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市場調査レポート

デジタルゲーム:eスポーツ 2015-2020年

Digital Games: eSports 2015-2020

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
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本日の銀行送金レート: 1USD=101.50円で換算しております。
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デジタルゲーム:eスポーツ 2015-2020年 Digital Games: eSports 2015-2020
出版日: 2015年11月03日 ページ情報: 英文
概要

当レポートでは、デジタルゲームのeスポーツ市場について取り上げ、全体的な動向、eスポーツの発展に影響を及ぼす促進因子と障壁、現在の市況、ケーススタディ、バリューチェーンとビジネスモデル、eスポーツストリーミング市場の規模・成長率予測、およびeスポーツのディベロッパーでありスポンサーであるNVIDIAについて、分析しています。

第1章 ゲーム産業のイントロダクション

  • ゲーム産業

第2章 eスポーツ:市場ダイナミクス

  • イントロダクション
  • eスポーツ市場
    • ゲームの分類・定義
    • eスポーツのゲームプレイ方法
    • タイトルの寿命
    • eスポーツコンテンツの提供
    • ゲーマー統計・分類
    • eスポーツにおけるジェンダーとその役割
    • LANそれともインターネット?
    • プライドのためのプレイから賞金のためのプレイまで
    • 世界的な現象・ファンの増加
    • eスポーツにおける課題
  • 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
    • eスポーツの視聴率
  • Junipers の見解:要点

第3章 予測:デジタルゲーム総市場

  • イントロダクション
    • デジタルゲームの総収益
    • 総収益:デバイス別

第4章 予測:eスポーツ市場

  • 調査手法
  • eスポーツストリーミングの総市場
    • eスポーツストリーミングサービスのユーザー総数
    • オンラインeスポーツストリーミングからの総収益
    • オンラインeスポーツストリーミングからの総加入収益
    • オンラインeスポーツストリーミングからの総広告収益
目次

Overview

Juniper Research is a market leader in the digital content research area, having built an unrivalled source of market intelligence and forecast data over the past 12 years. Juniper's ground-breaking research into the eSports market represents the benchmark for analysis into this burgeoning segment.

This research suite provides the reader with influential insights into the key drivers of the eSports market, as well as challenges faced by the industry. In addition, Juniper looks at the current and emerging business models, which will shape the way eSports content is distributed and monetised.

This research includes a Market Appraisal (PDF) and a market sizing and five year forecast spreadsheet (XL).

Key Features

  • In-depth study of the overarching trends, hurdles and drivers impacting the development of eSports.
  • Analysis of the current market and its recent surge in popularity.
  • Case studies to give insights into eSports and its influence in the videogames industry, as well as emerging consumer trends.
  • Value chain analysis and business models.
  • Benchmark industry forecasts for size and growth of the eSports streaming market, as well as insights from eSports developer and sponsor, NVIDIA.

Key Questions

  • 1. What is the eSports market currently worth, and how will it develop over the next five years - in terms of online streaming revenues?
  • 2. In terms of revenue contribution, which business model (advertising or subscription) is likely to see more success?
  • 3. How can we expect to see the industry develop over the next few years?
  • 4. What are the key challenges faced by the industry?
  • 5. What are the key market forces driving eSports?

Companies Referenced

343 Industries (Halo), Alienware, Amazon, BBC, Blizzard (World of Warcraft), Bungie, CLG (Counter Logic Gaming), Corsair, DotATV, DreamHack, EA, ESL (Electronic Sports League), ESPN, GIGA Television, Google, Microsoft (Age of Empires, Smite), MLG (Major League Gaming), Nintendo (Super Smash Bros. Melee), NVIDIA, Oculus, OGN (Ongamenet), Riot Games (League of Legends), Sony (Mortal Kombat, Soul Calibur, King of Fighters), Super Evil Megacorp (Vainglory), Tencent Holdings, Thermaltake, Twin Galaxies, Twitch, Valve (Counter Strike, DotA, EVE Online), XLEAGUE.TV, YouTube.

Data & Interactive Forecast

Juniper Research's highly granular interactive Excels (IFxls) enable clients to manipulate Juniper's forecast data and charts to test their own assumptions by using the Interactive Scenario Tool, and compare select markets and sectors 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.

The forecast suite includes:

  • Country level data splits for:
    • Canada
    • Germany
    • Japan
    • South Korea
    • UK
    • US
    • Plus 8 key regions
  • Total unique users of eSports, derived from the PC, Console, Smartphone, Tablet, and Microconsole delivery platforms.
  • Advertising & Subscription-based revenues
  • Interactive Scenario Tool allowing users to manipulate Juniper's data for 8 different metrics.
  • Access to the full set of forecast data of 41 tables and over 4,000 data points.

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. Elements of the Games Market Place
      • i. Mobile Games
        • Figure 1.2: The Puzzle & Dragons iPhone App
      • ii. Console Games
        • Figure 1.3: Selection of 7th Generation Consoles
      • iii. PC Games
        • Figure 1.4: Selection of PC Games
      • iv. Handheld Games
        • Figure 1.5: Selection of Handheld Games Devices
      • v. Cloud Games
        • Figure 1.6: NVIDIA's ‘GRID' Cloud Gaming Delivery System
      • vi. Microconsoles & Connected TVs
        • Figure 1.7: Piston Microconsole

2. eSports: Market Dynamics

  • 2.1. Introduction
    • 2.1.1. Overview & History
      • Figure 2.1: A Brief History of eSports (1972-Present)
  • 2.2. The eSports Market
    • Figure 2.2: eSports: Trends, Drivers, and Hurdles
    • 2.2.1. Game Categories & Definitions
      • i. Action & Arcade
      • ii. Casual & Social
      • iii. Racing & Sports
      • iv. RPG & Strategy
      • v. Case Study: MLG (Major League Gaming)
    • 2.2.2. Methods of eSports Game Play
      • i. eSports on PC
        • Figure 2.3: Screenshot of DotA, Which Began as a User Mod of World of Warcraft 3
      • ii. Case Study: League of Legends
      • iii. eSports on Consoles
        • Figure 2.4: Smite on Xbox One
      • iv. Case Study: Halo Championships
      • v. Other Devices & Future Technology
      • vi. Case Study: Vainglory
      • vii. Case Study: EVE Online
    • 2.2.3. Longevity of Titles
      • Figure 2.5: Screenshot of Age Of Empires 2: The Age of Kings
      • i. Case Study: Age of Empires
    • 2.2.4. Delivery of eSports Content
      • i. Social Games & ‘Let's Plays'
      • ii. Case Study: PewDiePie
      • iii. Dedicated TV Channels
      • iv. Streaming
      • v. Case Study: YouTube Gaming
        • Figure 2.6: YouTube Gaming on Web Browser
        • Figure 2.7: Twitch on Web Browser
      • vi. Case Study: Twitch
    • 2.2.5. Gamer Demographics & Categorisation
      • i. Casual
      • ii. Mid-Core/Core
      • iii. Hard-Core
      • iv. Professional Gamers
    • 2.2.6. Gender & Its Role in eSports
      • Figure 2.8: Team CLG Red, Winners of the 2015 ‘ESWC Counter Strike: GO'
    • 2.2.7. LAN or Internet?
      • i. LAN (Local Area Networks)
        • Figure 2.9: Players at the 1981 Space Invaders Championship
      • ii. Internet
    • 2.2.8. From Playing for Pride to Playing for Prize Money
      • Figure 2.10: Player Earnings & the Number of Players in eSports 2006-2014
      • Figure 2.11: Historic & Current Prize Money Generated from the Most Popular 2015 eSports Games ($m)
      • Table 2.12: Prize Money from eSports Tournaments 2013-2015
    • 2.2.9. Global Phenomenon & a Growing Following
      • Figure 2.13: League of Legends World Championship 2014
    • 2.2.10. Issues in eSports
      • Figure 2.14: The ESL One Katowice Event 2015
      • ii. Case Study: Kory Friesen
      • iii. Case Study: ESL (Electronic Sports League)
  • 2.3. Value Chain Analysis & Business Models
    • 2.3.1. Value Chains
      • i. eSports Games
      • ii. eSports Viewership
    • 2.3.2. Business Models
    • i. eSports games
      • Figure 2.15: Boxed Product Business Model
      • Figure 2.16: The MOBA & MMORPG Games Monetisation Model
    • ii. eSports Viewership
  • 2.4. Junipers View: Key Takeaways

3. Forecasts: the Total Digital Games Market

  • 3.1. Introduction
    • 3.1.1. Total Revenues for Digital Games
      • Figure & Table 3.1: Total Revenues for Digital Games ($m), Split by 8 Key Regions 2015-2020
    • 3.1.2. Total Revenues by Device
      • Figure & Table 3.2: Total Games Revenues ($m), Split by Device 2015-2020

4. Forecasts: The eSports Market

  • 4.1. Methodology
    • Figure 4.1: Methodology for eSports Streaming Revenues
  • 4.2. The Total Market for eSports Streaming
    • 4.2.1. Total Number of Users of eSports Streaming Services
      • Figure & Table 4.2: Total Users of eSports Streaming Services (m), Split by 8 Key Regions 2015-2020
    • 4.2.2. Total Revenues from Online eSports Streaming
      • Figure & Table 4.3: Total Revenues for Online eSports ($m), Split by 8 Key Regions 2015-2020
    • 4.2.3. Total Subscription Revenues from Online eSports Streaming
      • Figure & Table 4.4: Total Revenues for Subscriptions to Online eSports ($m), Split by 8 Key Regions 2015-2020
    • 4.2.4. Total Advertising Revenues from Online eSports Streaming
      • Figure & Table 4.5: Total Revenues from Online eSports Advertising ($m), Split by 8 Key Regions 2015-2020
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