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世界のEスポーツ市場 2018-2022年

Global E-Sports Market 2018-2022

IRTNTR22420

 

出版社 出版年月電子版価格 ページ数
TechNavio
テクナビオ
2018年10月US$2,500
シングルユーザライセンス
118

サマリー

この調査レポートは世界のEスポーツ市場を分析・予測したTechNavioの市場調査報告書です。

Description

About E-sports

E-sports, also referred to as electronic sports, is a multiplayer video game tournament held among professional gamers.

Technavio’s analysts forecast the Global E-sports Market to grow at a CAGR of 27.57% during the period 2018-2022.

Covered in this report
The report covers the present scenario and the growth prospects of the global e-sports market. To calculate the market size, the report considers the revenue generated through e-sports betting.

The market is divided into the following segments based on geography:
- Americas
- APAC
- EMEA

Technavio's report, global e-sports market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
- Activision Blizzard
- Epic Games
- Nintendo
- Riot Games
- Valve
- Wargaming.net


Market driver
- Development of advanced infrastructure for e-sports
- For a full, detailed list, view our report

Market challenge
- Increased underage spending
- For a full, detailed list, view our report

Market trend
- Emergence of mobile e-sports and drone racing
- For a full, detailed list, view our report

Key questions answered in this report
- What will the market size be in 2022 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors-

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.



目次

PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
PART 03: RESEARCH METHODOLOGY
PART 04: INTRODUCTION
PART 05: MARKET LANDSCAPE
- Market ecosystem
- Market characteristics
- Market segmentation analysis
PART 06: MARKET SIZING
- Market definition
- Market sizing 2017
- Market size and forecast 2017-2022
PART 07: FIVE FORCES ANALYSIS
- Bargaining power of buyers
- Bargaining power of suppliers
- Threat of new entrants
- Threat of substitutes
- Threat of rivalry
- Market condition
PART 08: MARKET SEGMENTATION BY GENRE BASED
- Segmentation by genre
- Comparison by genre
- MOBA - Market size and forecast 2017-2022
- FPS - Market size and forecast 2017-2022
- RTS - Market size and forecast 2017-2022
- Others - Market size and forecast 2017-2022
- Market opportunity by genre
PART 09: MARKET SEGMENTATION BY REVENUE
- Segmentation by revenue
- Comparison by revenue
- E-sports advertising - Market size and forecast 2017-2022
- Prize pool - Market size and forecast 2017-2022
- Ticket sales - Market size and forecast 2017-2022
- Market opportunity by revenue
PART 10: CUSTOMER LANDSCAPE
PART 11: REGIONAL LANDSCAPE
- Geographical segmentation
- Regional comparison
- Americas - Market size and forecast 2017-2022
- EMEA - Market size and forecast 2017-2022
- APAC - Market size and forecast 2017-2022
- Key leading countries
- Market opportunity
PART 12: DECISION FRAMEWORK
PART 13: DRIVERS AND CHALLENGES
- Market drivers
- Market challenges
PART 14: MARKET TRENDS
- Increase in e-sports betting
- Emergence of new related streams of revenue
- Live streaming of video games and e-sports events
- Emergence of mobile e-sports and drone racing
PART 15: VENDOR LANDSCAPE
- Overview
- Landscape disruption
PART 16: VENDOR ANALYSIS
- Vendors covered
- Vendor classification
- Market positioning of vendors
- Activision Blizzard
- Epic Games
- Nintendo
- Riot Games
- Valve
- Wargaming.net
PART 17: APPENDIX
- List of abbreviations


Exhibit 01: Parent market
Exhibit 02: Global gaming market
Exhibit 03: Market characteristics
Exhibit 05: Market definition - Inclusions and exclusions checklist
Exhibit 06: Market size 2017
Exhibit 07: Validation techniques employed for market sizing 2017
Exhibit 08: Global e-sports market - Market size and forecast 2017-2022 ($ mn)
Exhibit 09: Global - Year-over-year growth 2018-2022 (%)
Exhibit 10: Five forces analysis 2017
Exhibit 11: Five forces analysis 2022
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 2017
Exhibit 18: Genre - Market share 2017-2022 (%)
Exhibit 19: Comparison by genre
Exhibit 20: MOBA - Market size and forecast 2017-2022 ($ mn)
Exhibit 21: MOBA - Year-over-year growth 2018-2022 (%)
Exhibit 22: FPS - Market size and forecast 2017-2022 ($ mn)
Exhibit 23: FPS - Year-over-year growth 2018-2022 (%)
Exhibit 24: RTS - Market size and forecast 2017-2022 ($ mn)
Exhibit 25: RTS - Year-over-year growth 2018-2022 (%)
Exhibit 26: Others - Market size and forecast 2017-2022 ($ mn)
Exhibit 27: Others - Year-over-year growth 2018-2022 (%)
Exhibit 28: Market opportunity by genre
Exhibit 29: Global e-sports market by revenue? Market share 2017-2022 (%)
Exhibit 30: Comparison by revenue
Exhibit 31: E-sports advertising - Market size and forecast 2017-2022 ($ mn)
Exhibit 32: E-sports advertising - Year-over-year growth 2018-2022 (%)
Exhibit 33: Prize pool - Market size and forecast 2017-2022 ($ mn)
Exhibit 34: Prize pool - Year-over-year growth 2018-2022 (%)
Exhibit 35: Ticket sales - Market size and forecast 2017-2022 ($ mn)
Exhibit 36: Ticket sales - Year-over-year growth 2018-2022 (%)
Exhibit 37: Market opportunity by revenue
Exhibit 38: Customer landscape
Exhibit 39: Global - Market share by geography 2017-2022 (%)
Exhibit 40: Regional comparison
Exhibit 41: Americas - Market size and forecast 2017-2022 ($ mn)
Exhibit 42: Americas - Year-over-year growth 2018-2022 (%)
Exhibit 43: Top 3 countries in Americas
Exhibit 44: EMEA - Market size and forecast 2017-2022 ($ mn)
Exhibit 45: EMEA - Year-over-year growth 2018-2022 (%)
Exhibit 46: Top 3 countries in EMEA
Exhibit 47: APAC - Market size and forecast 2017-2022 ($ mn)
Exhibit 48: APAC - Year-over-year growth 2018-2022 (%)
Exhibit 49: Top 3 countries in APAC
Exhibit 50: Key leading countries
Exhibit 51: Market opportunity by region
Exhibit 52: Vendor landscape
Exhibit 53: Landscape disruption
Exhibit 54: Vendors covered
Exhibit 55: Vendor classification
Exhibit 56: Market positioning of vendors
Exhibit 57: Vendor overview
Exhibit 58: Activision Blizzard - Business segments
Exhibit 59: Activision Blizzard - Organizational developments
Exhibit 60: Activision Blizzard - Geographic focus
Exhibit 61: Activation Blizzard - Segment focus
Exhibit 62: Activision Blizzard - Key offerings
Exhibit 63: Vendor overview
Exhibit 64: Epic Games - Business segments
Exhibit 65: Epic Games - Organizational developments
Exhibit 66: Epic Games - Key offerings
Exhibit 67: Vendor overview
Exhibit 68: Nintendo - Organizational developments
Exhibit 69: Nintendo - Key offerings
Exhibit 70: Vendor overview
Exhibit 71: Riot Games - Business segments
Exhibit 72: Riot Games - Organizational developments
Exhibit 73: Riot Games - Key offerings
Exhibit 74: Valve - Vendor overview
Exhibit 75: Valve - Organizational developments
Exhibit 76: Valve - Key offerings
Exhibit 77: Vendor overview
Exhibit 78: Wargaming.net - Business segments
Exhibit 79: Wargaming.net - Organizational developments
Exhibit 80: Wargaming.net - Key offerings

 

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