表紙:スポーツおよびeスポーツ:テーマ別調査
市場調査レポート
商品コード
1014034

スポーツおよびeスポーツ:テーマ別調査

Sport and Esports - Thematic Research

出版日: | 発行: GlobalData | ページ情報: 英文 44 Pages | 納期: 即納可能 即納可能とは

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スポーツおよびeスポーツ:テーマ別調査
出版日: 2021年05月31日
発行: GlobalData
ページ情報: 英文 44 Pages
納期: 即納可能 即納可能とは
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本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
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  • 概要
  • 目次
概要

ビデオゲームおよびオンラインストリーミングゲームの人気が急上昇しており、eスポーツは最も急成長している分野のひとつとなっています。過去10年間でTwitchやFacebook Gamingなどの主要ストリーミングプラットフォームが登場したことで、ゲームファンはプレイヤーが高額賞金をかけ対戦するのを観戦できるようになりました。昨年は新型コロナウイルス感染症(COVID-19)の影響で多くの人がステイホームを余儀なくされましたが、eスポーツの人気は高まる一方で、2020年にはeスポーツトーナメントの配信時間および視聴時間の増加が記録されています。

当レポートでは、スポーツおよびeスポーツに焦点を当て、eスポーツ業界の概要、eスポーツ分野の最近の動向や、新型コロナウイルス感染症(COVID-19)による影響分析、今後数年間に直面する可能性のある課題などについてまとめています。

目次

第1章 エグゼクティブサマリー

第2章 プレイヤー

第3章 概要:テーマ別

第4章 動向

  • テクノロジー動向
  • 業界動向

第5章 業界分析

  • 市場規模と成長予測
  • タイムライン

第6章 バリューチェーン

第7章 企業

第8章 さらなる洞察

第9章 テーマ別調査手法

第10章 GlobalDataについて

第11章 お問い合わせ

目次
Product Code: GDSPO-TR-S004

Esports has been one of the fastest growing sectors in all of business, as the popularity of video games and online streaming continues to soar. The launch of major streaming platforms in the last decade such as Twitch and Facebook Gaming has allowed video game fans to watch the best of the best compete in high stakes events at their favourite games, and with COVID-19 forcing many to stay at home for the last year, the sector has only become more popular, with 2020 recording a greater number of hours watched and streamed of esports tournament by fans in recent years. While this has been a benefit, the lack of events being held at venues has also been a negative for esports in the past year. In addition to all of this, professional sports teams are looking to make greater investments in the world of esports, as its popularity grows. COVID-19 accelerated sports teams interests in esports following a global shutdown of sports in 2020.

The general purpose of this report is to serve as a look at recent developments in the esports sector, and the intersection between competitive gaming and professional sports teams. In particular, a general overview of the esports industry is provided, as well as recent developments and news, and the impacts of COVID-19 on the scene of competitive gaming, both positive and negative, as well as a look at the potential future.

GlobalData defines esports as organized multiplayer video game competitions, usually involving professional players. Although organized video game competitions have been part of the gaming industry for several decades, the trend of professional gaming did not emerge into the mainstream until the late 2000s. Nowadays, game developers design some of their products specifically around esports, and events are watched by more than 400 million people around the world.

Other sections of the report focus on specifically on some of esports most popular titles and how their popularity, as well as the money involved, has grown in recent years. Also discussed are prevalent themes within the world of esports, and potential issues facing the sector in the coming years. The industry analysis section focuses on the potential future financial growth of esports, and the potential growth in popularity for many of esports biggest games going forward.

An analysis of the intersection of between sports and esports, as well as recent developments in the world of esports

Key Highlights

  • Esports is witnessing rapid growth, in both investment and popularity. Figures from Newzoo predict that global esports revenues could increase by 14.5% year-on-year in 2021, up to $1.08 billion, of which $833.6 million will come from sponsorship and media rights deals.
  • The first League of Legends events held in 2011 had prize money of $100,000 up for grabs, which grew exponentially in the following years. By 2017, the total prize pool of money had grown to $5 million.
  • The only revenue streams COVID-19 had a negative effect on with regards to esports revenues were publisher fees and merchandise/tickets, due to the lack of live events. Merchandise and tickets, for obvious reasons, suffered drastically, experiencing a 50.3% year-on-year drop in 2020 to $52.5m. Sponsorship and media rights revenues increased by 7.5% and 3.3% year-on-year respectively to $584.1m and $163.3m despite the pandemic.
  • The global esports audience is estimated to reach 577 million by the end of 2024, up from 436 million in 2020.
  • Esports remains a long way off North America's other professional sports leagues, the NFL, NBA and MLB. The median value of an NHL franchise was determined to be $520 million, as opposed to these other leagues, all of which see a median value eclipsing $1.6 billion.
  • According to a report from Stream Hatchet, global esports streaming increased by 70% year-on-year in 2020, fuelled by the impact of COVID-19. Despite the return of live sport during the summer of 2020, esports viewership over this period remained high, with Twitch and Facebook Gaming seeing a cumulative year-on-year growth of 69% in viewership, compared to the summer of 2019.

Scope

  • This report provides an overview of the growth and history of esports, as well as some of the most popular games and tournaments.
  • It identifies the key trends currently dominating the esports market, broken down into industry and macroeconomic trends.
  • Also provided is a look at how professional sports leagues and teams, such as Formula One, the NBA and major football clubs like Manchester City and PSG have begun investing in esports teams and partnerships.
  • A look at the potential future of esports, as well as a comparison between many of the larger streaming platforms on which esports is broadcast.
  • A detailed look at the esports value chain, and how different areas of the sector generates revenue and business.

Reasons to Buy

  • For those wanting an in depth analysis of how the esports sector generates value, and how this has been affected by COVID-19, for better and for worse.
  • Explains the link between professional sports leagues and esports, and how that relationship will develop in the years to come.
  • GlobalData's thematic research ecosystem is a single, integrated global research platform that provides an easy-to-use framework for tracking all themes across all companies in all sectors. It has a proven track record of identifying the important themes early, enabling companies to make the right investments ahead of the competition, and secure that all-important competitive advantage.

Table of Contents

Table of Contents

1. Executive Summary

2. Players

3. Thematic briefing

4. Trends

  • 4.1 Technology trends
  • 4.2 Industry trends

5. Industry Analysis

  • 5.1 Market size and growth forecasts
  • 5.2 Timeline

6. Value chain

7. Companies

8. Further reading

9. Our thematic research methodology

10. About GlobalData

11. Contact us