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スポーツとEスポーツの比較 - 観客、支出、消費:360度深層分析

360 Deep Dive - Sports vs. Esports: Audience, Spending, and Consumption

 

出版社 出版年月電子版価格 ページ数
Parks Associates
パークスアソシエイツ社
2018年6月US$7,500
電子ファイル
68

サマリー

スポーツはこれまで長い間、有料サービスの促進要因であり、エンターテインメントパッケージの重要な要素だった。しかしスポーツコンテンツの消費需要は変化してきている。Eスポーツがスポーツ番組の境界を冒しつつあり、新しい観衆を惹きつけ、新しい配信経路での広告主を獲得しつつある。米国調査会社パークスアソシエイツ社(Parks Associates)の調査レポート「スポーツとEスポーツの比較 - 観客、支出、消費:360度深層分析」は、米国市場のスポーツに関する消費行動の変化を査定し、従来と新しいスポーツの両方の観衆セグメントを定義している。

Sports programming has long been a proven driver of consumer-paid services and a necessary component of entertainment packages. Yet demand for and consumption of sports content are changing. Esports is challenging the definition of sports programming, attracting new audiences and advertisers via new distribution paths. This research examines the changing consumption habits regarding sports in the U.S. market, assesses the esports viewer, measures uptake of sports-related content services, and identifies sports audience segments for both traditional and emerging sports.

 

ANALYST INSIGHT

“As the esports market evolves, it will be critical for companies to examine both the sports and esports fandoms to gauge attitudes, preferences, and crossover between the two groups. Operators and content providers that understand their audiences can better build an esports portfolio, drive revenue dollars, and develop related services.”

― Hunter Sappington, Researcher, Parks Associates



目次

CONTENTS

Consumer Analytics: Entertainment Content Track
Key Questions Answered
Methodology, Charts, Statistical Information

Executive Summary

• Industry Insight
• Defining Esports
• Key Findings and Market Impact

Gaming Behaviors

• Hours Spent Gaming, by Platform (Q3/17)
• Gaming, by Platform (Q3/17)
• Total Average Gaming Hours Per Week by Age of Respondents (Q3/17)
• Total Average Gaming Hours Per Week by Technology Adoption Segment (Q3/17)
• Total Average Gaming Hours Per Week by Education Degree (Q3/17)
• Total Average Weekly Hours of Gaming (Q3/17)
• Gamer Segments: PC Gamers, Console Gamers, vs. Mobile Gamers (Q3/17)
• Total Average Gaming Hours Per Week by Gamer Segment (Q3/17)
• Livestreaming or Self-Recording of Video Game Play (Q3/17)

Esports: Content, Consumption, Business Models

• Viewers of Esports Matches or Tournaments (Q3/17)
• Esports Viewership by Demographics (Q3/17)
• Esports Viewership by Service Subscription or Usage (Q3/17)
• Internet Video Viewing Habits Among Esports Viewers (Q3/17)
• Livestreaming or Posting of Video Among Esports Viewers (Q3/17)
• Gaming & Emerging Device Ownership Among Esports Viewers (Q3/17)
• Total Average Gaming Hours Per Week Among Esports Viewers (Q3/17)
• Average Monthly Expenditure on Home Video Entertainment by Video Sources (Q3/17)
• Devices Used to Watch Esports (Q3/17)
• Sources Used to Watch Esports (Q3/17)
• Top 5 Sources Used to Watch Esports by Devices Used to Watch Esports (Q3/17)
• Most Compelling Elements of Esports (Q3/17)
• Likelihood of Partaking in Consumer Activities Related to Esports (Q3/17)
• Appeal of Types of Esports Content (Q3/17)
• Consumption of Esports Content Types in the Past 6 Months (Q3/17)
• Top FPS/Shooter Esports Titles (Q3/17)
• Top Sports Esports Titles (Q3/17)
• Top Fighting Esports Titles (Q3/17)
• Top MOBA Esports Titles (Q3/17)
• Consumption of Card Game Esports Content in the Past 6 Months (Q3/17)
• Top RTS/Strategy Esports Titles (Q3/17)
• Top Overall Esports Titles Viewed in the Past 6 Months (Q3/17)
• Esports Viewership Drivers by Game Genres (Q3/17)

• Numbers of Game Titles that Esports Viewers Viewed (Q3/17)
• Game Genres by Numbers of Game Titles that Esports Viewers Watch (Q3/17)
• Matrix of Multiple Game Titles that Esport Viewers Watch (Q3/17)
• Sports Fans Among Esport Viewers (Q3/17)
• Matrix of Popular Game Title vs. Game Genre (Q3/17)

Sports Content Consumption and Esports Crossover

• Pay-TV Service Subscriptions (2011 - 2018)
• Premium Sports Package with Pay TV Services (2013 - 2017)
• Sports OTT Subscription (2016 - 2018)
• Sports Service Subscription: Sports Premium Services vs Sports OTT Services (Q3/17)
• Sports or Fitness OTT Service Subscriptions (Q3/17)
• Devotion to Sports Programming (Q1/17)
• Sports Fans by Technology Adoption Segment (Q1/17)
• Sports Fans by Gender (Q1/17)
• Sports Fans by Age of Respondents (Q1/17)
• Difficulty in Giving Up Network/Channel Types in a Pay-TV Package (Q1/16)
• Difficulty in Giving up Sports Channels, by Income (Q1/16)
• Difficulty in Giving up Sports Channels, by Gender (Q1/16)
• Sports Service Subscription Among Esports Viewers (Q3/17)
• Likelihood of Partaking in Consumer Activities Related to Esports by Subscriptions (Q3/17)
• Sports Viewers vs. Esports Viewers by Age (Q3/17)

Appendix

 

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