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市場調査レポート

eスポーツの世界市場:2019年~2023年

Global Esports Market 2019-2023

発行 TechNavio (Infiniti Research Ltd.) 商品コード 900591
出版日 ページ情報 英文 140 Pages
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本日の銀行送金レート: 1USD=111.19円で換算しております。
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eスポーツの世界市場:2019年~2023年 Global Esports Market 2019-2023
出版日: 2019年07月29日 ページ情報: 英文 140 Pages
概要

世界のeスポーツ市場は、2018年には、スポンサーシップセグメントの市場シェアが大きくなり、この傾向は予測期間中も続くと予想されます。企業は、eスポーツイベントの視聴者数が増加しているため、eスポーツスポンサーシップは非常に収益性の高い投資であると考えています。このような要因は、スポンサーシップセグメントで市場でのポジション維持のために重要な役割を果たします。また、世界のEスポーツ市場では、eスポーツを通じたブランディング、eスポーツイベントの増加、新しいプラットフォームの発表などの要因により、予測期間中に約18%のCAGRで拡大する見込みです。ただし、フレーム開発コストの増加、限られたターゲットオーディエンス、不明瞭なメディア権、ビデオゲームの健康への悪影響は、予測期間中のEスポーツ業界の成長を妨げる可能性があります。

当レポートでは、世界のeスポーツ市場について調査分析し、市場規模および成長率、市場動向、市場促進要因・課題、市場機会について検証するほか、主要ベンダーなどについて、体系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

  • イントロダクション1
  • イントロダクション2
  • 米ドルの通貨換算レート

第3章 市場状況

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

第4章 市場規模

  • 市場の定義
  • 市場規模(2018年)
  • 市場規模および予測(2018年~2023年)

第5章 ファイブフォース分析

  • バイヤーの交渉力
  • サプライヤーの交渉力
  • 新規参入の脅威
  • 代用品の脅威
  • ライバルの脅威
  • 市況

第6章 顧客情勢

第7章 地域別景観

  • 地域別セグメンテーション
  • 地域別比較:市場規模および予測(2018年~2023年)
  • 北米
  • アジア太平洋地域
  • 欧州-
  • 南米
  • 中東・アフリカ地域
  • 主要国
  • 市場機会

第8章 市場セグメンテーション化:収益源別

  • 市場セグメンテーション:収入の流れ別
  • 収益源別比較:市場規模および予測(2018年~2023年)
  • スポンサーシップ
  • メディアの権利
  • 広告
  • 出版社手数料
  • 商品・チケットの販売
  • 市場機会:収益源別

第9章 市場セグメンテーション:ゲームジャンル別

  • 市場セグメンテーション:ゲームジャンル別
  • ゲームジャンル別比較:市場規模および予測(2018年~2023年)
  • MOBA
  • FPS
  • RTS
  • その他
  • 市場機会:ゲームジャンル別

第10章 意思決定の枠組み

第11章 成長要因と課題

  • 市場成長要因
  • 市場の課題

第12章 市場動向

  • eスポーツベッティングの増加
  • ハイテクゲームコンソールの進化
  • 新しいパートナーシップ
  • インターネットの普及とeスポーツの採用の急増
  • スマートフォン

第13章 ベンダー情勢

  • 概要
  • 創造的破壊の状況
  • 競争シナリオ

第14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 Inc.
  • Electronic Arts, Inc.
  • Modern Times Group MTG AB
  • Tencent Holdings Ltd.
  • Valve Corp.

第15章 付録

  • 調査方法
  • 略語のリスト
  • ベンダーの市場ポジショニングの定義

第16章 TECHNAVIOについて

図表
  • Exhibit 01: Key offerings
  • Exhibit 02: Global gaming market
  • Exhibit 03: Segments of global gaming market
  • Exhibit 04: Market characteristics
  • Exhibit 05: Market segments
  • Exhibit 06: Market definition - Inclusions and exclusions checklist
  • Exhibit 07: Market size 2018
  • Exhibit 08: Global market: Size and forecast 2018-2023 ($ millions)
  • Exhibit 09: Global market: Year-over-year growth 2019-2023 (%)
  • Exhibit 10: Five forces analysis 2018
  • Exhibit 11: Five forces analysis 2023
  • 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 2018
  • Exhibit 18: Customer landscape
  • Exhibit 19: Market share by geography 2018-2023 (%)
  • Exhibit 20: Geographic comparison
  • Exhibit 21: North America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 22: North America - Year-over-year growth 2019-2023 (%)
  • Exhibit 23: APAC - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 24: APAC - Year-over-year growth 2019-2023 (%)
  • Exhibit 25: Europe - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 26: Europe - Year-over-year growth 2019-2023 (%)
  • Exhibit 27: South America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 28: South America - Year-over-year growth 2019-2023 (%)
  • Exhibit 29: MEA - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 30: MEA - Year-over-year growth 2019-2023 (%)
  • Exhibit 31: Key leading countries
  • Exhibit 32: Market opportunity
  • Exhibit 33: Revenue stream - Market share 2018-2023 (%)
  • Exhibit 34: Comparison by revenue stream
  • Exhibit 35: Sponsorships - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 36: Sponsorships - Year-over-year growth 2019-2023 (%)
  • Exhibit 37: Media rights - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 38: Media rights - Year-over-year growth 2019-2023 (%)
  • Exhibit 39: Advertising - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 40: Advertising - Year-over-year growth 2019-2023 (%)
  • Exhibit 41: Publisher fees - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 42: Publisher fees - Year-over-year growth 2019-2023 (%)
  • Exhibit 43: Merchandise and ticket sales - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 44: Merchandise and ticket sales - Year-over-year growth 2019-2023 (%)
  • Exhibit 45: Market opportunity by revenue stream
  • Exhibit 46: Game genre - Market share 2018-2023 (%)
  • Exhibit 47: Comparison by game genre
  • Exhibit 48: MOBA - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 49: MOBA - Year-over-year growth 2019-2023 (%)
  • Exhibit 50: FPS - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 51: FPS - Year-over-year growth 2019-2023 (%)
  • Exhibit 52: RTS - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 53: RTS - Year-over-year growth 2019-2023 (%)
  • Exhibit 54: Others - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 55: Others - Year-over-year growth 2019-2023 (%)
  • Exhibit 56: Market opportunity by game genre
  • Exhibit 57: Impact of drivers and challenges
  • Exhibit 58: Global Internet users (% of the population)
  • Exhibit 59: Vendor landscape
  • Exhibit 60: Landscape disruption
  • Exhibit 61: Vendors covered
  • Exhibit 62: Vendor classification
  • Exhibit 63: Market positioning of vendors
  • Exhibit 64: Activision Blizzard Inc. - Vendor overview
  • Exhibit 65: Activision Blizzard Inc. - Business segments
  • Exhibit 66: Activision Blizzard Inc. - Organizational developments
  • Exhibit 67: Activision Blizzard Inc. - Geographic focus
  • Exhibit 68: Activision Blizzard Inc. - Segment focus
  • Exhibit 69: Activision Blizzard Inc. - Key offerings
  • Exhibit 70: Electronic Arts Inc. - Vendor overview
  • Exhibit 71: Electronic Arts Inc. - Business segments
  • Exhibit 72: Electronic Arts Inc. - Organizational developments
  • Exhibit 73: Electronic Arts Inc. - Geographic focus
  • Exhibit 74: Electronic Arts Inc. - Segment focus
  • Exhibit 75: Electronic Arts Inc. - Key offerings
  • Exhibit 76: Modern Times Group MTG AB - Vendor overview
  • Exhibit 77: Modern Times Group MTG AB - Business segments
  • Exhibit 78: Modern Times Group MTG AB - Organizational developments
  • Exhibit 79: Modern Times Group MTG AB - Geographic focus
  • Exhibit 80: Modern Times Group MTG AB - Segment focus
  • Exhibit 81: Modern Times Group MTG AB - Key offerings
  • Exhibit 82: Tencent Holdings Ltd. - Vendor overview
  • Exhibit 83: Tencent Holdings Ltd. - Business segments
  • Exhibit 84: Tencent Holdings Ltd. - Organizational developments
  • Exhibit 85: Tencent Holdings Ltd. - Geographic focus
  • Exhibit 86: Tencent Holdings Ltd. - Segment focus
  • Exhibit 87: Tencent Holdings Ltd. - Key offerings
  • Exhibit 88: Valve Corp. - Vendor overview
  • Exhibit 89: Valve Corp. - Organizational developments
  • Exhibit 90: Valve Corp. - Key offerings
  • Exhibit 91: Validation techniques employed for market sizing
  • Exhibit 92: Definition of market positioning of vendors
目次
Product Code: IRTNTR31777

About this market

Technavio's esports market analysis considers sales from sponsorship, media rights, advertising, publisher fees, and merchandise and ticket sales. Our analysis also considers the sales of esports in APAC, Europe, North America, South America, and MEA. In 2018, the sponsorship segment had a significant market share, and this trend is expected to continue over the forecast period. Companies are finding esports sponsorship as a highly profitable investment owing to the increasing viewership of esports events. Such factors will play a significant role in the sponsorship segment to maintain its market position. Also, our global esports market report also looks at factors such as branding through esports, rising number of esports events, and new platform launches. However, the growing cost of fame development, limited target audience and unclear media rights, adverse effects of video gaming on health may hamper the growth of the esports industry over the forecast period.

Overview

New platform launches

New platform launches by regional and international players contribute to the growth of the global esports market. Successful new platform launches are expected to accelerate the growth of the vendors operating in the global esports market by increasing their revenue flow and expanding their consumer base. Furthermore, new product launches increase the market shares of players and offer them a competitive edge over their rivals. Thus, new product launches will lead to the expansion of the global esports market at a CAGR of almost 18% during the forecast period.

Evolution of high-tech gaming consoles

Personal and community gaming has evolved from board games into a technology-driven industry. The introduction and popularity of gaming consoles, such as Xbox and PlayStation, have led to the development of the modern esports industry. For instance, PlayStation 4 Pro and the Xbox One X can display 4K resolutions with high-dynamic-range (HDR) color technology. Therefore, evolving technology in the esports industry has made the gaming experience better, attracting a large number of players and driving the global esports market. This development is expected to have a positive impact on the overall market growth.

For the detailed list of factors that will drive the global esports market during the forecast period 2019-2023, view our report.

Competitive Landscape

With the presence of several major players, the global esports market is fragmented. Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading esports manufacturers, that include Activision Blizzard Inc., Electronic Arts Inc., Modern Times Group MTG AB, Tencent Holdings Ltd., and Valve Corp.

Also, the esports market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

TABLE OF CONTENTS

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

  • 2.1 Preface
  • 2.2 Preface
  • 2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

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

PART 06: CUSTOMER LANDSCAPE

PART 07: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2018-2023
  • APAC - Market size and forecast 2018-2023
  • Europe - Market size and forecast 2018-2023
  • South America - Market size and forecast 2018-2023
  • MEA - Market size and forecast 2018-2023
  • Key leading countries
  • Market opportunity

PART 08: MARKET SEGMENTATION BY REVENUE STREAM

  • Market segmentation by revenue stream
  • Comparison by revenue stream
  • Sponsorships - Market size and forecast 2018-2023
  • Media rights - Market size and forecast 2018-2023
  • Advertising - Market size and forecast 2018-2023
  • Publisher fees - Market size and forecast 2018-2023
  • Merchandise and ticket sales - Market size and forecast 2018-2023
  • Market opportunity by revenue stream

PART 09: MARKET SEGMENTATION BY GAME GENRE

  • Market segmentation by game genre
  • Comparison by game genre
  • MOBA - Market size and forecast 2018-2023
  • FPS - Market size and forecast 2018-2023
  • RTS - Market size and forecast 2018-2023
  • Others - Market size and forecast 2018-2023
  • Market opportunity by game genre

PART 10: DECISION FRAMEWORK

PART 11: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 12: MARKET TRENDS

  • Increase in esports betting
  • Evolution of high-tech gaming consoles
  • New partnerships
  • Rapidly increasing Internet penetration and esports adoption on
  • smartphones

PART 13: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption
  • Competitive scenario

PART 14: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard Inc.
  • Electronic Arts, Inc.
  • Modern Times Group MTG AB
  • Tencent Holdings Ltd.
  • Valve Corp.

PART 15: APPENDIX

  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors

PART 16: EXPLORE TECHNAVIO

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