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세계의 e스포츠 시장 : 수익별, 지역별 시장 규모, 시장 점유율, 동향 분석과 예측(2020-2027년)

Esports Market Size, Share & Trends Analysis Report By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Region, And Segment Forecasts, 2020 - 2027

리서치사 Grand View Research, Inc.
발행일 2020년 06월 상품 코드 948065
페이지 정보 영문 118 Pages
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세계의 e스포츠 시장 : 수익별, 지역별 시장 규모, 시장 점유율, 동향 분석과 예측(2020-2027년) Esports Market Size, Share & Trends Analysis Report By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Region, And Segment Forecasts, 2020 - 2027
발행일 : 2020년 06월 페이지 정보 : 영문 118 Pages

세계의 e스포츠 시장은 2020-2027년간 24.4%의 연평균 복합 성장률(CAGR)로 성장을 거듭하여 2027년에는 68억 2,000만 달러에 달할 전망입니다. e스포츠는 역동적인 엔터테인먼트를 제공함으로써 양방향의 고품질 게임 콘텐츠를 원하는 소비자의 요구에 대응합니다. 최근 관객 급증와 제휴기업의 투자 확대로 e스포츠 매출은 증가하고 있으며, 협회와 리그 형식으로 새로운 경기 체제가 도입된 인수합병이 진행되면서 더 발전을 기대하라 수 있습니다. 시장 성장의 원동력이 되는 것은 비디오 게임 보급, e스포츠의 인지도 상승, 신흥국가에서의 모바일 기기 보급 등의 요인입니다.

세계의 e스포츠(Esports) 시장을 조사했으며, 시장 동향, 매출, 지역별 분석, 경쟁 상황 등의 정보를 제공합니다.

목차

제1장 시장 세분화 및 범위

  • 시장 세분화 및 범위
  • 시장의 정의
  • 정보 수집
  • 정보 분석
  • 시장 명확화와 데이터 시각화
  • 데이터 검증 및 공개

제2장 주요 요약 및 시장 개요

  • 시장 전망
  • 부문별 전망
  • 경쟁 인사이트

제3장 산업 전망, 동향, 규모

  • 시장 서론
  • 시장 규모 및 성장 전망
  • 밸류체인 분석
  • 시장 역학
  • 보급 및 성장 전망
  • 사업 환경 분석 툴
  • 지역별 주요 e스포츠 대회

제4장 소비자 행동 분석

  • e스포츠 인구 통계
  • 미디어 소비 습관
  • e스포츠 관객의 기회 분석

제5장 매출원별 전망

  • 시장 규모 예측 및 동향 분석
  • 동향 분석
    • 스폰서
    • 광고
    • 상품/티켓
    • 출판권
    • 방송 권리

제6장 지역별 예측 및 동향 분석

  • 시장 규모 예측 및 동향 분석
  • 2019년과 2027년의 지역별 시장 점유율
  • 북미
    • 미국
    • 캐나다
  • 유럽
    • 독일
    • 영국
    • 스페인
    • 폴란드
    • 프랑스
    • 이탈리아
  • 아시아태평양
    • 중국
    • 일본
    • 한국
    • 호주
  • 라틴아메리카
    • 브라질
    • 멕시코
  • 중동 및 아프리카

제7장 경쟁 분석

  • 세계 주요 기업의 최근 동향 및 업계에 미치는 영향
  • 주요 기업 분류(후원 미디어의 권리, e스포츠 팀)
  • 주요 기업 분석, 2019

제8장 경쟁 상황

  • Activision Blizzard, Inc.
  • Electronic Arts Inc.
  • Gameloft SE
  • HTC Corporation
  • Intel Corporation
  • Modern Times Group(MTG)
  • Nintendo of America Inc.
  • NVIDIA Corporation
  • Tencent Holdings Limited
  • Valve Corporation
LSH 20.07.28

List of Tables

  • TABLE 1 Global Esports market, 2016 - 2027 (USD Million)
  • TABLE 2 Global market estimates and forecasts by region, 2016 - 2027 (USD Million)
  • TABLE 3 Global market estimates and forecasts by revenue source, 2016 - 2027 (USD Million)
  • TABLE 4 Esport market - Key driver impact
  • TABLE 5 Top mobile games and their users
  • TABLE 6 Esport market - Key restraint impact
  • TABLE 7 Cyber risk asspcaited with Esports industry
  • TABLE 8 Esport market - Key oportunity impact
  • TABLE 9 Esport market - Key challenges impact
  • TABLE 10 Tencent Holdings Limited investments in various game companies
  • TABLE 11 Global Esports market in sponsorships, by region, 2016 - 2027 (USD Million)
  • TABLE 12 Global Esports market in advertising, by region, 2016 - 2027 (USD Million)
  • TABLE 13 Global Esports market in merchandise & tickets, by region, 2016 - 2027 (USD Million)
  • TABLE 14 Global Esports market in publisher fees by region, 2016 - 2027 (USD Million)
  • TABLE 15 Global Esports market in media rights, by region, 2016 - 2027 (USD Million)
  • TABLE 16 North America Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 17 U.S. Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 18 Canada Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 19 Europe Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 20 U.K. Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 21 Germany Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 22 Spain Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 23 Poland Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 24 France Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 25 Italy Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 26 Asia Pacific Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 27 China Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 28 Japan Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 29 South Korea Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 30 Australia Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 31 Latin America Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 32 Brazil Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 33 Mexico Esports market by revenue source, 2016 - 2027 (USD Million)
  • TABLE 34 MEA Esports market by revenue source 2016 - 2027 (USD Million)

List of Figures

  • FIG. 1 Esports market segmentation and scope
  • FIG. 2 Information procrument
  • FIG. 3 Primary research pattern
  • FIG. 4 Primary research process
  • FIG. 5 Market formulation and data visualization
  • FIG. 6 Industry Snapshot - Esports
  • FIG. 7 Esports market - Market size and growth prospects
  • FIG. 8 Esports market - Business opportunities for brands
  • FIG. 9 Esports Market: Increasing price pool money in the international Dota 2 championship Esports tournament
  • FIG. 10 Esports Market: Prize pool comparison of famous tournaments
  • FIG. 11 Penetration & growth prospect mapping
  • FIG. 12 Porter's five forces analysis
  • FIG. 13 Esports - PEST analysis
  • FIG. 14 Esports market revenue source outlook key takeaways
  • FIG. 15 Esports market: Revenue source movement analysis
  • FIG. 16 Global Esports market in sponsorships, 2016 - 2027 (USD Million)
  • FIG. 17 Global Esports market in advertising, 2016 - 2027 (USD Million)
  • FIG. 18 Global Esports market in merchandise & tickets, 2016 - 2027 (USD Million)
  • FIG. 19 Global Esports market in publisher fees market, 2016 - 2027 (USD Million)
  • FIG. 20 Global Esports market in media rights, 2016 - 2027 (USD Million)
  • FIG. 21 Regional market place: Key takeaways
  • FIG. 22 Regional outlook, 2019 & 2027
  • FIG. 23 North America Esports market, 2016 - 2027 (USD Million)
  • FIG. 24 Europe Esports market, 2016 - 2027 (USD Million)
  • FIG. 25 Asia Pacific Esports market, 2016 - 2027 (USD Million)
  • FIG. 26 Latin America Esports market, 2016 - 2027 (USD Million)
  • FIG. 27 MEA Esports market, 2016 - 2027 (USD Million)

Esports Market Growth & Trends

The global Esports market size is expected to reach USD 6.82 Billion by 2027, registering a CAGR of 24.4% over the forecast period, according to a new report by Grand View Research, Inc. The market is expected to grow on account of the increasing popularity of video games, rising awareness regarding Esports, and increasing mobile usage in emerging countries.

In alignment with the dynamic entertainment industry, consumers are demanding interactive, and high-quality gaming content. This demand is expected to extend the entire sports industry's growth, from small developers and big-budget games to influencers who stream their gameplay. The Esports industry is witnessing revenue growth owing to the significant audience growth and increasing investment from commercial partners. The industry has become more structured with associations and league formats evolving new competition structures. Additionally, the growing mergers and acquisition activities in 2018 have reflected strong market growth.

The popular streaming platforms, such as Twitch has propelled the gaming and Esports toward the mainstream. The Esports tournaments have drawn the attention of celebrities and athletes, which can attract a large audience. Moreover, these sports possess a unique capability to capture young and enthusiastic viewers who are difficult to reach via traditional media. Such capability has created sizeable opportunities for brands to invest in advertising and sponsorships, thereby propelling the market growth. Investors' interest is likely to increase with the introduction of the more franchise-style league, the centralization of an Esports team, and continued rise in audience. Moreover, the companies are trying to monetize the rising level of interest through various sources.

Apart from sponsorship, the merchandise and ticket sales are integral revenue streams driving the industry growth. The franchisee is embarking on the new sports model that includes city-based teams hosting local events with thousands of fans' attendance in the stadium. Such events are significantly generating revenues, thereby contributing to the market growth. The Esports apparel market has experienced significant growth in recent years owing to increased retail presence, growing fanbase and league-level merchandise deals. As the teams can individually sell their merchandise to their fans, Esports teams no longer need to rely on winning competition and prize money as a core revenue source. Recently, in 2019 Team Liquid, a Netherland based multi-regional Esports organization, partnered with Marvel Entertainment to offer superhero-themed merchandise including jerseys and t-shirts.

Esports Market Report Highlights

The prominent brands are ensuring long-term sponsorship relations with top brands such as ESL, which presumes the strong growth of sponsorship segment over the forecast period

Mobile Esports is expected to make significant inroads resulting in more viewership in the forthcoming years

Franchise and league game formats are expected to broaden the horizon of the industry over the forecast period, thereby driving the industry growth

The industry is looking forward to the introduction of the 5G network, which has faster, more reliable streaming capabilities. This development is expected to open growth avenues for sports broadcasters

Asia Pacific is expected to lead the market growth over the forecast period, with China playing a crucial role in the development of the regional Esports ecosystem

Table of Contents

Chapter 1 Market Segmentation and Scope

  • 1.1 Market Segmentation and Scope
  • 1.2 Market Definition
  • 1.3 Information Procurement
    • 1.3.1 Purchased Database
    • 1.3.2 GVR'S Internal Database
    • 1.3.3 Secondary Sources & Third-Party Perspectives
    • 1.3.4 Primary Research
  • 1.4 Information Analysis
    • 1.4.1 Data Analysis Models
  • 1.5 Market Formulation & Data Visualization
  • 1.6 Data Validation & Publishing

Chapter 2 Executive Summary & Market Snapshot

  • 2.1 Market Outlook
  • 2.2 Segmental Outlook
  • 2.3 Competitive Insights

Chapter 3 Esportss Industry Outlook, Trends & Scope

  • 3.1 Market Introduction
  • 3.2 Esports - Market Size and Growth Prospects
  • 3.3 Esports - Value Chain Analysis
  • 3.4 Esports - Market Dynamics
    • 3.4.1 Market Driver Analysis
      • 3.4.1.1 Increasing mobile usage in gaming industry
      • 3.4.1.2 Increasing number of tournaments and prize pool
      • 3.4.1.3 Franchise model: a big shift in Esports industry
    • 3.4.2 Market Restraint Analysis
      • 3.4.2.1 Cyberattacks
      • 3.4.2.2 Threats in Esports gambling/betting
    • 3.4.3 Market Opportunity Analysis
      • 3.4.3.1 Cloud gaming enabling new opportunities
    • 3.4.4 Market Challenges Analysis
      • 3.4.4.1 Lack of standardization
      • 3.4.4.2 Infrastructure concerned
  • 3.5 Esports - Penetration & Growth Prospect Mapping
  • 3.6 Business Environment Analysis Tools
    • 3.6.1 Pest Analysis
    • 3.6.2 Porter's Five Force Analysis
  • 3.7 Tencent Games: Gaining an Upper Hand In Esports Industry
  • 3.8 Esports: A Long Term Business Opportunity For Brands
  • 3.9 Major Esports tournamnets in various regions
    • 3.9.1 The Americas
    • 3.9.2 Europe
    • 3.9.3 Asia Pacific
    • 3.9.4 Middle East & Africa

Chapter 4 Consumer Behaviour Analysis

  • 4.1 Esports Demographics
    • 4.1.1 Gender
    • 4.1.2 Age
  • 4.2 Media Consumption Habits
    • 4.2.1 Streming Platform Analysis
  • 4.3 Esports Audience Opportunity Analysis

Chapter 5 Esports Revenue Source Outlook

  • 5.1 Market Size Estimates & Forecasts and Trend Analysis, 2016 - 2027 (Revenue, USD Million)
  • 5.2 Esports Market: Revenue Source Movement Analysis
    • 5.2.1 Sponsorship
      • 5.2.1.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
    • 5.2.2 Advertising
      • 5.2.2.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
    • 5.2.3 Merchandise & Tickets
      • 5.2.3.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
    • 5.2.4 Publisher Fees
      • 5.2.4.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)
    • 5.2.5 Media Rights
      • 5.2.5.1 Market estimates and forecast by region, 2016 - 2027 (USD Million)

Chapter 6 Regional Estimates & Trend Analysis

  • 6.1 Market Size Estimates & Forecasts and Trend Analysis, 2016 - 2027 (Revenue, USD Million)
  • 6.2 Esports Market Share by Region, 2019 & 2027
  • 6.3 North America
    • 6.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.3.2 U.S.
      • 6.3.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.3.3 Canada
      • 6.3.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
  • 6.4 Europe
    • 6.4.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.2 Germany
      • 6.4.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.3 U.K.
      • 6.4.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.4 Spain
      • 6.4.4.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.5 Poland
      • 6.4.5.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.6 France
      • 6.4.6.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.4.7 Italy
      • 6.4.7.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
  • 6.5 Asia Pacific
    • 6.5.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.5.2 China
      • 6.5.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.5.3 Japan
      • 6.5.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.5.4 South Korea
      • 6.5.4.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.5.5 Australia
      • 6.5.5.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
  • 6.6 Latin America
    • 6.6.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.6.2 Brazil
      • 6.6.2.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
    • 6.6.3 Mexico
      • 6.6.3.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)
  • 6.7 Middle East & Africa
    • 6.7.1 Market estimates and forecast by revenue source, 2016 - 2027 (USD Million)

Chapter 7 Competitive Analysis

  • 7.1 Key Global Players, Recent Developments & Their Impact on the Industry
  • 7.2 Key Company Categorization (Sponsorship, Media Rights, and Esports Teams)
  • 7.3 Key Company Analysis, 2019

Chapter 8 Competitive Landscape

  • 8.1 Activision Blizzard, Inc.
    • 8.1.1 Company overview
    • 8.1.2 Financial performance
    • 8.1.3 Product benchmarking
    • 8.1.4 Recent developments
  • 8.2 Electronic Arts Inc.
    • 8.2.1 Company overview
    • 8.2.2 Financial performance
    • 8.2.3 Product benchmarking
    • 8.2.4 Recent developments
  • 8.3 Gameloft SE
    • 8.3.1 Company overview
    • 8.3.2 Financial performance
    • 8.3.3 Product benchmarking
    • 8.3.4 Recent developments
  • 8.4 HTC Corporation
    • 8.4.1 Company overview
    • 8.4.2 Financial performance
    • 8.4.3 Product benchmarking
    • 8.4.4 Recent developments
  • 8.5 Intel Corporation
    • 8.5.1 Company overview
    • 8.5.2 Financial performance
    • 8.5.3 Product benchmarking
    • 8.5.4 Recent developments
  • 8.6 Modern Times Group (MTG)
    • 8.6.1 Company overview
    • 8.6.2 Financial performance
    • 8.6.3 Product benchmarking
    • 8.6.4 Recent developments
  • 8.7 Nintendo of America Inc.
    • 8.7.1 Company overview
    • 8.7.2 Financial performance
    • 8.7.3 Product benchmarking
    • 8.7.4 Recent developments
  • 8.8 NVIDIA Corporation
    • 8.8.1 Company overview
    • 8.7.2 Financial performance
    • 8.8.3 Product benchmarking
    • 8.8.4 Recent developments
  • 8.9 Tencent Holdings Limited
    • 8.9.1 Company overview
    • 8.9.2 Financial performance
    • 8.9.3 Product benchmarking
    • 8.9.4 Recent developments
  • 8.10 Valve Corporation
    • 8.10.1 Company overview
    • 8.10.2 Financial performance
    • 8.10.3 Product benchmarking
    • 8.10.4 Recent developments
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