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eスポーツ - レッツプレイ (ゲーム実況) & ウォッチプレイ (見て楽しむ):トーナメント戦 & コンテンツストリーミング 2017-2021年

eSports, Let's Play & Watch Play: Competitive Tournaments & Content Streaming 2017-2021

発行 Juniper Research 商品コード 344422
出版日 ページ情報 英文
納期: 即日から翌営業日
価格
本日の銀行送金レート: 1GBP=155.63円で換算しております。
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eスポーツ - レッツプレイ (ゲーム実況) & ウォッチプレイ (見て楽しむ):トーナメント戦 & コンテンツストリーミング 2017-2021年 eSports, Let's Play & Watch Play: Competitive Tournaments & Content Streaming 2017-2021
出版日: 2017年03月14日 ページ情報: 英文
概要

当レポートでは、拡大するeスポーツ市場について取り上げ、eスポーツ & ゲームストリーミング市場における eスポーツ市場、レッツプレイ (ゲーム実況) 部門、およびウォッチプレイ (見て楽しむ) 部門に注目して分析しており、市場動向・機会の分析、5ヵ年の市場規模・予測、バリューチェーン・ビジネスモデルなどをまとめています。

第1章 ゲーム産業のイントロダクション

  • ゲーム産業
    • 歴史・定義
    • ゲーム産業の部門
    • ゲーマー統計/分類

第2章 eスポーツ & ゲームコンテンツのストリーミング:市場ダイナミクス

  • イントロダクション
    • eスポーツ
    • ゲームコンテンツストリーミング
  • eスポーツ & ゲームコンテンツストリーミング市場
    • ゲーム分類 & 定義
    • 追加フォーマット
    • eスポーツゲームのプレイ方法
  • eスポーツ:コアトレンド & 将来の発展動向
    • オーディエンスの増加
    • プライズプール
    • スポンサーシップ
    • 専門TVチャンネル
    • ギャンブル
    • eスポーツ:新生産業を取り巻く課題
    • ジェンダーおよびeスポーツにおけるその役割
  • ゲームコンテンツストリーミング:コアトレンド & 将来の発展動向
    • ソーシャルゲームおよびレッツプレイ (ゲーム実況)
    • ライブストリーミング
    • プレイシステム:'Viewer Bots'
  • バリューチェーン分析 & ビジネスモデル
    • バリューチェーン
    • ビジネスモデル
  • Juniperの見解:要点

第3章 eスポーツ & ゲームストリーミング市場

  • イントロダクション
  • 調査手法
  • eスポーツ & カジュアルゲームストリーミングの総市場
    • eスポーツ & ゲームストリーミングサービスのユーザー総数
    • eスポーツ & ゲームストリーミングによる総収益・広告費総額
    • オンラインカジュアルゲームストリーミングへの広告費総額
    • オンラインカジュアルゲームストリーミングによる加入者総収益
    • オンラインeスポーツストリーミング広告費総額
    • オンラインeスポーツストリーミングによる加入総収益
    • オンラインeスポーツ & ゲームストリーミング寄付 & チップによる総収益:主要8地域
    • eスポーツ & ゲームストリーミングプラットフォームに関するデータ利用:主要8地域

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目次

Overview

Juniper's eSports, Let's Play & Watch Play research provides the most comprehensive and progressive analysis of this expanding market available today. This research provides the reader with new insights into the e-Sports & Games Streaming market, focusing on:

  • The eSports market - the competitive playing of video games, often for real money.
  • The ‘Let's Play' sector - commentary and tutorials on streams of casual video gameplay.
  • The ‘Watch Play' sector - where broadcasters stream video game play as it happens.

This research includes:

  • Market Trends & Opportunities (PDF)
  • 5 Year Market Sizing & Forecast spreadsheet (Excel)

Key Features

  • Sector Dynamics: Understand how the market is changing, in terms of user engagement and monetisation, with our analysis of key market forces and developments, supported by case studies & industry data.
  • Trend Appraisal: Major trends identified and defined with Juniper's ‘take' and assessment of the implications for the industry. Analysis of leading tournaments and games, with data on current and historic prize pools, outlining the opportunity for sponsorship and monetisation through value added content.
  • Value Chain & Business Models: Analysis of the monetisation methods and processes used across the industry, providing clear insight into the strategies utilised.
  • Benchmark industry forecasts for eSports and Games Streaming, providing quantification of advertising spend and user generated revenues through channels such as subscription and donations.

Key Questions

  • 1. What is eSports & games streaming, and how can the market be monetised?
  • 2. What are the opportunities for both streamers and platform owners?
  • 3. What must the eSports industry do to continue its growth and be recognised as a legitimate sport by potential sponsors?
  • 4. What are the key challenges faced by the industry, and how can these be addressed?
  • 5. What is the size and growth of the various sub sectors, in terms of revenue and advertising spend?

Companies Referenced

888 Sport, Activision Blizzard, AGM, Amazon, BBC, Betradar, Betway, Btobet, CLG (Counter Logic Gaming), DingIt, Disney, Dreamhack, EA, ESIC (Esports Integrity Coalition), ESL (Electronic Sports League), ESPN, Gambling Commission, GameBattles, GDC (Games Developer Conference), Ginx, Google, Intel, Korean eSports Association, Matcherino, Microsoft, MLG (Major League Gaming), Mr Green, Nintendo, NVIDIA, Oculus, OGN (Ongamenet), PayPal, Razer, Sky, Sony, Super Evil Megacorp, Supercell, Twitch, Unikrn, Valve, Virtuix, William Hill, YouTube.

Data & Interactive Forecast

Juniper's eSports, Let's Play & Watch Play forecast suite includes

Country level data splits for:

  • Canada
  • China
  • Germany
  • Japan
  • South Korea
  • UK
  • US
  • Plus 8 key global regions

Total viewer numbers for eSports & Games Streaming, split by device used:

  • Smartphones
  • Tablets
  • Games consoles
  • Desktop PCs & laptops
  • Microconsoles

As well as unique viewership numbers.

Platform break out to provide data for Twitch, YouTube, and other sites:

  • Viewership of streamed games content
  • Viewership of eSports content
  • Advertising spend and subscription spend for each sector.
  • Total donations and content purchases made on Twitch
  • Battle passes and other subscriptions made for eSports content.
  • Access to the full set of forecast data of 177 tables and over 18,900 data points.

Juniper Research's highly granular IFxls (interactive forecast excels) enable clients to manipulate Juniper's forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Table of Contents

1. Introduction to the Games Industry

  • 1.1. Games Industry
  • 1.1.1. History & Definition
    • Figure 1.1: A Brief History of Video Games (1940-Present)
    • 1.1.2. Sectors of the Games Industry
      • i. Mobile Games
        • Figure 1.2: Clash or Clans iPhone App
      • ii. Console Games
        • Figure 1.3: 8th Generation Console Controllers
      • iii. PC Games
        • Figure 1.4: Alienware PC Hardware
      • iv. Handhold Games & Hybrids
        • Figure 1.5: Handhold & Hybrid Games Devices - Sony's PSP & Nintendo's Switch
      • v. Cloud Games
        • Figure 1.6: NVIDIA's ‘GRID' Cloud Gaming Delivery System
      • vi. Microconsoles & Connected TVs
        • Figure 1.7: Piston Microconsole
    • 1.1.3. Gamer Demographics/Categorisation
      • i. Casual
      • ii. Mid-Core/Core
      • iii. Hard-Core
      • iv. Professional Gamers

2. eSports & Games Content Streaming: Market Dynamics

  • 2.1. Introduction
    • i. eSports
    • ii. Games Content Streaming
    • 2.1.2. Overview & History
      • Figure 2.1:A Brief History of eSports & Games Content Steaming (1972-Present)
  • 2.2. The eSports & Games Content Streaming Market
    • Figure 2.2: eSports & Content Streaming: Trends, Drivers & Hurdles
    • 2.2.1. Game Categories & Definitions
      • i. Action & Arcade
      • ii. Casual & Social
      • iii. Racing & Sports
      • iv. RPG & Strategy
    • 2.2.2. Additional Formats
      • i. MMO (Massively Multiplayer 0nline)
      • ii. MOBA (Multiplayer 0nline Battle Arena)
      • iii. FPS (First Person Shooter)
        • Figure 2.3: League of Legends Gameplay
    • 2.2.3. Methods of eSports Game Play
      • i. eSports on PC
        • Table 2.4: Juniper Rankings: Popular eSports Titles
      • ii. Case Study: Dota 2
      • iii. eSports on Consoles
        • Figure 2.5: PlayStation Plus League Available to French Gamers
      • iv. Case Study: ESL
      • v. eSports on Mobile
        • Figure 2.6: Clash Royale on Google Play
        • Figure 2.7: Clash Royale Quarter Finals in Helsinki
      • vi. Case Study: Vainglory
      • vii. Other Devices & Future Technology
        • Figure 2.8: GDC Survey 2017: ‘Which VR/AR device(s )/platform(s) are you currently developing for?' & ‘Which VR/AR device(s)/platform(s) most interest you as a developer right now?'
        • Figure 2.9: Virtuix Omi Treadmill for VR Gaming
  • 2.3. eSports: Core Trends & Future Developments
    • 2.3.1. A Growing Audience
      • Figure 2.10: eSports Tournaments with the Current Highest Viewership Figures to Date
      • i. Juniper's View: 2017 & Beyond
    • 2.3.2. Prize Pools
      • Figure 2.11:Total eSports Prize Money by Year, 2011-2016 ($m)
      • i. From Playing for Pride to Playing for Prize Money
        • Figure 2.12: eSports Statistics for Total Active Players & Average Annual Earnings per Player, 2006-2016 ($)
        • Figure 2.13: ‘The International' Prize Pool Tracker Comparing the 2014-2016 Tournaments ($m)
        • Figure 2.14: Leading eSports Prize Pools, Split by Tournament 2014-2016 Tournaments ($)
      • ii. Juniper's View: 2017 & Beyond
      • iii. Case Study: Matcherino
    • 2.3.3. Sponsorships
      • Table 2.15: Recent Major eSports Sponsorship Deals
      • Table 2.16: Major Sponsorships of Players & eSports Teams by Traditional Groups
      • i. Junipers View: 2017 & Beyond
    • 2.3.4. Dedicated TV Channels
      • i. Junipers View: 2017 & Beyond
    • 2.3.5. Gambling
      • Figure 2.17: William Hill eSports Match Betting
      • Table 2.18: Selected Providers Currently Offering eSports Gambling
      • Figure 2.19: Counter-Strike: Global Offensive
      • i. Juniper's View: 2017 & Beyond
    • 2.3.6. eSports: Issues Surrounding the Fledgling Industry
      • Figure 2.20: Leading Issues Threatening the Integrity of the eSports Industry
      • i. Match Fixing & Collusion
      • ii. Drug Use & Stimulants
      • iii. Modifications
      • iv. Ghosting
      • v. Juniper's View: 2017 & Beyond
    • 2.3.7. Gender & Its Role in eSports
      • Figure 2.21: Team CLG Red, Winners of the 2015 ‘ESWC Counter-Strike: GO'
      • i. Junipers View: 2017 & Beyond
      • ii. Case Study: MLG (Major League Gaming)
  • 2.4. Games Content Streaming: Core Trends & Future Developments
    • 2.4.1. Social Games & ‘Let's Plays'
      • i. Case Study: PewDiePie
      • ii. Junipers View: 2017 & Beyond
        • Figure 2.22: YouTube Star DanTDM
      • iii. Case Study: YouTube Gaming
    • 2.4.2. Live Streaming
      • i. Twitch vs YouTube Gaming
        • Table 2.23: Top 5 Broadcasters on Twitch (21st February 2017)
        • Figure 2.24: Bits Emotes & Their Use During Live Streams
      • ii. Juniper's View: 2017 & Beyond
    • 2.4.3. Playing the System: ‘Viewer Bots'
      • i. Junipers View: 2017 & Beyond
  • 2.5. Value Chain Analysis & Business Models
    • 2.5.1. Value Chains
      • Figure 2.25: eSports Games
      • Figure 2.26: eSports Viewership
    • 2.5.2. Business Models
      • i. eSports Games
        • Figure 2.27: Boxed Product Business Model
        • Figure 2.28: The MOBA & MMORPG Games Monetization Model
  • 2.6. Juniper's View: Key Takeaways

3. Forecasts: The eSports & Games Streaming Market

  • 3.1. Introduction
  • 3.2. Methodology
    • Figure 3.1: Methodology for eSports Streaming Revenues
  • 3.3. The Total Market for eSports & Casual Games Streaming
    • 3.3.1. Total Number of Users of eSports & Games Streaming Services
      • Figure & Table 3.2: Total Users of eSports Streaming Services (m), Split by 8 Key Regions 2016-2021
    • 3.3.2. Total Revenues and Advertising Spend from eSports & Games Streaming
      • Figure & Table 3.3: Total Revenues & Advertising Spend from eSports & Casual Games Streaming Services ($m), Split by 8 Key Regions 2016-2021
    • 3.3.3. Total Advertising Spend on Online Casual Games Streaming
      • Figure & Table 3.4: Total Advertising Spend for 0nline Casual Games Streaming ($m), Split by 8 Key Regions 2016-2021
      • Figure 3.5: Unique Viewers of Casual Games Streaming (m), Split by Play
    • 3.3.4. Total Subscription Revenues from Online Casual Games Streaming
      • Figure & Table 3.6: Total Revenues from Subscriptions to 0nline Casual Games Streaming ($m), Split by 8 Key Regions 2016-2021
    • 3.3.5. Total Advertising Spend on Online eSports Streaming
      • Figure & Table 3.7: Total Advertising Spend for 0nline Casual Games Streaming($m), Split by 8 Key Regions 2016-2021
    • 3.3.6. Total Subscription Revenues from Online eSports Streaming
      • Figure & Table 3.8: Total Revenues from Subscriptions to 0nline eSports Streaming ($m), Split by 8 Key Regions 2016-2021
      • Figure 3.9: Viewers of eSports Streaming (m), Split by Platform
    • 3.3.7. Total Revenues from Online eSports & Games Streaming Donations & Tips
      • Figure & Table 3.10: Total Revenues from 0nline eSports & Games Streaming Donations & Tips ($m), Split by 8 Key Regions 2016-2021
    • 3.3.8. Total Data Usage from eSports & Games Streaming
      • Figure & Table 3.11: Total Data Usage on eSports & Games Streaming Platforms (PB), Split by 8 Key Regions 2016-2021
      • Figure 3.12: Total Data Usage on eSports & Games Streaming Platforms (PB), Split by Channel 2016-2021
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