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市場調査レポート
商品コード
931056

eスポーツ:Douyu、Huya、Twitch、YouTube

Esports: Douyu, Huya, Twitch and YouTube

出版日: | 発行: BCC Research | ページ情報: 英文 145 Pages | 納期: 即納可能 即納可能とは

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=105.58円
eスポーツ:Douyu、Huya、Twitch、YouTube
出版日: 2020年04月02日
発行: BCC Research
ページ情報: 英文 145 Pages
納期: 即納可能 即納可能とは
  • 全表示
  • 概要
  • 図表
  • 目次
概要

2019年に13億米ドル規模だったeスポーツの世界市場は、2024年までの間にCAGR31.5%で成長し、50億米ドルに達する見込みです。スポンサーシップについては、2019年の5億6,970万米ドルから2024年には19億米ドルに成長し、2019年から2024年の予測期間のCAGRは27.9%になると予測されています。また、メディア権においては2019年の2億4110万米ドルから2024年には17億米ドルに成長し、2019年から2024年の予測期間のCAGRは47.1%になると予測されています。

当レポートでは、世界規模で組織され、メディア権やスポンサーシップなど様々な収益を生んでいるeスポーツの世界市場について取り上げています。

第1章 イントロダクション

  • 調査のゴールと目的
  • 本調査の実施理由
  • 対象読者
  • 調査の範囲
  • 情報源
  • 調査手法
  • 地域的内訳
  • アナリストについて
  • BCCカスタムリサーチ
  • 関連レポート

第2章 サマリーとハイライト

第3章 市場と技術の背景

  • 最も人気のあるeスポーツゲーム
  • 市場の展望と参入者
  • ターゲットオーディエンスの分析
  • 市場の動向と機会
  • 収益源別eスポーツ市場
    • メディア権
    • 広告
    • チケット・グッズ販売
    • スポンサーシップ
    • 出版費

第4章 収益源別eスポーツ市場の内訳

  • 収益源別eスポーツの世界市場
    • メディア権(地域別)
    • 広告(地域別)
    • チケット・グッズ販売(地域別)
    • スポンサーシップ(地域別)
    • 出版費(地域別)

第5章 地域別市場の内訳

  • 地域別のeスポーツ市場
    • 北米
    • 欧州
    • アジア太平洋
    • 南米
    • その他

第6章 市場の活性因子tお課題

  • 活性因子
    • 認知の拡大とプレイヤーの収益化機会
    • テレビゲームの人気上昇
    • 高額賞金トーナメント数の増加
  • 課題
    • 不正賭博と八百長の横行による脅威
    • 規格の不足

第7章 企業プロファイル

  • ACTIVISION BLIZZARD
  • AMAZON
  • AXION VENTURES INC.
  • BACKSTAGEPLAY INC.
  • BANDAI NAMCO ENTERTAINMENT
  • BETHSEDA SOFTWORKS LLC
  • BRAGG GAMING GROUP INC.
  • CAPCOM CO. LTD.
  • CJ CORP.
  • CONTAGIOUS GAMING INC.
  • DOUYU
  • ELECTRONIC ARTS INC.
  • FACEIT
  • GAMELOFT
  • GFINITY PLC
  • GUNGHO ONLINE ENTERTAINMENT INC.
  • HI-REZ STUDIOS
  • HUYA
  • KONAMI DIGITAL ENTERTAINMENT CO. LTD.
  • KUUHUBB INC.
  • MAD CATZ INTERACTIVE INC.
  • MICROSOFT CORP.
  • MILLENNIAL ESPORTS CORP.
  • MODERN TIMES GROUP
  • NETEASE
  • NINTENDO
  • PLUG IN DIGITAL
  • SEGA
  • SMASHCAST.TV
  • SONY CORP.
  • SQUARE ENIX CO. LTD.
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • TENCENT
  • THE STARS GROUP INC.
  • TURNER BROADCASTING SYSTEM
  • TWITCH.TV
  • UBISOFT
  • VALVE CORP.
  • VERSUS SYSTEMS INC.
  • ZYNGA INC.
図表

List of Tables

  • Summary Table: Global Market for Esports, by Revenue Stream, Through 2024
    • Table 1: Biggest Esports Games with Total Prize Money, 2018
    • Table 2: Number of Viewers of the Biggest Esports Games for the Most Popular Tournaments, 2018
    • Table 3: Top 10 Professional Esports Companies, by Their Worth and Revenue, 2018
    • Table 4: Top 10 Most Watched Esports Games on Twitch, Jan.-Feb. 2020
    • Table 5: Top Esports Games Publishers and Their Most Popular Game Franchises, 2018
    • Table 6: Top 10 Esports Games by Player Participation and Number of Tournaments, 2018
    • Table 7: Most Played Esports Games by Percentage of Fans, 2018
    • Table 8: Most Played Esports Games Played in North America by Percentage of Fans, 2018
    • Table 9: Most Played Esports Games Played in Europe by Percentage of Fans, 2018
    • Table 10: Top 10 Countries by Esports Engagement Among Male Fans Aged 16-24 Years, 2018
    • Table 11: Brand Discovery Methods Used to Attract Esports Fans Aged 16-24 Years, 2018
    • Table 12: Global Market for Esports, by Revenue Stream, Through 2024
    • Table 13: Global Market for Esports Media Rights, by Region, Through 2024
    • Table 14: Global Market for Esports Advertising, by Region, Through 2024
    • Table 15: Global Market for Esports for Tickets and Merchandise, by Region, Through 2024
    • Table 16: Global Market for Esports Sponsorships, by Region, Through 2024
    • Table 17: Global Market for Esports Publisher Fees, by Region, Through 2024
    • Table 18: Global Market for Esports, by Region, Through 2024
    • Table 19: North American Market for Esports, by Country, Through 2024
    • Table 20: U.S. Market for Esports, by Revenue Stream, Through 2024
    • Table 21: Canadian Market for Esports, by Revenue Stream, Through 2024
    • Table 22: Mexican Market for Esports, by Revenue Stream, Through 2024
    • Table 23: European Market for Esports, by Country/Region, Through 2024
    • Table 24: German Market for Esports, by Revenue Stream, Through 2024
    • Table 25: U.K. Market for Esports, by Revenue Stream, Through 2024
    • Table 26: French Market for Esports, by Revenue Stream, Through 2024
    • Table 27: Italian Market for Esports, by Revenue Stream, Through 2024
    • Table 28: Swedish Market for Esports, by Revenue Stream, Through 2024
    • Table 29: Spanish Market for Esports, by Revenue Stream, Through 2024
    • Table 30: Rest of Europe Market for Esports, by Revenue Stream, Through 2024
    • Table 31: Asia-Pacific Market for Esports, by Country/Region, Through 2024
    • Table 32: Chinese Market for Esports, by Revenue Stream, Through 2024
    • Table 33: Japanese Market for Esports, by Revenue Stream, Through 2024
    • Table 34: South Korean Market for Esports, by Revenue Stream, Through 2024
    • Table 35: Indonesian Market for Esports, by Revenue Stream, Through 2024
    • Table 36: Taiwanese Market for Esports, by Revenue Stream, Through 2024
    • Table 37: Rest of Asia-Pacific Market for Esports, by Revenue Stream, Through 2024
    • Table 38: South American Market for Esports, by Country/Region, Through 2024
    • Table 39: South American Market for Esports, by Revenue Stream, Through 2024
    • Table 40: RoW Market for Esports, by Country/Region, Through 2024
    • Table 41: RoW Market for Esports, by Revenue Stream, Through 2024
    • Table 42: Growth in the Global Esports Audience, 2017-2022
    • Table 43: Brands Preference Among Esports Fans, by Country, 2017-2022
    • Table 44: Global Video Gaming Industry Revenue and Year-on-Year Growth, by Region, 2019
    • Table 45: Leading Public Video Game Companies, by Revenue, 2nd Quarter 2019
    • Table 46: Top 10 Esports Games by Total Prize Money, 2019
    • Table 47: Top Live Game Streaming Platforms by Hours Watched, 2018 and 2019
    • Table 48: Top 10 Most Viewed Esports Events by Unique Views in Esports History, Through 2018
    • Table 49: Global Top 10 Professional Esports Team, by Prize Money Earned, 2019
    • Table 50: Activision Blizzard: Recent Financial Performance, Through 2018
    • Table 51: Amazon: Recent Financial Performance, Through 2018
    • Table 52: Axion Ventures Inc.: Recent Financial Performance, Through 2018
    • Table 53: Bandai Namco Entertainment: Recent Financial Performance, Through 2018
    • Table 54: Capcom Co. Ltd.: Recent Financial Performance, Through 2018
    • Table 55: CJ Corp.: Recent Financial Performance, Through 2018
    • Table 56: Contagious Gaming Inc.: Recent Financial Performance, Through 2018
    • Table 57: Electronic Arts Inc.: Recent Financial Performance, Through 2018
    • Table 58: Gfinity PLC: Recent Financial Performance, Through 2018
    • Table 59: GungHo Online Entertainment Inc.: Recent Financial Performance, Through 2018
    • Table 60: Konami Digital Entertainment Co. Ltd.: Recent Financial Performance, Through 2018
    • Table 61: Microsoft Corp.: Recent Financial Performance, Through 2018
    • Table 62: Modern Times Group: Recent Financial Performance, Through 2018
    • Table 63: NetEase: Recent Financial Performance, Through 2018
    • Table 64: Nintendo: Recent Financial Performance, Through 2018
    • Table 65: Sega: Recent Financial Performance, Through 2018
    • Table 66: Sony Corp.: Recent Financial Performance, Through 2018
    • Table 67: Square Enix Co. Ltd.: Recent Financial Performance, Through 2018
    • Table 68: Take-Two Interactive Software Inc.: Recent Financial Performance, Through 2018
    • Table 69: Tencent: Recent Financial Performance, Through 2018
    • Table 70: The Stars Group Inc.: Recent Financial Performance, Through 2018
    • Table 71: Turner Broadcasting System: Recent Financial Performance, Through 2018
    • Table 72: Ubisoft: Recent Financial Performance, Through 2018
    • Table 73: Zynga Inc.: Recent Financial Performance, Through 2018

List of Figures

  • Summary Figure: Global Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 1: Global Esports Audience Breakdown, by Age Group, 2018
    • Figure 2: Global Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 3: Global Market Shares of Esports for Media Rights, by Region, 2019 and 2024
    • Figure 4: Global Market Shares of Esports Advertising, by Region, 2019 and 2024
    • Figure 5: Global Market Shares of Esports for Tickets and Merchandise, by Region, 2019 and 2024
    • Figure 6: Global Market Shares of Esports Sponsorships, by Region, 2019 and 2024
    • Figure 7: Global Market Shares of Esports Publisher Fees, by Region, 2019 and 2024
    • Figure 8: Global Market Shares of Esports, by Region, 2019 and 2024
    • Figure 9: North American Market Shares of Esports, by Country, 2019 and 2024
    • Figure 10: U.S. Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 11: Canadian Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 12: Mexican Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 13: European Market Shares of Esports, by Country/Region, 2019 and 2024
    • Figure 14: German Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 15: U.K. Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 16: French Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 17: Italian Market for Esports, by Revenue Stream, 2019 and 2024
    • Figure 18: Swedish Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 19: Spanish Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 20: Rest of Europe Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 21: Asia-Pacific Market Shares of Esports, by Country/Region, 2019 and 2024
    • Figure 22: Chinese Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 23: Japanese Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 24: South Korean Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 25: Indonesian Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 26: Taiwanese Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 27: Rest of Asia-Pacific Market for Esports, by Revenue Stream, 2019 and 2024
    • Figure 28: South American Market Shares of Esports, by Country/Region, 2019 and 2024
    • Figure 29: South American Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 30: RoW Market Shares of Esports, by Country/Region, 2019 and 2024
    • Figure 31: RoW Market Shares of Esports, by Revenue Stream, 2019 and 2024
    • Figure 32: Global Gaming Industry Revenue, by Platform, 2018 and 2022
    • Figure 33: Activision Blizzard: Revenue Share, by Segment, 2018
    • Figure 34: Activision Blizzard: Revenue Share, by Region, 2018
    • Figure 35: Amazon: Revenue Share, by Segment, 2018
    • Figure 36: Amazon: Revenue Share, by Region, 2018
    • Figure 37: Axion Ventures Inc.: Revenue Share, by Segment, 2018
    • Figure 38: Axion Ventures Inc.: Revenue Share, by Region, 2018
    • Figure 39: Bandai Namco Entertainment: Revenue Share, by Segment, 2018
    • Figure 40: Bandai Namco Entertainment: Revenue Share, by Region, 2018
    • Figure 41: Capcom Co. Ltd.: Revenue Share, by Segment, 2018
    • Figure 42: Capcom Co. Ltd.: Revenue Share, by Region, 2018
    • Figure 43: CJ Corp.: Revenue Share, by Segment, 2018
    • Figure 44: CJ Corp.: Revenue Share, by Region, 2018
    • Figure 45: Electronic Arts Inc.: Revenue Share, by Segment, 2018
    • Figure 46: Electronic Arts Inc.: Revenue Share, by Region, 2018
    • Figure 47: Gfinity PLC: Revenue Share, by Segment, 2018
    • Figure 48: Gfinity PLC: Revenue Share, by Region, 2018
    • Figure 49: GungHo Online Entertainment Inc.: Revenue Share, by Region, 2018
    • Figure 50: Konami Digital Entertainment Co. Ltd.: Revenue Share, by Segment, 2018
    • Figure 51: Konami Digital Entertainment Co. Ltd.: Revenue Share, by Region, 2018
    • Figure 52: Microsoft Corp.: Revenue Share, by Segment, 2018
    • Figure 53: Microsoft Corp.: Revenue Share, by Region, 2018
    • Figure 54: Modern Times Group: Revenue Share, by Segment, 2018
    • Figure 55: Modern Times Group: Revenue Share, by Region, 2018
    • Figure 56: NetEase: Revenue Share, by Segment, 2018
    • Figure 57: Nintendo: Revenue Share, by Segment, 2018
    • Figure 58: Nintendo: Revenue Share, by Region, 2018
    • Figure 59: Sega: Revenue Share, by Segment, 2018
    • Figure 60: Sega: Revenue Share, by Region, 2018
    • Figure 61: Sony Corp.: Revenue Share, by Segment, 2018
    • Figure 62: Sony Corp.: Revenue Share, by Region, 2018
    • Figure 63: Square Enix Co. Ltd.: Revenue Share, by Segment, 2018
    • Figure 64: Square Enix Co. Ltd.: Revenue Share, by Region, 2018
    • Figure 65: Take-Two Interactive Software Inc.: Revenue Share, by Segment, 2018
    • Figure 66: Take-Two Interactive Software Inc.: Revenue Share, by Region, 2018
    • Figure 67: Tencent: Revenue Share, by Segment, 2018
    • Figure 68: Tencent: Revenue Share, by Region, 2018
    • Figure 69: The Stars Group Inc.: Revenue Share, by Segment, 2018
    • Figure 70: The Stars Group Inc.: Revenue Share, by Region, 2018
    • Figure 71: Turner Broadcasting System: Revenue Share, by Segment, 2018
    • Figure 72: Turner Broadcasting System: Revenue Share, by Region, 2018
    • Figure 73: Ubisoft: Revenue Share, by Segment, 2018
    • Figure 74: Ubisoft: Revenue Share, by Region, 2018
    • Figure 75: Zynga Inc.: Revenue Share, by Segment, 2018
    • Figure 76: Zynga Inc.: Revenue Share, by Region, 2018
目次
Product Code: CON007A

Highlights:

The global esports market should reach $5 billion by 2024 from $1.3 billion in 2019 at a compound annual growth rate (CAGR) of 31.5% for the forecast period of 2019 to 2024.

The sponsorships segment of the global esports market is expected to grow from $569.7 million in 2019 to $1.9 billion in 2024 at a CAGR of 27.9% for the forecast period of 2019 to 2024.

The media rights segment of the global esports market is expected to grow from $241.1 million in 2019 to $1.7 billion in 2024 at a CAGR of 47.1% for the forecast period of 2019 to 2024.

Report Scope:

The scope of this report is broad and covers the global markets for esports, which is organized globally to generate various types of revenue streams, ranging from media rights to sponsorships to tickets and merchandise. The market is broken down by revenue streams and by region. Revenue forecasts from 2019 to 2024 are presented for revenue stream and regional market.

The report also includes a discussion on the major players in each of the regional markets for esports. It explains the major market drivers of the global market for esports, the current trends within the industry and the regional dynamics of the esports market. The report concludes with a special focus on the vendor landscape which includes detailed profiles of the major vendors in the esports industry globally.

Report Includes:

  • 74 tables
  • An overview of global esports market
  • Analyses of global market trends, with data from 2018 and 2019, and projections of compound annual growth rates (CAGRs) through 2024
  • An idea about popular esports games and market analysis of target audience
  • Analysis of the market's dynamics, specifically growth drivers, restraints, and opportunities
  • Coverage of esports market landscape and involved parties
  • Knowledge about revenue streams of esports market, i.e., media rights, advertising, tickets and merchandise sales, sponsorships and publisher fees
  • Comprehensive profiles of major players in the industry, including Activision Blizzard, CJ Corp., Electronic Arts, Gfinity, Modern Times Group, Take-two Interactive Software Inc., Tencent and Valve Corp.

Table of Contents

Chapter 1: Introduction

  • Study Goals and Objectives
  • Reasons for Doing This Study
  • Intended Audience
    • Recent Developments
  • Scope of Report
  • Information Sources
  • Methodology
  • Geographic Breakdown
  • Analyst's Credentials
  • BCC Custom Research
  • Related BCC Research Reports

Chapter 2: Summary and Highlights

Chapter 3: Market and Technology Background

  • Most Popular Esports Games
  • Market Landscape and Participants
  • Target Audience Analysis
  • Market Trends and Opportunities
  • Esports Market by Revenue Stream
    • Media Rights
    • Advertising
    • Tickets and Merchandise Sales
    • Sponsorships
    • Publisher Fees

Chapter 4: Market Breakdown by Revenue Stream

  • Global Market for Esports by Revenue Stream
    • Global Market for Esports Media Rights by Region
    • Global Market for Esports Advertising by Region
    • Global Market for Esports Tickets and Merchandise by Region
    • Global Market for Esports Sponsorships by Region
    • Global Market for Esports Publisher Fees by Region

Chapter 5: Market Breakdown by Region

  • Global Market for Esports by Region
    • North American Market for Esports
    • European Market for Esports
    • Asia-Pacific Market for Esports
    • South American Market for Esports
    • RoW Market for Esports

Chapter 6: Market Drivers and Challenges

  • Drivers
    • Increasing Awareness and Monetization Opportunities for Players
    • Rising Popularity of Video Games
    • Growing Number of Tournaments with Large Prize Money
  • Challenges
    • Prevalence of Betting Frauds and Match-Fixing Threats
    • Lack of Standardization

Chapter 7: Company Profiles

  • ACTIVISION BLIZZARD
  • AMAZON
  • AXION VENTURES INC.
  • BACKSTAGEPLAY INC.
  • BANDAI NAMCO ENTERTAINMENT
  • BETHSEDA SOFTWORKS LLC
  • BRAGG GAMING GROUP INC.
  • CAPCOM CO. LTD.
  • CJ CORP.
  • CONTAGIOUS GAMING INC.
  • DOUYU
  • ELECTRONIC ARTS INC.
  • FACEIT
  • GAMELOFT
  • GFINITY PLC
  • GUNGHO ONLINE ENTERTAINMENT INC.
  • HI-REZ STUDIOS
  • HUYA
  • KONAMI DIGITAL ENTERTAINMENT CO. LTD.
  • KUUHUBB INC.
  • MAD CATZ INTERACTIVE INC.
  • MICROSOFT CORP.
  • MILLENNIAL ESPORTS CORP.
  • MODERN TIMES GROUP
  • NETEASE
  • NINTENDO
  • PLUG IN DIGITAL
  • SEGA
  • SMASHCAST.TV
  • SONY CORP.
  • SQUARE ENIX CO. LTD.
  • TAKE-TWO INTERACTIVE SOFTWARE INC.
  • TENCENT
  • THE STARS GROUP INC.
  • TURNER BROADCASTING SYSTEM
  • TWITCH.TV
  • UBISOFT
  • VALVE CORP.
  • VERSUS SYSTEMS INC.
  • ZYNGA INC.
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