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세계의 온라인 스킬 게임 시장 분석과 예측(2016-2022년) : 게임 종류별(판타지 스포츠, 카드 게임, E-Sports, 전략 게임), 지역별(북미, 유럽, 아시아태평양, 기타)

Global Online Games of Skill Market by Game Type (Fantasy Sport, Card Based Games, E-Sports & Strategy Games) and by Geography (North America, Europe, APAC & ROW): Analysis & Forecast 2016-2022

리서치사 BIS Research Inc.
발행일 2016년 10월 상품 코드 374707
페이지 정보 영문
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세계의 온라인 스킬 게임 시장 분석과 예측(2016-2022년) : 게임 종류별(판타지 스포츠, 카드 게임, E-Sports, 전략 게임), 지역별(북미, 유럽, 아시아태평양, 기타) Global Online Games of Skill Market by Game Type (Fantasy Sport, Card Based Games, E-Sports & Strategy Games) and by Geography (North America, Europe, APAC & ROW): Analysis & Forecast 2016-2022
발행일 : 2016년 10월 페이지 정보 : 영문

본 상품은 영문 자료로 한글과 영문목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

세계의 온라인 스킬 게임 시장을 조사했으며, 시장 및 제품 개요, 산업 구조, 수익모델 분석, 각종 시장 성장 영향요인 및 시장 기회 분석, 경쟁 환경과 시장 점유율, 기업의 주요 성장 전략, 게임 종류·지역/주요 국가별 동향, 시장 규모 추이와 예측, 관련 규제 단체, 주요 기업 프로파일 등을 정리하여 전해드립니다.

주요 요약

제1장 조사 범위와 조사 방법

제2장 시장 역학

  • 시장 성장 촉진요인
  • 과제
  • 시장 기회

제3장 경쟁 분석

  • 주요 전략과 발전 동향
    • 기업 인수합병(M&A)
    • 제품 개발 및 투입
    • 제휴, 조인트벤처(JV), 협업
    • 사업 확장
    • 소송
    • 이벤트
  • 산업의 매력
  • 시장 점유율 분석
  • 제품 벤치마킹

제4장 산업 분석

  • 세계의 온라인 스킬 게임 에코시스템
  • 수익모델 분석
  • 규제 단체

제5장 시장 분석과 예측 : 게임 종류별

  • 전제조건
  • 시장 개요
  • 게임 구분별
    • 판타지 스포츠
      • 미식축구
      • 축구
      • 크리켓
    • 카드게임
      • 포커
      • 러미
      • 블랙잭
    • E-Sports
    • 전략 게임 및 두뇌 게임

제6장 시장 분석과 예측 : 지역별

  • 서론
  • 시장 개요
  • 아시아태평양
    • 시장 개요
    • 인도
    • 중국
    • 일본
    • 한국
    • 기타
    • 규제 프레임워크
  • 유럽
    • 시장 개요
    • 영국
    • 독일
    • 몰타
    • 기타
    • 규제 프레임워크
  • 북미
    • 시장 개요
    • 미국
    • 캐나다
    • 규제 프레임워크
  • 기타 지역
    • 시장 개요
    • 라틴아메리카
    • 중동
    • 규제 프레임워크

제7장 기업 개요

  • Activision Blizzard
  • Amaya Inc.
  • Bet 365
  • Catalyst ESports Solutions
  • Draft Kings
  • Dream 11 Inc.
  • Electronic Arts Inc.
  • Fan Duel
  • Fantasy Draft
  • Fantrax
  • NET Entertainment
  • OulalaGames Limited
  • Playtech
  • Premier Punt
  • Riot Games
  • Rovio Entertainment Limited
  • Square Enix
  • Supercell
  • Ubisoft Group
  • Unibet
  • Valve Corporation
  • Zynga Inc.
  • 888 Holdings Public Limited Company
  • 기타

도표

LSH 16.11.17

North America being an early adopter of new technology and new models of media consumption already boasts of a mature market worth $XX.XX billion and thus will witness a slow growth throughout the forecast period. While APAC being led by two of the largest developing nations, India and China is expected to grow at a CAGR of XX.XX% to become a $XX.XX billion market by 2025. Improving internet connections, and availability of low cost smartphones will be the primary growth drivers in the region.

While numerous categories of online games are available, games of skill are defined as online games in which the outcome of the game is determined either fully or partially by the skill of the player in the form of dexterity, logic abilities, knowledge or strategic thinking. This definition has legal implications as real money games of chance or luck are illegal in several jurisdictions while games of skill are not. Following the definition, games such as fantasy sports, eSports, strategy games, brain games, word games and trivia games where players compete against each other, fall under the category of skill based games.

The digital gaming boom has led to the expansion of the industry far beyond its traditional ecosystem of developers, publishers and operators, and inculcates a host of players from adjoining verticals such as media firms, investment firms, event organizers and advertising agencies. Although, as the competition in the market intensifies, it is becoming increasingly difficult for developers to generate brand loyalty and sustain a revenue generating consumer base despite the integration of gaming platforms with social media that has made it easier than ever for players to recommend games to other prospective players.

The report on ‘The Global Games of Skill’ is a meticulous compilation of the various facets of the smokeless tobacco industry. After a thorough analysis of the current trends, the market dynamic chapter includes the key push and pull forces prevailing in the global games of skill market. Owing to the dependency of the market growth on the legal and regulatory framework, the report at each step has considered the effect of laws (both implemented and anticipated) in terms of regulations and taxation in estimation and forecast of the market size.

The increasing proliferation of smartphones, provision of secure payment gateways, improving internet accessibility across the globe and availability of a diverse range of gaming options are expected to keep driving the industry despite the legal and regulatory challenges impeding the industry in several key market regions. Therefore, the global games if skill market estimation and forecast has been initiated with an exhaustive set of assumptions, following which market size information for both key geographical areas and key gaming types has been provided.

The report involves a mix of companies chosen on the basis of their market developments, revenue generation and market share in the industry. The companies profiled in the report include Playtech, Activision, Amaya, EA, Square Enix and Unisoft among others.

Key Questions answered in the report:

  • How will the intensity of competitive rivalry evolve through the forecast period?
  • Which factors will be driving the market through the forecast period?
  • What factors are currently challenging games of skill market?
  • How are the regulatory bodies such as the Malta Gaming Authority and the U.K. Gambling Commission among others participating in the industry?
  • What are the prevalent types of games and what is the market size for each of them?
  • What are the key geographical regions and what is their market share in the global market?
  • How will the games of skill market grow in the next six years?
  • Who are the key players in the global games of skill market?

XX Commercial in Confidence.

Table of Contents

Executive Summary

1. Research Scope and Methodology

  • 1.1. Scope of the Report
  • 1.2. The Global Online Games of skill Market Research Methodology
    • 1.2.1. Primary Data Sources
    • 1.2.2. Secondary Data Sources

2. Market Dynamics

  • 2.1. Market Drivers
    • 2.1.1. Proliferation of Smartphones
    • 2.1.2. Massive Fan Following of Sports
    • 2.1.3. Increasing Availability of High Speed Internet Connection
    • 2.1.4. Establishment of gaming leagues driving the increase in viewership
    • 2.1.5. Growing Middle Class and Large Youth Population in Emerging Nations
  • 2.2. Market Challenges
    • 2.2.1. Non-Uniform and Unclear Legal and Regulatory Framework
    • 2.2.2. Negative Connotations Associated with Real Money Gaming
    • 2.2.3. Continuous Need for Innovation
    • 2.2.4. Fear of Fraudulent Practices and Security
    • 2.2.5. Restricted Flow of Funds Leading to Lack of Marketing and Brand Promotion
  • 2.3. Market Opportunities
    • 2.3.1. Virtual Reality (VR) and Augmented Reality (AR)
    • 2.3.2. Freemium business model
    • 2.3.3. Growth of Indie Games
    • 2.3.4. Advertisements
    • 2.3.5. Partnerships

3. Competitive Insights

  • 3.1. Key Strategies And Developments
    • 3.1.1. Mergers & Acquisitions
    • 3.1.2. Product Development & Launch
    • 3.1.3. Partnerships, Joint Ventures & Collaborations
    • 3.1.4. Business Expansions
    • 3.1.5. Lawsuits
    • 3.1.6. Events
  • 3.2. Industry Attractiveness
  • 3.3. Market Share Analysis
  • 3.4. The Global Games of Skill Market: Product Benchmarking

4. Industry Analysis

  • 4.1. Global Online Skill Based Gaming Ecosystem
  • 4.2. Revenue Model Analysis
  • 4.3. Regulatory Bodies
    • 4.3.1. Entertainment Software Rating Board (ESRB)
    • 4.3.2. Pan-European Game Information (PEGI)
    • 4.3.3. Computer Entertainment Rating Organization (CERO)
    • 4.3.4. Alderney Gambling Control Commission (AGCC)
    • 4.3.5. UK Gambling Commission (UKGC)
    • 4.3.6. Gambling Supervision Commission (GSC)
    • 4.3.7. World Esports Association (WESA)
    • 4.3.8. Nevada Gaming Commission
    • 4.3.9. Malta Gaming Authority
    • 4.3.10. Other Main Regulatory Bodies

5. The Global Online Games of Skill Market by Type of Game, Analysis & Forecast

  • 5.1. Assumptions for Analysis and Forecast of the Global Online Games of Skill Market
  • 5.2. Market Overview
  • 5.3. Market by Game
    • 5.3.1. Fantasy Sports
      • 5.3.1.1. American Football
      • 5.3.1.2. Football (Soccer)
      • 5.3.1.3. Cricket
    • 5.3.2. Card Based Games
      • 5.3.2.1. Poker
      • 5.3.2.2. Rummy
      • 5.3.2.3. Blackjack
    • 5.3.3. E-Sports
    • 5.3.4. Strategy and Brain Games

6. Global Online Games of Skill Market by Geography

  • 6.1. Introduction
  • 6.2. Market Overview
  • 6.3. APAC
    • 6.3.1. Market Overview
    • 6.3.2. India
    • 6.3.3. China
    • 6.3.4. Japan
    • 6.3.5. South Korea
    • 6.3.6. Others
    • 6.3.7. APAC Legal and Regulatory Framework
  • 6.4. Europe
    • 6.4.1. Market Overview
    • 6.4.2. The U.K.
    • 6.4.3. Germany
    • 6.4.4. Malta
    • 6.4.5. Others
    • 6.4.6. Europe Legal and Regulatory Framework
  • 6.5. North America
    • 6.5.1. Market Overview
    • 6.5.2. The U.S.
    • 6.5.3. Canada
    • 6.5.4. North America Legal and Regulatory Framework
  • 6.6. Rest of the World
    • 6.6.1. Market Overview
    • 6.6.2. Latin America
    • 6.6.3. Middle East
    • 6.6.4. Rest of the World Legal and Regulatory Framework

7. Company Profiles

  • 7.1. Activision Blizzard
    • 7.1.1. Company Overview
    • 7.1.2. Financials
    • 7.1.3. Financial Summary
    • 7.1.4. SWOT Analysis
  • 7.2. Amaya Inc.
    • 7.2.1. Company Overview
    • 7.2.2. Financials
    • 7.2.3. Financial Summary
    • 7.2.4. SWOT Analysis
  • 7.3. Bet 365
    • 7.3.1. Company Overview
  • 7.4. Catalyst ESports Solutions
    • 7.4.1. Company Overview
  • 7.5. Draft Kings
    • 7.5.1. Company Overview
  • 7.6. Dream 11. Inc.
    • 7.6.1. Company Overview
  • 7.7. Electronic Arts Inc.
    • 7.7.1. Company Overview
    • 7.7.2. Financials
    • 7.7.3. Financial Summary
    • 7.7.4. SWOT analysis
  • 7.8. Fan Duel
    • 7.8.1. Company Overview
  • 7.9. Fantasy Draft
    • 7.9.1. Company Overview
  • 7.10. Fantrax
    • 7.10.1. Company Overview
  • 7.11. NET Entertainment
    • 7.11.1. Company Overview
    • 7.11.2. Financials
    • 7.11.3. Financial Summary
    • 7.11.4. Swot Analysis
  • 7.12. OulalaGames Limited
    • 7.12.1. Company Overview
  • 7.13. Playtech
    • 7.13.1. Company Overview
    • 7.13.2. Financials
    • 7.13.3. Financial Summary
    • 7.13.4. Swot Analysis
  • 7.14. Premier Punt
    • 7.14.1. Company Overview
  • 7.15. Riot Games
    • 7.15.1. Company Overview
  • 7.16. Rovio Entertainment Limited
    • 7.16.1. Company Overview
  • 7.17. Square Enix
    • 7.17.1. Company Overview
    • 7.17.2. Financials
    • 7.17.3. Financial Summary
    • 7.17.4. Swot Analysis
  • 7.18. Supercell
    • 7.18.1. Company Overview
  • 7.19. Ubisoft Group
    • 7.19.1. Company Overview
    • 7.19.2. Financials
    • 7.19.3. Financial Summary
    • 7.19.4. SWOT Analysis
  • 7.20. Unibet
    • 7.20.1. Company Overview
    • 7.20.2. Financials
    • 7.20.3. Financial Summary
    • 7.20.4. SWOT Analysis
  • 7.21. Valve Corporation
    • 7.21.1. Company Overview
  • 7.22. Zynga Inc.
    • 7.22.1. Company Overview
    • 7.22.2. Financials
    • 7.22.3. Financial Summary
    • 7.22.4. SWOT Analysis
  • 7.23. 888 Holdings Public Limited Company
    • 7.23.1. Company Overview
    • 7.23.2. Financials
    • 7.23.3. Financial Summary
    • 7.23.4. SWOT Analysis
  • 7.24. Other Key Companies

LIST OF TABLE

  • Table 2.1: Global Online Games of Skill Market Drivers and Challenges
  • Table 2.2: Market Drivers - Impact Analysis
  • Table 3.1: Mergers and Acquisitions
  • Table 3.2: Product Development and Launch
  • Table 3.3: Partnerships, Joint Ventures and Collaborations
  • Table 3.4: Business Expansions
  • Table 3.5: Lawsuits
  • Table 3.6: Key Events
  • Table 4.1: Regulatory Bodies
  • Table 5.1: Global Online Games of Skill Market by Game,2015-2022
  • Table 6.1: Global Online Games of Skill Market, by Geography,2015-2022
  • Table 6.2: APAC Games of Skill Market, by Game Type,2015-2022
  • Table 6.3: APAC Games of skill Market Legal and Regulatory Framework
  • Table 6.4: Europe Games of skill Market, by Game Type,2015-2022
  • Table 6.5: Europe Games of skill Market Legal and Regulatory Framework
  • Table 6.6: North America Games of skill Market, by Game Type, 2015-2022
  • Table 6.7: North America Games of skill Market Legal and Regulatory Framework
  • Table 6.8: Rest of the World (ROW) Games of skill Market, by Game Type, 2015-2022
  • Table 6.9: North America Games of skill Market Legal and Regulatory Framework

LIST OF FIGURES

  • Figure 1: Global Online Games of Skill Market by Geography (%), 2015 and 2025
  • Figure 2: Global Online Games of Skill Market by Game Type (%), 2015 and 2025
  • Figure 1.1: Global Online Games of skill Market Scope
  • Figure 1.2: Bottom Up & Top Down Approach for MarketEstimation
  • Figure 2.1: Number of Smartphone Users in the World,2014 to 2022
  • Figure 2.2: Global Fan Following of Various Sports (Millions)
  • Figure 2.3: Market Challenges - Impact Analysis
  • Figure 3.1: Porter's Five Forces Analysis
  • Figure 3.2: Market Share: Top Global Online Poker Portals (2015)
  • Figure 3.3: Market Share: Top U.S. Daily Fantasy SportsCompanies (2015)
  • Figure 3.4: Product Benchmarking- U.S. Fantasy Sports
  • Figure 3.5: Product Benchmarking- Global Online Poker
  • Figure 4.1: Skill Based Gaming Ecosystem
  • Figure 4.2: Key Revenue Model
  • Figure 5.1: Global Online Games of Skill Market by Game,2015-2022
  • Figure 5.2: Global Online Games of Skill Market Segmentationby Type of Game
  • Figure 5.3: Rate of Change in Online Poker Traffic (%)
  • Figure 5.4: Genre of E-sports and the Games in Each Genre
  • Figure 5.5: E-sport viewership, 2015 to 2022
  • Figure 5.6: Percentage of viewers for each e-sport genre
  • Figure 5.7: Most popular Ways of Watching e-sports among viewers, %
  • Figure 5.8: Global E-sports Market Ecosystem
  • Figure 6.1: Global Online Games of Skill Market Segmentation, by Geography
  • Figure 6.2: Global Online Games of Skill Market, by Geography, 2015-2022
  • Figure 6.3: Smartphone and Internet Users in Asian Countries, 2015 and 2022
  • Figure 7.1: Activision Blizzard: Overall Financials (2013-2015)
  • Figure 7.2: Activision Blizzard: Net Revenue by Segment(2013-2015)
  • Figure 7.3: Amaya Inc. : Overall Financials (2013-2015)
  • Figure 7.4: Amaya Inc.: Net Revenue by Segment (2014-2015)
  • Figure 7.5: Electronic Arts: Overall Financials (2013-2015)
  • Figure 7.6: Electronic Arts: Revenue by Business Segment(2013-2015)
  • Figure 7.7: Net Entertainment Overall Financials (2013-2015)
  • Figure 7.8: Net Entertainment: Revenue by Business Segment (2013-2015)
  • Figure 7.9: Playtech Plc: Overall Financials (2013-2015)
  • Figure 7.10: Playtech Plc: Revenue by Business Segment(2013-2015)
  • Figure 7.11: Square Enix: Overall Financials (2013-2015)
  • Figure 7.12: Square Enix: Revenue by Business Segment(2013-2015)
  • Figure 7.13: Ubisoft: Overall Financials (2013-2015)
  • Figure 7.14: Unibet: Overall Financials (2013-2015)
  • Figure 7.15: Unibet: Revenue by Business Segment (2013-2015)
  • Figure 7.16: Zynga Inc.: Overall Financials (2013-2015)
  • Figure 7.17: Zynga Inc.: Revenue by Business Segment(2013-2015)
  • Figure 7.18: 888 Holdings Overall Financials (2013-2015)
  • Figure 7.19: 888 Holdings: Revenue by Business Segment(2013-2015)
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