025)
  • 6.3 Youtube- Market Size and Forecast (2020-2025)
  • 6.4 Others- Market Size and Forecast (2020-2025)

7. Global Esports Market: Regional Analysis

  • 7.1 Competitive Scenario of Global Esports: By Region, By Value

8. North America Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)

  • 8.1 North America Esports Market: Size and Forecast (2020-2025), By Value
  • 8.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher's Fees)
  • 8.3 Market Segmentation By Streaming Platform (Twitch, Youtube, Others)
  • 8.4 North America Esports Market: Country Analysis
  • 8.5 Competitive Scenario of North America E-Sports - By Country, By Value
  • 8.6 Market Opportunity Chart of North America E-Sports Market - By Country, By Value (Year-2025)
  • 8.7 United States Esports Market: Size and Forecast (2020-2025), By Value
  • 8.8 United States Esports Market Segmentation By Revenue Source, Streaming Platform
  • 8.9 Canada Esports Market: Size and Forecast (2020-2025), By Value
  • 8.10 Canada Esports Market Segmentation By Revenue Source, Streaming Platform

9. Europe Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)

  • 9.1 Europe Esports Market: Size and Forecast (2020-2025), By Value
  • 9.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher's Fees)
  • 9.3 Market Segmentation By Streaming Platform (Twitch, Youtube, Others)
  • 9.4 Europe Esports Market: Country Analysis
  • 9.5 Competitive Scenario of Europe E-Sports: By Country, By Value
  • 9.6 Market Opportunity Chart of Europe E-Sports Market - By Country, By Value (Year-2025)
  • 9.7 Germany Esports Market: Size and Forecast (2020-2025), By Value
  • 9.8 Germany Esports Market Segmentation By Revenue Source, Streaming Platform
  • 9.9 France Esports Market: Size and Forecast (2020-2025), By Value
  • 9.10 France Esports Market Segmentation By Revenue Source, Streaming Platform
  • 9.11 United Kingdom E-Sports Market: Size and Forecast (2020-2025), By Value
  • 9.12 United Kingdom E-Sports Market Segmentation By Revenue Source, Streaming Platform
  • 9.13 Spain Esports Market: Size and Forecast (2020-2025), By Value
  • 9.14 Spain Esports Market Segmentation By Revenue Source, Streaming Platform

10. Asia Pacific Esports Market: Segmentation By Revenue Source, Streaming Platform (2020-2025)

  • 10.1 Asia Pacific Esports Market: Size and Forecast (2020-2025), By Value
  • 10.2 Market Segmentation By Revenue Source (Sponsorship & Advertising, Merchandise & Ticket Sales, Media Rights, Game Publisher's Fees)
  • 10.3 Market Segmentation By Streaming Platform (Twitch, Youtube, Others)
  • 10.4 Asia Pacific Esports Market: Country Analysis
  • 10.5 Competitive Scenario of Asia Pacific E-Sports: By Country, By Value
  • 10.6 Market Opportunity Chart of Asia Pacific E-Sports Market - By Country, By Value (Year-2025)
  • 10.7 China Esports Market: Size and Forecast (2020-2025), By Value
  • 10.8 China Eports Market Segmentation By Revenue Source, Streaming Platform
  • 10.9 Japan Esports Market: Size and Forecast (2020-2025), By Value
  • 10.10 Japan Esports Market Segmentation By Revenue Source, Streaming Platform
  • 10.11 South Korea Esports Market: Size and Forecast (2020-2025), By Value
  • 10.12 South Korea Esports Market Segmentation By Revenue Source, Streaming Platform

11. Global Esports Market Dynamics

  • 11.1 Global Esports Market Drivers
  • 11.2 Global Esports Market Restraints
  • 11.3 Global Esports Market Trends

12. Market Attractiveness & Strategic Analysis

  • 12.1 Market Attractiveness
    • 12.1.1 Market Attractiveness Chart of Global Esports Market - By Revenue Source, By Value
    • 12.1.2 Market Attractiveness Chart of Global Esports Market - By Streaming Platform, By Value
    • 12.1.3 Market Attractiveness Chart of Global Esports Market - By Region, By Value
  • 12.2 Strategic Analysis
    • 12.2.1 Mergers and Acquisitions
    • 12.2.2 Key Developments in E-Sports Market

13. Competitive Landscape

  • 13.1 Top 8 Esports Team Organizations of 2019 by Competition Results

14. Company Profiles (Business Description, Financial Analysis, Business Strategy)

  • 14.1 Modern Times Group
  • 14.2 Activision Blizzard
  • 14.3 Valve Corporation
  • 14.4 Gfinity Plc.
  • 14.5 Electronic Arts Inc.
  • 14.6 NVIDIA Corporation
  • 14.7 Riot Games Inc.
  • 14.8 FACEIT
  • 14.9 Nintendo Co. Ltd.
  • 14.10 Epic Games
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