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eスポーツ - 世界市場の将来展望(2018年-2027年)

E-Sports - Global Market Outlook (2018-2027)

出版日: | 発行: Stratistics Market Research Consulting | ページ情報: 英文 182 Pages | 納期: 2-3営業日

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eスポーツ - 世界市場の将来展望(2018年-2027年)
出版日: 2020年03月01日
発行: Stratistics Market Research Consulting
ページ情報: 英文 182 Pages
納期: 2-3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界の eスポーツ市場は2018年に8億2,339万米ドルを占め、予測期間中に19.6%のCAGRで成長する2027年までに41億2,584万米ドルに達すると予想されています。市場の成長を牽引する重要な要素のいくつかは、ビデオゲームの需要とeスポーツに関する知識の高まりです。ただし、発展途上国および発展途上国でのeスポーツにおけるギャンブル/賭けのリスクにより、市場の成長は抑制されています。

エレクトロニクススポーツ(eスポーツ)は、ビデオゲームプレーヤー向けに企画された競技です。eスポーツイベントには、競技リーグやトーナメントが含まれます。 eスポーツの収入は、スポンサーシップ、広告、チケットと商品、およびメディアの権利を通じて発生します。

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、市場概要、市場動向、市場区分、地域別の市場分析、競合情勢、主要企業などについて、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 イントロダクション

第3章 市場動向分析

  • イントロダクション
  • 促進要因
  • 抑制要因
  • 市場機会
  • 脅威
  • 製品分析
  • エンドユーザー分析
  • 新興市場
  • Covid-19の影響

第4章 ポーターのファイブフォース分析

  • サプライヤーの交渉力
  • バイヤーの交渉力
  • 代替品の脅威
  • 新規参入業者の脅威
  • 業界内での競争

第5章 世界の eスポーツ市場:デバイス種類別

  • イントロダクション
  • タブレットとノートパソコン
  • スマートフォン
  • PC
  • ゲーム用ヘッドセット
  • ゲーム機

第6章 世界の eスポーツ市場:年齢層別

  • イントロダクション
  • 0~15
  • 16-25
  • 26~35
  • 36歳以上

第7章 世界の eスポーツ市場:収益源別

  • イントロダクション
  • メディアの権利
    • オンライン広告
    • 定期購入
  • 出版社手数料
  • スポンサーシップと直接広告
  • チケットと商品
  • eスポーツベッティング&ファンタジーサイト
  • 賞金のプール
  • アマチュア&ミニトーナメント

第8章 世界の eスポーツ市場:プラットフォーム別

  • イントロダクション
  • YouTube
  • Twitch
  • Hayu
  • DouYu

第9章 世界の eスポーツ市場:機器別

  • イントロダクション
  • マウス
  • コントローラ
  • キーボード

第10章 世界の eスポーツ市場:エンドユーザー

  • イントロダクション
  • BFSI
  • 製造
  • ヘルスケア
  • 小売業

第11章 世界の eスポーツ市場: 地域

  • イントロダクション
  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • 英国
    • イタリア
    • フランス
    • スペイン
    • その他
  • アジア太平洋地域
    • 日本
    • 中国
    • インド
    • オーストラリア
    • ニュージーランド
    • 韓国
    • その他
  • 南米
    • アルゼンチン
    • ブラジル
    • チリ
    • その他
  • 中東・アフリカ地域
    • サウジアラビア
    • アラブ首長国連邦
    • カタール
    • 南アフリカ
    • その他

第12章 市場の主な動向

  • 合意、パートナーシップ、提携、合弁事業
  • 買収と合併
  • 新製品の発売
  • 拡大戦略
  • その他の主要戦略

第13章 企業プロファイル

  • Activision Blizzard
  • Alisports
  • CJ Corporation
  • Electronic Arts
  • Faceit
  • Gfinity
  • Gungho Online Entertainment
  • Hi Rez Studios
  • Kabum
  • Modern Times Group
  • Nintendo
  • Rovio Entertainment
  • Turner Broadcasting System
  • Valve Corporation
  • Wargaming Public
図表

List of Tables

  • Table 1 Global E-Sports Market Outlook, By Region (2017-2027) ($MN)
  • Table 2 Global E-Sports Market Outlook, By Device (2017-2027) ($MN)
  • Table 3 Global E-Sports Market Outlook, By Tablets & Laptops (2017-2027) ($MN)
  • Table 4 Global E-Sports Market Outlook, By Smartphones (2017-2027) ($MN)
  • Table 5 Global E-Sports Market Outlook, By PCs (2017-2027) ($MN)
  • Table 6 Global E-Sports Market Outlook, By Gaming Headsets (2017-2027) ($MN)
  • Table 7 Global E-Sports Market Outlook, By Gaming Consoles (2017-2027) ($MN)
  • Table 8 Global E-Sports Market Outlook, By Age Group (2017-2027) ($MN)
  • Table 9 Global E-Sports Market Outlook, By 0-15 (2017-2027) ($MN)
  • Table 10 Global E-Sports Market Outlook, By 16-25 (2017-2027) ($MN)
  • Table 11 Global E-Sports Market Outlook, By 26-35 (2017-2027) ($MN)
  • Table 12 Global E-Sports Market Outlook, By More than 35 (2017-2027) ($MN)
  • Table 13 Global E-Sports Market Outlook, By Revenue Stream (2017-2027) ($MN)
  • Table 14 Global E-Sports Market Outlook, By Media Rights (2017-2027) ($MN)
  • Table 15 Global E-Sports Market Outlook, By Online Advertisements (2017-2027) ($MN)
  • Table 16 Global E-Sports Market Outlook, By Subscriptions (2017-2027) ($MN)
  • Table 17 Global E-Sports Market Outlook, By Publisher Fees (2017-2027) ($MN)
  • Table 18 Global E-Sports Market Outlook, By Sponsorships and Direct Advertisements (2017-2027) ($MN)
  • Table 19 Global E-Sports Market Outlook, By Tickets and Merchandise (2017-2027) ($MN)
  • Table 20 Global E-Sports Market Outlook, By eSports betting & fantasy site (2017-2027) ($MN)
  • Table 21 Global E-Sports Market Outlook, By Prize Pool (2017-2027) ($MN)
  • Table 22 Global E-Sports Market Outlook, By Amateur & Micro Tournament (2017-2027) ($MN)
  • Table 23 Global E-Sports Market Outlook, By Streaming Platform (2017-2027) ($MN)
  • Table 24 Global E-Sports Market Outlook, By YouTube (2017-2027) ($MN)
  • Table 25 Global E-Sports Market Outlook, By Twitch (2017-2027) ($MN)
  • Table 26 Global E-Sports Market Outlook, By Hayu (2017-2027) ($MN)
  • Table 27 Global E-Sports Market Outlook, By DouYu (2017-2027) ($MN)
  • Table 28 Global E-Sports Market Outlook, By Product (2017-2027) ($MN)
  • Table 29 Global E-Sports Market Outlook, By Mice (2017-2027) ($MN)
  • Table 30 Global E-Sports Market Outlook, By Controller (2017-2027) ($MN)
  • Table 31 Global E-Sports Market Outlook, By Keyboard (2017-2027) ($MN)
  • Table 32 Global E-Sports Market Outlook, By End User (2017-2027) ($MN)
  • Table 33 Global E-Sports Market Outlook, By BFSI (2017-2027) ($MN)
  • Table 34 Global E-Sports Market Outlook, By Manufacturing (2017-2027) ($MN)
  • Table 35 Global E-Sports Market Outlook, By Healthcare (2017-2027) ($MN)
  • Table 36 Global E-Sports Market Outlook, By Retail (2017-2027) ($MN)
  • Table 37 Global E-Sports Market Outlook, By Fighting and Action (2017-2027) ($MN)
  • Table 38 Global E-Sports Market Outlook, By First Person Shooter (2017-2027) ($MN)
  • Table 39 Global E-Sports Market Outlook, By Multiplayer Online (2017-2027) ($MN)
  • Table 40 Global E-Sports Market Outlook, By Occasional Viewers (2017-2027) ($MN)
  • Table 41 Global E-Sports Market Outlook, By Professional Players (2017-2027) ($MN)
  • Table 42 Global E-Sports Market Outlook, By Real Strategy (2017-2027) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.

目次

According to Stratistics MRC, the Global E-Sports market is accounted for $823.39 million in 2018 and is expected to reach $4125.84 million by 2027 growing at a CAGR of 19.6% during the forecast period. Some of the key factors propelling the market growth are growing demand popularity of video games and growing knowledge about esports. However, risk from esport gambling/betting in developing and underdeveloped countries is the restraining factor for the growth of the market.

Electronics sports (esports) are forceful tournaments planned for video game players. It imitate the skill of presentation a expert sports event, where audiences watch video gamers compete against each other. Esports events include competitive leagues and tournaments. The esports income is generated all over sponsorships and advertisements, tickets and merchandise, and media rights.

By revenue streams, sponsorship and direct advertisement segment is expected to grow at the significant market share during the forecast period due to its offer various opportunities to the brand owners to directly reach to the game fans in an occurrence. Booths, video displays, posters, freebies, interactive advertising, and many other imaginative methods facilitate this reach to the brands. On ground sponsoring is cheaper than an online advertisement, and tends to be influential, especially, for companies offering products and services directly related to gaming. On the basis of geography, Asia Pacific is predictable to hold considerable market share during the forecast period due to escalating number of esports competitions in the region. Asia has always been a outstanding market for the gaming industry, specially due to the ease of entry, compare to other markets. in addition, a number of esports spectators, sponsors, and brands from the western countries are more and more invest in the market in this region.

Some of the key players in E-Sports Market include Activision Blizzard, Alisports, CJ Corporation, Electronic Arts, Faceit, Gfinity, Gungho Online Entertainment, Hi Rez Studios, Kabum, Modern Times Group, Nintendo, Rovio Entertainment, Turner Broadcasting System

Valve Corporation, Wargaming Public.

Devices Covered:

  • Tablets & Laptops
  • Smartphones
  • PCs
  • Gaming Headsets
  • Gaming Consoles

Age Groups Covered:

  • 0-15
  • 16-25
  • 26-35
  • More than 35

Revenue Streams Covered:

  • Media Rights
  • Publisher Fees
  • Sponsorships and Direct Advertisements
  • Tickets and Merchandise
  • eSports betting & fantasy site
  • Prize Pool
  • Amateur & Micro Tournament

Streaming Platforms Covered:

  • YouTube
  • Twitch
  • Hayu
  • DouYu

Products Covered:

  • Mice
  • Controller
  • Keyboard

End Users Covered:

  • Arcade Game
  • Board Game
  • Card Game
  • Casino Game
  • Fighting and Action
  • First Person Shooter
  • Game
  • Multiplayer Online
  • Occasional Viewers
  • Professional Players
  • Real Strateg

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • Italy
    • UK
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter's five forces analysis, SWOT analysis, etc.
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking

Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Product Analysis
  • 3.7 End User Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global E-Sports Market, By Device

  • 5.1 Introduction
  • 5.2 Tablets & Laptops
  • 5.3 Smartphones
  • 5.4 PCs
  • 5.5 Gaming Headsets
  • 5.6 Gaming Consoles

6 Global E-Sports Market, By Age Group

  • 6.1 Introduction
  • 6.2 0-15
  • 6.3 16-25
  • 6.4 26-35
  • 6.5 More than 35

7 Global E-Sports Market, By Revenue Stream

  • 7.1 Introduction
  • 7.2 Media Rights
    • 7.2.1 Online Advertisements
    • 7.2.2 Subscriptions
  • 7.3 Publisher Fees
  • 7.4 Sponsorships and Direct Advertisements
  • 7.5 Tickets and Merchandise
  • 7.6 eSports betting & fantasy site
  • 7.7 Prize Pool
  • 7.8 Amateur & Micro Tournament

8 Global E-Sports Market, By Streaming Platform

  • 8.1 Introduction
  • 8.2 YouTube
  • 8.3 Twitch
  • 8.4 Hayu
  • 8.5 DouYu

9 Global E-Sports Market, By Product

  • 9.1 Introduction
  • 9.2 Mice
  • 9.3 Controller
  • 9.4 Keyboard

10 Global E-Sports Market, By End User

  • 10.1 Introduction
  • 10.2 BFSI
  • 10.3 Manufacturing
  • 10.4 Healthcare
  • 10.5 Retail
  • 10.6 Fighting and Action
  • 10.7 First Person Shooter
  • 10.8 Multiplayer Online
  • 10.9 Occasional Viewers
  • 10.10 Professional Players
  • 10.11 Real Strategy

11 Global E-Sports Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 Activision Blizzard
  • 13.2 Alisports
  • 13.3 CJ Corporation
  • 13.4 Electronic Arts
  • 13.5 Faceit
  • 13.6 Gfinity
  • 13.7 Gungho Online Entertainment
  • 13.8 Hi Rez Studios
  • 13.9 Kabum
  • 13.10 Modern Times Group
  • 13.11 Nintendo
  • 13.12 Rovio Entertainment
  • 13.13 Turner Broadcasting System
  • 13.14 Valve Corporation
  • 13.15 Wargaming Public
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