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957904

eスポーツの世界市場

Esports

出版日: | 発行: Global Industry Analysts, Inc. | ページ情報: 英文 134 Pages | 納期: 即日から翌営業日

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eスポーツの世界市場
出版日: 2020年09月01日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 134 Pages
納期: 即日から翌営業日
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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

世界のeスポーツの市場規模は、分析期間(2020年~2027年)に18.5%のCAGRで成長する見通しで、2020年の11億米ドルから2027年には35億米ドルに達すると予測されています。当レポートで分析されているセグメントの1つであるメディアの権利は、分析期間中に21.3%の年率で成長し、9億2,960万米ドルに達すると予測されています。

当レポートは、世界のeスポーツ市場について調査しており、市場シェア、動向や見通し、成長要因、地域別の市場分析、競合情勢、主要企業のプロファイル等の情報を提供しています。

調査対象企業の例

  • Activision Blizzard, Inc.
  • Alisports
  • Beyond The Summit (BTS)
  • CJ Sports
  • Electronic Arts, Inc.
  • Facebook, Inc.
  • Faceit Ltd.
  • Gfinity Plc
  • Gungho Online Entertainment, Inc.
  • Hi-Rez Studios, Inc.
  • Kabum
  • Modern Times Group AB
  • Nintendo Co., Ltd.
  • Rovio Entertainment Ltd.
  • Turner Broadcasting System, Inc.
  • Twitch.Tv
  • Valve Corporation
  • Wargaming Group Limited
  • YouTube LLC

目次

I. イントロダクション、調査手法、調査範囲

II. エグゼクティブサマリー

  • 市場概要
    • Covid-19の影響と迫り来る世界の景気後退
    • 競合の市場シェア
    • 競合の市場シェアシナリオ
  • 主要企業
  • 動向と成長要因
  • 世界市場の見通し

III. 市場分析

  • 地域別市場分析
  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • その他欧州
  • アジア太平洋
  • その他の地域

IV. 競合

  • 企業プロファイル:71社
目次
Product Code: MCP11855

Global Esports Market to Reach US$3.5 Billion by the Year 2027

Amid the COVID-19 crisis, the global market for Esports estimated at US$1.1 Billion in the year 2020, is projected to reach a revised size of US$3.5 Billion by 2027, growing at a CAGR of 18.5% over the analysis period 2020-2027.Media Rights, one of the segments analyzed in the report, is projected to grow at a 21.3% CAGR to reach US$929.6 Million by the end of the analysis period.After an early analysis of the business implications of the pandemic and its induced economic crisis, growth in the Tickets and Merchandise segment is readjusted to a revised 18.4% CAGR for the next 7-year period. This segment currently accounts for a 10.5% share of the global Esports market.

The U.S. Accounts for Over 29.7% of Global Market Size in 2020, While China is Forecast to Grow at a 17.6% CAGR for the Period of 2020-2027

The Esports market in the U.S. is estimated at US$319.5 Million in the year 2020. The country currently accounts for a 29.67% share in the global market. China, the world second largest economy, is forecast to reach an estimated market size of US$601.5 Million in the year 2027 trailing a CAGR of 17.6% through 2027. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 16.9% and 15.6% respectively over the 2020-2027 period. Within Europe, Germany is forecast to grow at approximately 13.2% CAGR while Rest of European market (as defined in the study) will reach US$601.5 Million by the year 2027.

Sponsorship Segment Corners a 36.8% Share in 2020

In the global Sponsorship segment, USA, Canada, Japan, China and Europe will drive the 16.9% CAGR estimated for this segment. These regional markets accounting for a combined market size of US$317.2 Million in the year 2020 will reach a projected size of US$945 Million by the close of the analysis period. China will remain among the fastest growing in this cluster of regional markets. Led by countries such as Australia, India, and South Korea, the market in Asia-Pacific is forecast to reach US$422.1 Million by the year 2027.We bring years of research experience to this 8th edition of our report. The 134-page report presents concise insights into how the pandemic has impacted production and the buy side for 2020 and 2021. A short-term phased recovery by key geography is also addressed.

Competitors identified in this market include, among others,

  • Activision Blizzard, Inc.
  • Alisports
  • Beyond The Summit (BTS)
  • CJ Sports
  • Electronic Arts, Inc.
  • Facebook, Inc.
  • Faceit Ltd.
  • Gfinity Plc
  • Gungho Online Entertainment, Inc.
  • Hi-Rez Studios, Inc.
  • Kabum
  • Modern Times Group AB
  • Nintendo Co., Ltd.
  • Rovio Entertainment Ltd.
  • Turner Broadcasting System, Inc.
  • Twitch.Tv
  • Valve Corporation
  • Wargaming Group Limited
  • YouTube LLC

TABLE OF CONTENTS

I. INTRODUCTION, METHODOLOGY & REPORT SCOPE

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Impact of Covid-19 and a Looming Global Recession
    • Global Competitor Market Shares
    • Esports Competitor Market Share Scenario Worldwide (in %): 2018E
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Current & Future Analysis for Esports by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2018 through 2027
    • TABLE 2: World Historic Review for Esports by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 3: World 15-Year Perspective for Esports by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2012, 2018 & 2027
    • TABLE 4: World Current & Future Analysis for Media Rights by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2018 through 2027
    • TABLE 5: World Historic Review for Media Rights by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 6: World 15-Year Perspective for Media Rights by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2018 & 2027
    • TABLE 7: World Current & Future Analysis for Tickets and Merchandise by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2018 through 2027
    • TABLE 8: World Historic Review for Tickets and Merchandise by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 9: World 15-Year Perspective for Tickets and Merchandise by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2018 & 2027
    • TABLE 10: World Current & Future Analysis for Sponsorship by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2018 through 2027
    • TABLE 11: World Historic Review for Sponsorship by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 12: World 15-Year Perspective for Sponsorship by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2018 & 2027
    • TABLE 13: World Current & Future Analysis for Game Publisher Fees by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2018 through 2027
    • TABLE 14: World Historic Review for Game Publisher Fees by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 15: World 15-Year Perspective for Game Publisher Fees by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2018 & 2027
    • TABLE 16: World Current & Future Analysis for Advertising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2018 through 2027
    • TABLE 17: World Historic Review for Advertising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 18: World 15-Year Perspective for Advertising by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2012, 2018 & 2027

III. MARKET ANALYSIS

  • GEOGRAPHIC MARKET ANALYSIS
  • UNITED STATES
    • Market Facts & Figures
    • US Esports Market Share (in %) by Company: 2018 & 2027
    • Market Analytics
    • TABLE 19: USA Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 20: USA Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 21: USA 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027
  • CANADA
    • TABLE 22: Canada Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 23: Canada Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 24: Canada 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027
  • JAPAN
    • TABLE 25: Japan Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 26: Japan Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 27: Japan 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027
  • CHINA
    • TABLE 28: China Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 29: China Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 30: China 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027
  • EUROPE
    • Market Facts & Figures
    • European Esports Market: Competitor Market Share Scenario (in %) for 2018 & 2027
    • Market Analytics
    • TABLE 31: Europe Current & Future Analysis for Esports by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2018 through 2027
    • TABLE 32: Europe Historic Review for Esports by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 33: Europe 15-Year Perspective for Esports by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2012, 2018 & 2027
    • TABLE 34: Europe Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 35: Europe Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 36: Europe 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027
  • FRANCE
    • TABLE 37: France Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 38: France Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 39: France 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027
  • GERMANY
    • TABLE 40: Germany Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 41: Germany Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 42: Germany 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027
  • ITALY
    • TABLE 43: Italy Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 44: Italy Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 45: Italy 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027
  • UNITED KINGDOM
    • TABLE 46: UK Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 47: UK Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 48: UK 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027
  • REST OF EUROPE
    • TABLE 49: Rest of Europe Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 50: Rest of Europe Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 51: Rest of Europe 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027
  • ASIA-PACIFIC
    • TABLE 52: Asia-Pacific Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 53: Asia-Pacific Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 54: Asia-Pacific 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027
  • REST OF WORLD
    • TABLE 55: Rest of World Current & Future Analysis for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising - Independent Analysis of Annual Sales in US$ Million for the Years 2018 through 2027
    • TABLE 56: Rest of World Historic Review for Esports by Revenue Streams - Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising Markets - Independent Analysis of Annual Sales in US$ Million for Years 2012 through 2017
    • TABLE 57: Rest of World 15-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Media Rights, Tickets and Merchandise, Sponsorship, Game Publisher Fees and Advertising for the Years 2012, 2018 & 2027

IV. COMPETITION

  • Total Companies Profiled: 71
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