![]() |
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 |
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
![]() |
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。
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