表紙
市場調査レポート

Eスポーツの世界市場:2015-2019年

Global E-Sports Market 2015-2019

発行 TechNavio (Infiniti Research Ltd.) 商品コード 347987
出版日 ページ情報 英文 57 Pages
即納可能
価格
本日の銀行送金レート: 1USD=102.18円で換算しております。
Back to Top
Eスポーツの世界市場:2015-2019年 Global E-Sports Market 2015-2019
出版日: 2015年12月23日 ページ情報: 英文 57 Pages
概要

世界のEスポーツの市場は2019年にかけて36%を超えるCAGRで成長すると予測されています。スポンサー数の増加やゲーム参加のしやすさが同市場の今後の成長を推進する見通しです。

当レポートでは、世界のEスポーツの市場について調査し、市場概要、主要ベンダーの提供製品の例、ジャンル・収益区分・地域別の市場規模の推移と予測、主要10カ国の詳細分析、市場への各種影響因子および主要動向の分析、競合環境、主要企業のプロファイルなどをまとめています。

第1章 エグゼクティブサマリー

  • 概況

第2章 本書の範囲

  • 市場概要
  • 主要ベンダーの製品、など

第3章 市場調査手法

  • 調査手法
  • 経済指標

第4章 イントロダクション

  • 主な市場洞察

第5章 市場環境

  • 市場概要
  • 市場規模と予測
  • ファイブフォース分析

第6章 市場分析:ジャンル別

  • 世界のEスポーツ市場:ジャンル別
  • MOBAゲームの予測
  • FPSゲームの予測
  • RTSゲームの予測

第7章 市場分析:収益区分別

  • 世界のEスポーツ市場:収益区分別

第8章 地域分析

  • 地域区分
  • 南北アメリカ
  • アジア太平洋
  • 欧州・中東・アフリカ

第9章 主要国

  • トップ10カ国

第10章 市場動向

第11章 ベンダー環境

  • 競合シナリオ
  • 他の有力ベンダー

第12章 主要ベンダーの分析

  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve
  • Wargaming

第13章 付録

第14章 Technavioについて

図表

目次
Product Code: IRTNTR7431

Market outlook of the global e-sports market

Technavio's market research analyst has estimated the global market for e-sports to post a profound CAGR of more than 36% by 2019. High growth rate of this market during the forecast period can be attributed to factors such as the increasing number of sponsors and low entry barriers for gamers.

In this market research report, analysts estimate the Americas to dominate the global market for e-sports during the forecast period followed by the APAC and the EMEA regions. The rising popularity of e-sports leagues in the Americas is expected to result in its market share of nearly 43% by 2019.

Genre-based segmentation of the e-sports market

  • MOBA
  • FPS
  • RTS
  • Others

The multiplayer online battle arena (MOBA) segment is envisaged to exhibit the fastest market growth rate during the forecast period. This segment currently account for nearly 60% of the total market share, but is expected to surpass 70% by 2019 owing to its high fan base and team play element.

Segmentation by revenue and analysis of the e-sports market

  • E-sports advertising
  • Prize pool
  • Ticket sales

Technavio's market research analyst has estimated the e-sports advertising sector to be the largest market segment during the forecast period. This segment is expected to generate a revenue of more than USD 154 million by 2019 as it provides a platform to expand the game's touchpoints and engage users in a better way with their favorite characters.

Competitive landscape and key vendors

This market is highly competitive owing the presence of multiple vendors who have penetrated this market due to its low entry barrier. The leading vendors in this market use innovative marketing strategies to sell their games and enter the e-sports scenario, which is a major parameter to decide the success of the game.

Key vendors in this market are -

  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve Corporation
  • Wargaming.net

Other prominent vendors in this market are EA Sports, Hi-Rez Studios, and Microsoft Studios.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2019?
  • What are the key factors driving the global e-sports market?
  • What are the key market trends impacting the growth of the global e-sports market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global e-sports market?
  • What are the market opportunities and threats faced by the vendors in the global e-sports market?
  • Trending factors influencing the market shares of the EMEA, Americas, and APAC?
  • What are the key outcomes of the five forces analysis of the global e-sports market?

Technavio also offers customization on reports based on specific client requirement.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Base year
  • Vendor segmentation
  • Summation errors
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by genre

  • Global E-sports market by genre
  • Global E-sports market by MOBA games 2014-2019
  • Global E-sports market by FPS games 2014-2019
  • Global E-sports market by RTS games 2014-2019

PART 07: Market segmentation by revenue

  • Global E-sports market by revenue

PART 08: Geographical segmentation

  • Geographical segmentation of global E-sports market
  • E-sports market in Americas
  • E-sports market in APAC
  • E-sports market in EMEA

PART 09: Key leading countries

  • Top 10 countries for global E-sports market

PART 10: Market trends

PART 11: Vendor landscape

  • Competitive scenario
  • Other prominent vendors

PART 12: Key vendor analysis

  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve
  • Wargaming

PART 13: Appendix

  • List of abbreviation

PART 14: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Market segmentation of global E-sports market
  • Exhibit 03: Global E-sports market 2014-2019 ($ millions)
  • Exhibit 04: Five forces analysis
  • Exhibit 05: Global E-sports market by genre in 2014
  • Exhibit 06: Global E-sports market by genre in 2019
  • Exhibit 07: Global E-sports market by MOBA games 2014-2019 ($ millions)
  • Exhibit 08: Global E-sports market by FPS games 2014-2019 ($ millions)
  • Exhibit 09: Global E-sports market by RTS games 2014-2019 ($ millions)
  • Exhibit 10: Global E-sports market by revenue
  • Exhibit 11: Geographical segmentation of Global E-sports market in 2014
  • Exhibit 12: Geographical segmentation of Global E-sports market in 2019
  • Exhibit 13: E-sports market in Americas 2014 ($ millions)
  • Exhibit 14: E-sports market in APAC in 2014 ($ millions)
  • Exhibit 15: E-sports market in EMEA in 2014 ($ millions)
  • Exhibit 16: Key leading countries
  • Exhibit 17: Market share of top 10 countries for E-sports market in 2014 by revenue
  • Exhibit 18: Activision Blizzard: Business segmentation by revenue 2014
  • Exhibit 19: Activision Blizzard: Business/product segmentation by revenue 2013 and 2014
  • Exhibit 20: Activision Blizzard: Geographical segmentation by revenue 2013 and 2014
  • Exhibit 21: Epic Games: Key business offerings
  • Exhibit 22: Nintendo: Business segmentation by revenue 2015
  • Exhibit 23: Nintendo: Business segmentation by revenue 2014 and 2015 ($ billions)
  • Exhibit 24: Nintendo: Geographical segmentation by revenue 2015
  • Exhibit 25: Valve: Product offerings
  • Exhibit 26: Wargaming.net : Product segmentation
Back to Top