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市場調査レポート

Eスポーツの世界市場:2017-2021年

Global E-Sports Market 2017-2021

発行 TechNavio (Infiniti Research Ltd.) 商品コード 347987
出版日 ページ情報 英文 70 Pages
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本日の銀行送金レート: 1USD=110.74円で換算しております。
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Eスポーツの世界市場:2017-2021年 Global E-Sports Market 2017-2021
出版日: 2017年05月10日 ページ情報: 英文 70 Pages
概要

世界のEスポーツの市場は調査期間中、32.28%の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

第2章 本書の範囲

第3章 市場調査手法

第4章 イントロダクション

  • 市場のアウトライン

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
  • 世界のEスポーツ市場:広告別
  • 世界のEスポーツ市場:賞金総額別
  • 世界のEスポーツ市場:チケットの売上別

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

  • 主要国
  • 米国市場
  • 中国市場

第10章 決定構造

第11章 市場促進因子と課題

第12章 市場動向

第13章 ベンダー環境

  • 競合シナリオ
  • 主要ベンダー
  • 他の有力ベンダー

第14章 付録

  • 略語一覧

図表

このページに掲載されている内容は最新版と異なる場合があります。詳細はお問い合わせください。

目次
Product Code: IRTNTR12084

About e-Sports

The popularity of e-sports is increasing with the rising number of viewers. E-sports create an environment where viewers can experience playing the game. E-sports on a large scale is considered to be one of the most popular sports entertainment events in the world. On the global scenario, e-sports is a rapidly growing market and is likely to grow at a CAGR of 32.28%. In 2016, Dota 2 by Valve was the leading game in terms of revenue in the e-sports market. The Americas are the leading region and will also be the fastest-growing region for e-sports during the forecast period followed by APAC and EMEA. The US is the leading country for e-sports market.

Technavio's analysts forecast the global e-sports market to grow at a CAGR of 32.28% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global e-sports market for 2017-2021. To calculate the market size, the report considers the revenue generated from tournaments excluding online advertisements.

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

  • Americas
  • APAC
  • EMEA

Technavio's report, Global e-Sports Market 2017-2021, 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

Other Prominent Vendors

  • EA Sports
  • Hi-Rez Studios
  • Microsoft Studios

Market driver

  • Increasing penetration of mobile games.
  • For a full, detailed list, view our report

Market challenge

  • High expense of gaming-specific peripherals.
  • For a full, detailed list, view our report

Market trend

  • Growing adoption of e-sports in emerging countries.
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2021 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

  • Market outline

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
  • Global e-sports market by FPS games
  • Global e-sports market by RTS games

PART 07: Market segmentation by revenue

  • Global e-sports market by revenue
  • Global e-sports market by advertising
  • Global e-sports market by prize pool
  • Global e-sports market by ticket sales

PART 08: Geographical segmentation

  • Global e-sports market by geography
  • E-sports market in Americas
  • E-sports market in APAC
  • E-sports market in EMEA

PART 09: Key leading countries

  • Key leading countries
  • E-sports market in US
  • E-sports market in China

PART 10: Decision framework

PART 11: Drivers and challenges

  • Market drivers
  • Market challenges

PART 12: Market trends

PART 13: Vendor landscape

  • Competitive scenario
  • Key leading vendors
  • Other prominent vendors

PART 14: Appendix

  • List of abbreviations

List of Exhibits

  • Exhibit 01: E-sports market: Overview
  • Exhibit 02: Global e-sports market 2016-2021 ($ millions)
  • Exhibit 03: Five forces analysis
  • Exhibit 04: Global e-sports market by genre 2016 and 2021 (revenue share)
  • Exhibit 05: Global e-sports market by MOBA games 2016-2021 ($ millions)
  • Exhibit 06: Global e-sports market by FPS games 2016-2021 ($ millions)
  • Exhibit 07: Global e-sports market by RTS games 2016-2021 ($ millions)
  • Exhibit 08: Global e-sports market by revenue 2016 and 2021 (revenue share)
  • Exhibit 09: Global e-sports market by advertising 2016-2021 ($ millions)
  • Exhibit 10: Global e-sports market by prize pool 2016-2021 ($ millions)
  • Exhibit 11: Global e-sports market by ticket sales 2016-2021 ($ millions)
  • Exhibit 12: Global e-sports market by geography 2016 and 2021 (revenue share)
  • Exhibit 13: E-sports market in Americas 2016-2021 ($ millions)
  • Exhibit 14: E-sports market in APAC 2016-2021 ($ millions)
  • Exhibit 15: E-sports market in EMEA 2016-2021 ($ millions)
  • Exhibit 16: Top 10 countries 2016 (revenue share)
  • Exhibit 17: Top 10 countries by revenue and market share 2016
  • Exhibit 18: E-sports market in US 2016-2021 ($ millions)
  • Exhibit 19: E-sports market in China 2016-2021 ($ millions)
  • Exhibit 20: Global shipments of desktops, smartphones, and tablets 2011-2016 (millions of units)
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