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市場調査レポート

世界のeスポーツ市場 2018年〜2022年

Global E-Sports Market 2018-2022

発行 TechNavio (Infiniti Research Ltd.) 商品コード 347987
出版日 ページ情報 英文 118 Pages
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本日の銀行送金レート: 1USD=114.11円で換算しております。
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世界のeスポーツ市場 2018年〜2022年 Global E-Sports Market 2018-2022
出版日: 2018年10月05日 ページ情報: 英文 118 Pages
概要

eスポーツについて

電子スポーツとも呼ばれるeスポーツは、プロのゲーマーの間で開催されるマルチプレーヤー形式のビデオゲームトーナメントです。

Technavioのアナリストは、2018年から2022年にかけて、世界のeスポーツ市場が27.57%のCAGRで成長すると予測しています。

当レポートでは、世界のeスポーツ市場を調査し、市場の概要、ジャンル・収益源・地域別の市場規模の推移と予測、市場動向、市場の成長要因および課題の分析、競合情勢、主要企業のプロファイルなど、包括的な情報を提供しています。

目次

第1章 エグゼクティブサマリー

第2章 調査範囲

第3章 調査方法

第4章 イントロダクション

第5章 市場状況

  • 市場のエコシステム
  • 市場特性
  • 市場セグメンテーション分析

第6章 市場規模

  • 市場の定義
  • 市場規模
  • 市場規模の予測

第7章 ファイブフォース分析

  • 買い手の交渉力
  • 供給企業の交渉力
  • 新規参入業者の脅威
  • 代替品の脅威
  • 競争企業間の敵対関係
  • 市場状況

第8章 市場セグメンテーション:ジャンル別

  • 市場区分:ジャンル別
  • 市場比較:ジャンル別
  • マルチプレイヤーオンラインバトルアリーナ(MOBA)
  • ファーストパーソンシューター(FPS)
  • リアルタイムストラテジー(RTS)
  • その他
  • 市場機会:ジャンル別

第9章 市場セグメンテーション:収益源別

  • 市場区分:収益源別
  • 市場比較:収益源別
  • eスポーツ広告
  • 賞金
  • チケット販売
  • 市場機会:収益源別

第10章 顧客情勢

第11章 地域情勢

  • 市場区分:地域別
  • 市場比較:地域別
  • 南北アメリカ
  • 欧州・中東・アフリカ
  • アジア太平洋地域
  • 市場牽引国
  • 市場機会

第12章 意思決定の枠組み

第13章 成長要因と課題

  • 市場の成長要因
  • 市場の課題

第14章 市場動向

  • eスポーツ賭博の増加
  • eスポーツに関連する新たな収益源
  • ビデオゲームやeスポーツイベントのライブストリーミング
  • モバイルeスポーツと無人機レースの登場

第15章 ベンダー情勢

  • 概要
  • 創造的破壊の状況

第16章 ベンダー分析

  • 対象ベンダー
  • ベンダー分類
  • ベンダーの市場ポジショニング
  • Activision Blizzard
  • Epic Games
  • 任天堂
  • Riot Games
  • Valve
  • Wargaming.net

第17章 付録

  • 略語のリスト
図表
  • Exhibit 01: Parent market
  • Exhibit 02: Global gaming market
  • Exhibit 03: Market characteristics
  • Exhibit 05: Market definition - Inclusions and exclusions checklist
  • Exhibit 06: Market size 2017
  • Exhibit 07: Validation techniques employed for market sizing 2017
  • Exhibit 08: Global e-sports market - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 09: Global - Year-over-year growth 2018-2022 (%)
  • Exhibit 10: Five forces analysis 2017
  • Exhibit 11: Five forces analysis 2022
  • Exhibit 12: Bargaining power of buyers
  • Exhibit 13: Bargaining power of suppliers
  • Exhibit 14: Threat of new entrants
  • Exhibit 15: Threat of substitutes
  • Exhibit 16: Threat of rivalry
  • Exhibit 17: Market condition - Five forces 2017
  • Exhibit 18: Genre - Market share 2017-2022 (%)
  • Exhibit 19: Comparison by genre
  • Exhibit 20: MOBA - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 21: MOBA - Year-over-year growth 2018-2022 (%)
  • Exhibit 22: FPS - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 23: FPS - Year-over-year growth 2018-2022 (%)
  • Exhibit 24: RTS - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 25: RTS - Year-over-year growth 2018-2022 (%)
  • Exhibit 26: Others - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 27: Others - Year-over-year growth 2018-2022 (%)
  • Exhibit 28: Market opportunity by genre
  • Exhibit 29: Global e-sports market by revenue- Market share 2017-2022 (%)
  • Exhibit 30: Comparison by revenue
  • Exhibit 31: E-sports advertising - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 32: E-sports advertising - Year-over-year growth 2018-2022 (%)
  • Exhibit 33: Prize pool - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 34: Prize pool - Year-over-year growth 2018-2022 (%)
  • Exhibit 35: Ticket sales - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 36: Ticket sales - Year-over-year growth 2018-2022 (%)
  • Exhibit 37: Market opportunity by revenue
  • Exhibit 38: Customer landscape
  • Exhibit 39: Global - Market share by geography 2017-2022 (%)
  • Exhibit 40: Regional comparison
  • Exhibit 41: Americas - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 42: Americas - Year-over-year growth 2018-2022 (%)
  • Exhibit 43: Top 3 countries in Americas
  • Exhibit 44: EMEA - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 45: EMEA - Year-over-year growth 2018-2022 (%)
  • Exhibit 46: Top 3 countries in EMEA
  • Exhibit 47: APAC - Market size and forecast 2017-2022 ($ mn)
  • Exhibit 48: APAC - Year-over-year growth 2018-2022 (%)
  • Exhibit 49: Top 3 countries in APAC
  • Exhibit 50: Key leading countries
  • Exhibit 51: Market opportunity by region
  • Exhibit 52: Vendor landscape
  • Exhibit 53: Landscape disruption
  • Exhibit 54: Vendors covered
  • Exhibit 55: Vendor classification
  • Exhibit 56: Market positioning of vendors
  • Exhibit 57: Vendor overview
  • Exhibit 58: Activision Blizzard - Business segments
  • Exhibit 59: Activision Blizzard - Organizational developments
  • Exhibit 60: Activision Blizzard - Geographic focus
  • Exhibit 61: Activation Blizzard - Segment focus
  • Exhibit 62: Activision Blizzard - Key offerings
  • Exhibit 63: Vendor overview
  • Exhibit 64: Epic Games - Business segments
  • Exhibit 65: Epic Games - Organizational developments
  • Exhibit 66: Epic Games - Key offerings
  • Exhibit 67: Vendor overview
  • Exhibit 68: Nintendo - Organizational developments
  • Exhibit 69: Nintendo - Key offerings
  • Exhibit 70: Vendor overview
  • Exhibit 71: Riot Games - Business segments
  • Exhibit 72: Riot Games - Organizational developments
  • Exhibit 73: Riot Games - Key offerings
  • Exhibit 74: Valve - Vendor overview
  • Exhibit 75: Valve - Organizational developments
  • Exhibit 76: Valve - Key offerings
  • Exhibit 77: Vendor overview
  • Exhibit 78: Wargaming.net - Business segments
  • Exhibit 79: Wargaming.net - Organizational developments
  • Exhibit 80: Wargaming.net - Key offerings
目次
Product Code: IRTNTR22420

About E-sports

E-sports, also referred to as electronic sports, is a multiplayer video game tournament held among professional gamers.

Technavio's analysts forecast the Global E-sports Market to grow at a CAGR of 27.57% during the period 2018-2022.

Covered in this report

The report covers the present scenario and the growth prospects of the global e-sports market. To calculate the market size, the report considers the revenue generated through e-sports betting.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global E-sports Market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

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

Market driver

  • Development of advanced infrastructure for e-sports
  • For a full, detailed list, view our report

Market challenge

  • Increased underage spending
  • For a full, detailed list, view our report

Market trend

  • Emergence of mobile e-sports and drone racing
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2022 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

TABLE OF CONTENTS

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: INTRODUCTION

PART 05: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 06: MARKET SIZING

  • Market definition
  • Market sizing 2017
  • Market size and forecast 2017-2022

PART 07: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 08: MARKET SEGMENTATION BY GENRE BASED

  • Segmentation by genre
  • Comparison by genre
  • MOBA - Market size and forecast 2017-2022
  • FPS - Market size and forecast 2017-2022
  • RTS - Market size and forecast 2017-2022
  • Others - Market size and forecast 2017-2022
  • Market opportunity by genre

PART 09: MARKET SEGMENTATION BY REVENUE

  • Segmentation by revenue
  • Comparison by revenue
  • E-sports advertising - Market size and forecast 2017-2022
  • Prize pool - Market size and forecast 2017-2022
  • Ticket sales - Market size and forecast 2017-2022
  • Market opportunity by revenue

PART 10: CUSTOMER LANDSCAPE

PART 11: REGIONAL LANDSCAPE

  • Geographical segmentation
  • Regional comparison
  • Americas - Market size and forecast 2017-2022
  • EMEA - Market size and forecast 2017-2022
  • APAC - Market size and forecast 2017-2022
  • Key leading countries
  • Market opportunity

PART 12: DECISION FRAMEWORK

PART 13: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 14: MARKET TRENDS

  • Increase in e-sports betting
  • Emergence of new related streams of revenue
  • Live streaming of video games and e-sports events
  • Emergence of mobile e-sports and drone racing

PART 15: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption

PART 16: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard
  • Epic Games
  • Nintendo
  • Riot Games
  • Valve
  • Wargaming.net

PART 17: APPENDIX

  • List of abbreviations
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