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세계의 Esports 시장 예측(-2026년) : 수익원(방영권, 출판료, 스폰서십, 직접 광고), 지역별 - 신종 코로나바이러스 감염증(COVID-19)의 누적 영향

Esports Market Research Report by Revenue Stream, by Platform, by Region - Global Forecast to 2026 - Cumulative Impact of COVID-19

리서치사 360iResearch LLP
발행일 2021년 10월 상품코드 1027196
페이지 정보 영문 197 Pages 배송안내 1-2일 (영업일 기준)
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US $ 7,949 ₩ 10,128,000 PDF (Site License) + Excel
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세계의 Esports 시장 예측(-2026년) : 수익원(방영권, 출판료, 스폰서십, 직접 광고), 지역별 - 신종 코로나바이러스 감염증(COVID-19)의 누적 영향 Esports Market Research Report by Revenue Stream, by Platform, by Region - Global Forecast to 2026 - Cumulative Impact of COVID-19
발행일 : 2021년 10월 페이지 정보 : 영문 197 Pages

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

세계의 Esports 시장 규모는 2020년에 10억 1,715만 달러를 기록했으며, 2021년에는 10억 7,878만 달러에 달할 것으로 예측됩니다. 또한 2026년까지는 6.39%의 CAGR로 성장하고, 2026년까지 14억 7,569만 달러에 달할 것으로 예측됩니다.

세계의 Esports 시장을 조사했으며, 시장 개요, 수익원별 시장 규모 추정과 예측, 지역별 상세 동향, 신종 코로나바이러스 감염증(COVID-19)의 누적 영향, 시장 점유율, 경쟁 상황, 주요 기업 개요 등을 정리했습니다.

목차

제1장 서문

제2장 조사 방법

제3장 주요 요약

  • 서론
  • 시장 전망
  • 시장 전망 : 수익원별
  • 시장 전망 : 지역별
  • 경쟁사 전망

제4장 시장 개요

  • 서론
  • 신종 코로나바이러스 감염증(COVID-19)의 누적 영향

제5장 시장 인사이트

  • 시장 역학
    • 성장 촉진요인
    • 성장 억제요인
    • 시장 기회
    • 과제
  • Porters Five Forces 분석
    • 신규 참여업체의 위협
    • 대체품의 위협
    • 고객의 협상력
    • 공급 기업의 협상력
    • 업계의 경쟁

제6장 세계의 Esports 시장 : 수익원별

  • 서론
  • 방영권
    • 온라인 광고
    • 구독
  • 출판료
  • 스폰서십·직접 광고
  • 티켓·상품

제7장 아메리카의 Esports 시장

  • 서론
  • 아르헨티나
  • 브라질
  • 캐나다
  • 멕시코
  • 미국

제8장 아시아태평양의 Esports 시장

  • 서론
  • 호주
  • 중국
  • 인도
  • 인도네시아
  • 일본
  • 말레이시아
  • 필리핀
  • 싱가포르
  • 한국
  • 태국

제9장 유럽, 중동 및 아프리카의 Esports 시장

  • 서론
  • 프랑스
  • 독일
  • 이탈리아
  • 네덜란드
  • 카타르
  • 러시아
  • 사우디아라비아
  • 남아프리카공화국
  • 스페인
  • 아랍에미리트
  • 영국

제10장 경쟁 상황

  • FPNV 포지셔닝 매트릭스
    • 상한
    • 사업 전략
    • 제품 만족도
  • 시장 순위 분석
  • 주요 기업의 시장 점유율 분석
  • 경쟁 시나리오
    • 인수합병
    • 계약·협업·파트너십
    • 신제품 발매·강화
    • 투자·자금 조달
    • 상·표창·확대

제11장 기업 개요

  • Activision Blizzard
  • Alisports
  • Beyond the Summit(BTS)
  • CJ Corporation
  • Electronic Arts
  • Faceit
  • Gameloft SE
  • Gfinity
  • Gungho Online Entertainment
  • Hi Rez Studios
  • HTC Corporation
  • Intel Corporation
  • Kabum
  • Modern Times Group
  • Nintendo
  • NVIDIA Corporation
  • Rovio Entertainment
  • Tencent Holdings Limited
  • Turner Broadcasting System
  • Valve Corporation
  • Wargaming Public

제12장 부록

KSM 21.10.05

LIST OF FIGURES

  • FIGURE 1. GLOBAL ESPORTS MARKET: RESEARCH PROCESS
  • FIGURE 2. GLOBAL ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 3. GLOBAL ESPORTS MARKET: MARKET DYNAMICS
  • FIGURE 4. GLOBAL ESPORTS MARKET SIZE, BY REVENUE STREAM, 2020 VS 2026 (%)
  • FIGURE 5. GLOBAL ESPORTS MARKET SIZE, BY REVENUE STREAM, 2020 VS 2026 (USD MILLION)
  • FIGURE 6. COMPETITIVE STRATEGIC WINDOW FOR GLOBAL ESPORTS MARKET SIZE, BY REVENUE STREAM, 2026
  • FIGURE 7. GLOBAL ESPORTS MARKET SIZE, BY MEDIA RIGHTS, 2018-2026 (USD MILLION)
  • FIGURE 8. GLOBAL ESPORTS MARKET SIZE, BY MEDIA RIGHTS, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 9. GLOBAL ESPORTS MARKET SIZE, BY ONLINE ADVERTISEMENTS, 2018-2026 (USD MILLION)
  • FIGURE 10. GLOBAL ESPORTS MARKET SIZE, BY ONLINE ADVERTISEMENTS, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 11. GLOBAL ESPORTS MARKET SIZE, BY SUBSCRIPTIONS, 2018-2026 (USD MILLION)
  • FIGURE 12. GLOBAL ESPORTS MARKET SIZE, BY SUBSCRIPTIONS, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 13. GLOBAL ESPORTS MARKET SIZE, BY PUBLISHER FEES, 2018-2026 (USD MILLION)
  • FIGURE 14. GLOBAL ESPORTS MARKET SIZE, BY PUBLISHER FEES, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 15. GLOBAL ESPORTS MARKET SIZE, BY SPONSORSHIPS AND DIRECT ADVERTISEMENTS, 2018-2026 (USD MILLION)
  • FIGURE 16. GLOBAL ESPORTS MARKET SIZE, BY SPONSORSHIPS AND DIRECT ADVERTISEMENTS, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 17. GLOBAL ESPORTS MARKET SIZE, BY TICKETS AND MERCHANDISE, 2018-2026 (USD MILLION)
  • FIGURE 18. GLOBAL ESPORTS MARKET SIZE, BY TICKETS AND MERCHANDISE, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 19. GLOBAL ESPORTS MARKET SIZE, BY PLATFORM, 2020 VS 2026 (%)
  • FIGURE 20. GLOBAL ESPORTS MARKET SIZE, BY PLATFORM, 2020 VS 2026 (USD MILLION)
  • FIGURE 21. COMPETITIVE STRATEGIC WINDOW FOR GLOBAL ESPORTS MARKET SIZE, BY PLATFORM, 2026
  • FIGURE 22. GLOBAL ESPORTS MARKET SIZE, BY OFFLINE, 2018-2026 (USD MILLION)
  • FIGURE 23. GLOBAL ESPORTS MARKET SIZE, BY OFFLINE, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 24. GLOBAL ESPORTS MARKET SIZE, BY ONLINE, 2018-2026 (USD MILLION)
  • FIGURE 25. GLOBAL ESPORTS MARKET SIZE, BY ONLINE, BY REGION, 2020 VS 2026 (USD MILLION)
  • FIGURE 26. AMERICAS ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 27. ARGENTINA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 28. BRAZIL ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 29. CANADA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 30. MEXICO ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 31. UNITED STATES ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 32. ASIA-PACIFIC ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 33. AUSTRALIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 34. CHINA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 35. INDIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 36. INDONESIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 37. JAPAN ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 38. MALAYSIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 39. PHILIPPINES ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 40. SINGAPORE ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 41. SOUTH KOREA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 42. TAIWAN ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 43. THAILAND ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 44. EUROPE, MIDDLE EAST & AFRICA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 45. FRANCE ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 46. GERMANY ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 47. ITALY ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 48. NETHERLANDS ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 49. QATAR ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 50. RUSSIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 51. SAUDI ARABIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 52. SOUTH AFRICA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 53. SPAIN ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 54. UNITED ARAB EMIRATES ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 55. UNITED KINGDOM ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • FIGURE 56. GLOBAL ESPORTS MARKET: FPNV POSITIONING MATRIX
  • FIGURE 57. GLOBAL ESPORTS MARKET: SHARE, BY KEY PLAYER, 2020
  • FIGURE 58. COMPETITIVE SCENARIO ANALYSIS IN GLOBAL ESPORTS MARKET, BY TYPE

LIST OF TABLES

  • TABLE 1. GLOBAL ESPORTS MARKET: MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2016-2020
  • TABLE 3. GLOBAL ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 4. GLOBAL ESPORTS MARKET SIZE, BY REVENUE STREAM, 2018-2026 (USD MILLION)
  • TABLE 5. GLOBAL ESPORTS MARKET SIZE, BY MEDIA RIGHTS, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 6. GLOBAL ESPORTS MARKET SIZE, BY ONLINE ADVERTISEMENTS, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 7. GLOBAL ESPORTS MARKET SIZE, BY SUBSCRIPTIONS, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 8. GLOBAL ESPORTS MARKET SIZE, BY PUBLISHER FEES, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 9. GLOBAL ESPORTS MARKET SIZE, BY SPONSORSHIPS AND DIRECT ADVERTISEMENTS, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 10. GLOBAL ESPORTS MARKET SIZE, BY TICKETS AND MERCHANDISE, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 11. GLOBAL ESPORTS MARKET SIZE, BY PLATFORM, 2018-2026 (USD MILLION)
  • TABLE 12. GLOBAL ESPORTS MARKET SIZE, BY OFFLINE, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 13. GLOBAL ESPORTS MARKET SIZE, BY ONLINE, BY REGION, 2018-2026 (USD MILLION)
  • TABLE 14. AMERICAS ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 15. ARGENTINA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 16. BRAZIL ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 17. CANADA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 18. MEXICO ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 19. UNITED STATES ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 20. ASIA-PACIFIC ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 21. AUSTRALIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 22. CHINA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 23. INDIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 24. INDONESIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 25. JAPAN ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 26. MALAYSIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 27. PHILIPPINES ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 28. SINGAPORE ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 29. SOUTH KOREA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 30. TAIWAN ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 31. THAILAND ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 32. EUROPE, MIDDLE EAST & AFRICA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 33. FRANCE ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 34. GERMANY ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 35. ITALY ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 36. NETHERLANDS ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 37. QATAR ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 38. RUSSIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 39. SAUDI ARABIA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 40. SOUTH AFRICA ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 41. SPAIN ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 42. UNITED ARAB EMIRATES ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 43. UNITED KINGDOM ESPORTS MARKET SIZE, 2018-2026 (USD MILLION)
  • TABLE 44. GLOBAL ESPORTS MARKET: SCORES
  • TABLE 45. GLOBAL ESPORTS MARKET: BUSINESS STRATEGY
  • TABLE 46. GLOBAL ESPORTS MARKET: PRODUCT SATISFACTION
  • TABLE 47. GLOBAL ESPORTS MARKET: RANKING
  • TABLE 48. GLOBAL ESPORTS MARKET: SHARE, BY KEY PLAYER, 2020
  • TABLE 49. GLOBAL ESPORTS MARKET: MERGER & ACQUISITION
  • TABLE 50. GLOBAL ESPORTS MARKET: AGREEMENT, COLLABORATION, & PARTNERSHIP
  • TABLE 51. GLOBAL ESPORTS MARKET: NEW PRODUCT LAUNCH & ENHANCEMENT
  • TABLE 52. GLOBAL ESPORTS MARKET: INVESTMENT & FUNDING
  • TABLE 53. GLOBAL ESPORTS MARKET: AWARD, RECOGNITION, & EXPANSION
  • TABLE 54. GLOBAL ESPORTS MARKET: LICENSE & PRICING

The Global Esports Market size was estimated at USD 1,017.15 million in 2020 and expected to reach USD 1,078.78 million in 2021, at a CAGR 6.39% to reach USD 1,475.69 million by 2026.

Market Statistics:

The report provides market sizing and forecast across five major currencies - USD, EUR GBP, JPY, and AUD. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2019 are considered historical years, 2020 as the base year, 2021 as the estimated year, and years from 2022 to 2026 are considered the forecast period.

Market Segmentation & Coverage:

This research report categorizes the Esports to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Revenue Stream, the market was studied across Media Rights, Publisher Fees, Sponsorships and Direct Advertisements, and Tickets and Merchandise. The Media Rights is further studied across Online Advertisements and Subscriptions.

Based on Platform, the market was studied across Offline and Online.

Based on Region, the market was studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, and Thailand. The Europe, Middle East & Africa is further studied across France, Germany, Italy, Netherlands, Qatar, Russia, Saudi Arabia, South Africa, Spain, United Arab Emirates, and United Kingdom.

Cumulative Impact of COVID-19:

COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Competitive Strategic Window:

The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:

The FPNV Positioning Matrix evaluates and categorizes the vendors in the Esports Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:

The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:

The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor's strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:

The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global Esports Market, including Activision Blizzard, Alisports, Beyond the Summit (BTS), CJ Corporation, Electronic Arts, Faceit, Gameloft SE, Gfinity, Gungho Online Entertainment, Hi Rez Studios, HTC Corporation, Intel Corporation, Kabum, Modern Times Group, Nintendo, NVIDIA Corporation, Rovio Entertainment, Tencent Holdings Limited, Turner Broadcasting System, Valve Corporation, and Wargaming Public.

The report provides insights on the following pointers:

  • 1. Market Penetration: Provides comprehensive information on the market offered by the key players
  • 2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
  • 3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
  • 4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
  • 5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:

  • 1. What is the market size and forecast of the Global Esports Market?
  • 2. What are the inhibiting factors and impact of COVID-19 shaping the Global Esports Market during the forecast period?
  • 3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Esports Market?
  • 4. What is the competitive strategic window for opportunities in the Global Esports Market?
  • 5. What are the technology trends and regulatory frameworks in the Global Esports Market?
  • 6. What is the market share of the leading vendors in the Global Esports Market?
  • 7. What modes and strategic moves are considered suitable for entering the Global Esports Market?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Limitations
  • 1.7. Assumptions
  • 1.8. Stakeholders

2. Research Methodology

  • 2.1. Introduction
  • 2.2. Define: Research Objective
  • 2.3. Determine: Research Design
  • 2.4. Prepare: Research Instrument
  • 2.5. Collect: Data Source
  • 2.6. Analyze: Data Interpretation
  • 2.7. Formulate: Data Verification
  • 2.8. Publish: Research Report
  • 2.9. Repeat: Report Update

3. Executive Summary

  • 3.1. Introduction

4. Market Overview

  • 4.1. Introduction
  • 4.2. Cumulative Impact of COVID-19

5. Market Dynamics

  • 5.1. Introduction
  • 5.2. Drivers
    • 5.2.1. Growing popularity of video games
    • 5.2.2. Increasing awareness of Esports among children
    • 5.2.3. Increasing smartphone penetration coupled with better internet connectivity have spurred the number of gamers
  • 5.3. Restraints
    • 5.3.1. Budget constraints and lack of skilled professionals in esports
  • 5.4. Opportunities
    • 5.4.1. Large scale investments and adoption of advanced gaming technologies large-scale investments in Esports
    • 5.4.2. Adoption of advanced gaming technologies, and positively propel market growth.
  • 5.5. Challenges
    • 5.5.1. Threat from betting and gambling leading to piracy of games

6. Esports Market, by Revenue Stream

  • 6.1. Introduction
  • 6.2. Media Rights
    • 6.2.1. Online Advertisements
    • 6.2.2. Subscriptions
  • 6.3. Publisher Fees
  • 6.4. Sponsorships and Direct Advertisements
  • 6.5. Tickets and Merchandise

7. Esports Market, by Platform

  • 7.1. Introduction
  • 7.2. Offline
  • 7.3. Online

8. Americas Esports Market

  • 8.1. Introduction
  • 8.2. Argentina
  • 8.3. Brazil
  • 8.4. Canada
  • 8.5. Mexico
  • 8.6. United States

9. Asia-Pacific Esports Market

  • 9.1. Introduction
  • 9.2. Australia
  • 9.3. China
  • 9.4. India
  • 9.5. Indonesia
  • 9.6. Japan
  • 9.7. Malaysia
  • 9.8. Philippines
  • 9.9. Singapore
  • 9.10. South Korea
  • 9.11. Taiwan
  • 9.12. Thailand

10. Europe, Middle East & Africa Esports Market

  • 10.1. Introduction
  • 10.2. France
  • 10.3. Germany
  • 10.4. Italy
  • 10.5. Netherlands
  • 10.6. Qatar
  • 10.7. Russia
  • 10.8. Saudi Arabia
  • 10.9. South Africa
  • 10.10. Spain
  • 10.11. United Arab Emirates
  • 10.12. United Kingdom

11. Competitive Landscape

  • 11.1. FPNV Positioning Matrix
    • 11.1.1. Quadrants
    • 11.1.2. Business Strategy
    • 11.1.3. Product Satisfaction
  • 11.2. Market Ranking Analysis
  • 11.3. Market Share Analysis, By Key Player
  • 11.4. Competitive Scenario
    • 11.4.1. Merger & Acquisition
    • 11.4.2. Agreement, Collaboration, & Partnership
    • 11.4.3. New Product Launch & Enhancement
    • 11.4.4. Investment & Funding
    • 11.4.5. Award, Recognition, & Expansion

12. Company Usability Profiles

  • 12.1. Activision Blizzard
  • 12.2. Alisports
  • 12.3. Beyond the Summit (BTS)
  • 12.4. CJ Corporation
  • 12.5. Electronic Arts
  • 12.6. Faceit
  • 12.7. Gameloft SE
  • 12.8. Gfinity
  • 12.9. Gungho Online Entertainment
  • 12.10. Hi Rez Studios
  • 12.11. HTC Corporation
  • 12.12. Intel Corporation
  • 12.13. Kabum
  • 12.14. Modern Times Group
  • 12.15. Nintendo
  • 12.16. NVIDIA Corporation
  • 12.17. Rovio Entertainment
  • 12.18. Tencent Holdings Limited
  • 12.19. Turner Broadcasting System
  • 12.20. Valve Corporation
  • 12.21. Wargaming Public

13. Appendix

  • 13.1. Discussion Guide
  • 13.2. License & Pricing
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