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eSports, Let´s Play & Watch Play : 수익화와 참여 전략(2018-2022년)

eSports, Let´s Play & Watch Play: Monetisation & Engagement Strategies 2018-2022

리서치사 Juniper Research
발행일 2018년 05월 상품 코드 344422
페이지 정보 영문
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eSports, Let´s Play & Watch Play : 수익화와 참여 전략(2018-2022년) eSports, Let´s Play & Watch Play: Monetisation & Engagement Strategies 2018-2022
발행일: 2018년 05월 페이지 정보 : 영문

한글목차

확대되는 e스포츠(eSports) 시장을 조사 분석했으며, e스포츠 & 게임 스트리밍 시장에서의 e스포츠 시장, Let´s Play(게임 실황) 부문 및 워치 플레이(시청) 부문 분석, 시장 동향과 기회, 5개년 시장 규모와 예측, 밸류체인과 비지니스 모델 등의 정보를 정리하여 전해드립니다.

제1장 게임 산업 서론

  • 게임 산업
    • 게임 산업 부문
      • 모바일 게임
      • 콘솔 게임
      • PC 게임
      • 클라우드 게임
      • e스포츠

제2장 e스포츠 & 게임 컨텐츠 스트리밍 : 시장 역학

  • 서론
    • 개요와 역사
  • e스포츠 & 게임 컨텐츠 스트리밍 시장
    • 게임 분류와 정의
    • 추가 포맷
    • e스포츠 게임 플레이 방법
    • VR 시장 장벽
  • e스포츠 : 핵심 동향과 향후 발전 동향
    • 관객 증가
    • 전문 TV 채널
    • Prize Pool
    • 루트 박스
    • 스폰서십
    • 투자
    • 소셜 미디어
    • 모바일 네트워크 참여
    • 겜블링
  • 게임 컨텐츠 스트리밍 : 핵심 동향과 향후 발전 동향
    • 핵심 동향과 향후 발전 동향
    • 라이브 스트리밍
    • e스포츠 퍼스널러티
    • 수익화 전략 : Bits
    • 플레이 시스템 : 'Viewer Bots'
  • 밸류체인 분석 & 비지니스 모델
    • 밸류체인
    • 비지니스 모델
  • Juniper의 견해 : 요점

제3장 e스포츠 & 게임 스트리밍 시장 예측

  • 서론
  • 조사 방법
  • e스포츠 & 캐쥬얼 게임 스트리밍 전체 시장
    • e스포츠 & 게임 스트리밍 서비스 이용자수
    • e스포츠 & 게임 스트리밍에 의한 총매출과 광고비 총액
    • 온라인 캐쥬얼 게임 스트리밍에 대한 광고비 총액
    • 온라인 캐쥬얼 게임 스트리밍에 의한 가입자 총매출
    • 온라인 e스포츠 스트리밍 광고비 총액
    • 온라인 e스포츠 스트리밍에 의한 가입 총매출
    • 온라인 e스포츠 & 게임 스트리밍 기부 & 팁에 의한 총매출
    • e스포츠 & 게임 스트리밍 플랫폼에 관한 데이터 이용
LSH 18.06.04

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영문목차

Overview

Juniper's ‘eSports, Let's Play & Watch Play’ research provides the most comprehensive and progressive analysis of this expanding market available today. It enables industry stakeholders to understand key market disruptions and leading players shaping sector growth, accompanied by an in-depth market sizing and forecast analysis.

This research provides the reader with new insights into the eSports & Games Streaming market, including the key challenges, opportunities and growth potential for:

  • 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 gameplay as it happens.

The research includes:

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

Key Features

  • Sector Analysis: Juniper's study of key trends and disruptive factors across the eSports and Let's Play markets:
    • Analysis of leading players and strategic opportunities for stakeholders.
    • Segment insight into eSports uptake by device type.
    • New technologies and prospects analysis.
    • Monetisation models.
  • Trend Appraisal: Juniper's ‘take' and assessment of the implications of major trends in the industry, including:
    • Analysis of leading tournaments and games, with data on current and historic prize pools.
    • The opportunity for sponsorship and monetisation through value added content.
  • Benchmark Industry Forecasts: Provided for eSports and Games Streaming, quantifing advertising spend and user generated revenues through channels such as subscription and donations.
  • Case Studies: Analysis of leading industry stakeholders and players, including:
    • Discord
    • ESL
    • Gfinity
    • Tyler ‘Ninja' Blevins
    • Steam
    • Twitch
    • Vodafone

Key Questions

  • 1. What is the size of the eSports industry in terms of market value?
  • 2. Why are Let's Plays such an important part of the games content streaming industry?
  • 3. What is skins gambling, and how does this practice relate to eSports activities?
  • 4. What are the key drivers for online games content streaming, and how can these be exploited in the future?
  • 5. How has the eSports and games streaming market evolved over the past year? Are there any new monetisation strategies/opportunities?

Companies Referenced

Data & Interactive Forecast

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

  • Data splits for 8 key global regions, in addition to country breakdowns for:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
    • US
  • Unique viewers of eSports and games streaming services.
  • Number of people who watch casual games streaming content, total revenues from casual games subscriptions & advertising spend.
  • Number of people who watch eSports content, total revenues from eSports subscriptions & advertising spend.
  • Sector revenues from donations to creators.
  • Interactive Scenario Tool allowing users to manipulate Juniper's data for 13 different metrics.
  • Access to the full set of forecast data of more than 170 tables and over 19,000 datapoints.

Juniper Research's highly granular interactive 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. The Games Industry
    • 1.1.1. Sectors of the Games Industry
      • i. Mobile Games
        • Figure 1.1: PUBG Mobile App
      • ii. Console Games
        • Figure 1.2: Nintendo's ‘Switch' Device, a Late Entrant into the 8th Console Generation
      • iii. PC Games
        • Figure 1.3: Steam Games Storefront
      • iv. Handheld Games
        • Figure 1.3: Handheld Games Devices - Sony's Vita & Nintendo's 3DS
      • v. Cloud Games
      • vi. Microconsoles & Connected TVs
        • Figure 1.5: Amazon Fire TV
      • vii. eSports

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
      • Figure 2.3: League of Legends Gameplay
      • Figure 2.4: A Player Entering Fortnite's Battle Royale Mode
    • 2.2.3. Methods of eSports Game Play
      • i. eSports on PC
        • Table 2.5: Juniper Rankings: Popular Let's Play & eSports Titles
      • ii. eSports on Consoles
      • iii. eSports on Mobile
        • Figure 2.6: Fortnite on Mobile
      • iv. VR & eSports
        • Figure 2.7: Star Trek: Bridge Crew
      • v. eSports Proliferation
        • Figure 2.8: Virtuix Omi Treadmill for VR Gaming
        • Figure 2.9: VR Challenger League at IEM Expo
    • 2.2.4. VR Market Barriers
      • i. Content ‘Chicken & Egg'
        • Figure 2.10: VR Games Released on Steam 2015-2017 YTD
  • 2.3. eSports: Core Trends & Future Developments
    • 2.3.1. Audience Levels Soar
      • i. Juniper's View
        • Figure 2.11: eSports Tournaments with the Current Highest Viewership Figures to Date
        • Case Study: Gfinity
    • 2.3.2. Dedicated TV Channels
      • i. Juniper's View
    • 2.3.3. Prize Pools
      • Figure 2.12: Total eSports Prize Money by Year, 2011-2017 ($m)
      • i. From Playing for Pride to Playing for Prize Money
        • Figure 2.13: eSports Statistics for Total Active Players & Average Annual Earnings per Player, 2006-2017 ($)
        • Figure 2.14: ‘The International' Prize Pool Tracker Comparing the 2014--2017 Tournaments ($m)
        • Figure 2.15: Top 5 Leading eSports Prize Pools, Split by Tournament 2011-2017 ($)
      • ii. Juniper's View
    • 2.3.4. Loot Boxes
      • Figure 2.16: Loot Boxes & Items in Overwatch
      • i. Juniper's View
    • 2.3.5. Sponsorships
      • Table 2.17: Recent Major eSports Sponsorship Deals
      • Table 2.18: Major Sponsorships of Players & eSports Teams by Traditional Sports Groups
      • i. Juniper's View
    • 2.3.6. Investment
      • Figure 2.19: Sample of Major eSports Investment Activities 2017-2018
      • i. Juniper's View
    • 2.3.7. Social Media
      • Figure 2.20: Social Media Presence of Popular eSports Teams (Number of Followers)
      • i. Dedicated Apps & Communication: Bridging the Gap
        • Figure 2.21: Community Announcements on Discord
      • ii. Juniper's View
        • Case Study: Discord
    • 2.3.8. Mobile Networks Get in on the Act
      • Figure 2.22: Vodafone Giants
      • Case Study: Vodafone Gaming
    • 2.3.9. Gambling
      • Table 2.23: Selected Providers Currently Offering eSports Gambling (May 2018)
      • Figure 2.24: Counter-Strike: Global Offensive
      • Figure 2.25: A Range of Skins for the Bowie Knife in CS:GO
      • Figure 2.26: Key Skins Gambling & Loot Box Statistics
      • i. Juniper's View
        • Case Study: Steam
  • 2.4. Games Content Streaming: Core Trends & Future Developments
    • i. Juniper's View
    • 2.4.2. Live Streaming
      • i. Twitch vs YouTube Gaming
        • Table 2.27: Top 5 Broadcasters by Number of Followers on Twitch (9th May 2018)
    • 2.4.3. eSports Personalities
      • Figure 2.28: Former Professional Gamer & Popular Streamer, Tyler ‘Ninja' Blevins
      • i. Juniper's View
        • Case Study: Ninja
    • 2.4.4. Monetisation Strategy - Bits
      • Figure 2.29: Using Bits to ‘Cheer' on Twitch
      • Figure 2.30: Rock Paper Bits, a Twitch Extension Tied to ‘Bits' & Based on the Popular Rock, Paper, Scissors Game
      • i. Juniper's View
    • 2.4.5. Playing the System: ‘Viewer Bots'
      • i. Juniper's View
  • 2.5. Value Chain Analysis & Business Models
    • 2.5.1. Value Chains
      • Figure 2.31: eSports Games
      • Figure 2.32: eSports Viewership
    • 2.5.2. Business Models
      • i. eSports Games
        • Figure 2.33: Boxed Product Business Model
        • Figure 2.34: The MOBA & MMORPG Games Monetisation Model
      • ii. 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 Unique Users of eSports & Games Streaming Services
      • Figure & Table 3.2: Total Users of eSports Streaming Services (m), Split by 8 Key Regions 2017-2022
    • 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 ($m), Split by 8 Key Regions 2017-2022
    • 3.3.3. Total Advertising Spend on Online Casual Games Streaming
      • Figure & Table 3.4: Total Advertising Spend for Online Casual Games Streaming ($m), Split by 8 Key Regions 2017-2022
    • 3.3.4. Total Subscription Revenues from Online Casual Games Streaming
      • Figure & Table 3.5: Total Revenues from Subscriptions to Online Casual Games Streaming ($m), Split by 8 Key Regions 2017-2022
    • 3.3.5. Total Advertising Spend on Online eSports Streaming
      • Figure & Table 3.6: Total Advertising Spend for Online Casual Games Streaming ($m), Split by 8 Key Regions 2017-2022
    • 3.3.6. Total Subscription Revenues from Online eSports Streaming
      • Figure & Table 3.7: Total Revenues from Subscriptions to Online eSports Streaming ($m), Split by 8 Key Regions 2017-2022
    • 3.3.7. Total Revenues from Online eSports & Games Streaming Donations & Tips
      • Figure & Table 3.8: Total Revenues from Online eSports & Games Streaming Donations & Tips ($m), Split by 8 Key Regions 2017-2022
    • 3.3.8. Total Data Usage from eSports & Games Streaming
      • Figure & Table 3.9: Total Data Usage on eSports & Games Streaming Platforms (PB), Split by 8 Key Regions 2017-2022
      • Figure 3.10: Total Data Usage on eSports & Games Streaming Platforms (PB), Split by Channel 2017-2022
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