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스포츠 컨텐츠의 미래 : 기술, 방송 전략, eSports(2018-2023년)

The Future of Sports Content: Technologies, Broadcast Strategies & eSports 2018-2023

리서치사 Juniper Research Ltd
발행일 2018년 07월 상품 코드 663003
페이지 정보 영문
가격
£ 2,990 ₩ 4,703,000 Web Access - Full Research Suite (Enterprise Wide License)


스포츠 컨텐츠의 미래 : 기술, 방송 전략, eSports(2018-2023년) The Future of Sports Content: Technologies, Broadcast Strategies & eSports 2018-2023
발행일 : 2018년 07월 페이지 정보 : 영문

향후의 스포츠 기술 및 방송 전략에 대해 조사했으며, 스포츠 시장의 주요 과제, 주요 기업, 기회 및 향후 가능성(스포츠 기술, 방송 기술, 게임 기술) 등의 정보를 전해드립니다.

제1장 스포츠의 미래에 대한 서론

제2장 향후의 스포츠 기술

  • 시장 분석 : 스포츠 게임 플레이 및 방송용 웨어러블
    • 서론
    • 시장에 대한 영향
    • 수익화
    • 주목 기업
    • Juniper의 견해
  • 시장 예측
  • 프로 스포츠용 웨어러블 전체 시장 예측
    • 프로 스포츠용 웨어러블 디바이스의 연간 총출하대수
    • 하드웨어 총매출
    • 프로 스포츠용 웨어러블의 총가입매출

제3장 향후의 방송 기술

  • 시장 분석
    • 서론
    • 시장에 대한 영향
    • 수익화
    • 주목 기업
    • Juniper의 견해
  • 비용 분석 : 향후의 Sporting Rights Packages

제4장 향후의 게임 기술

  • 시장 분석
    • 서론
    • 시장에 대한 영향
    • 기존 TV
    • eSports의 신포맷
    • VR 시장의 장벽
    • 주목 기업
    • Juniper의 견해
  • 예측
    • 조사 방법
    • eSports 스트리밍의 사용자 총수
    • eSports 가입 및 광고비로부터의 총매출
KSM 18.07.26

Juniper's Future of Sports research provides the most comprehensive and progressive analysis of future sports technologies and broadcast strategies. 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 insights into the sports market, including the key challenges, leading players, opportunities and growth potential for:

  • Future Sports Technologies - Advanced sports monitoring and data analysis tools.
  • Future Broadcast Technologies - New strategies and technologies set to impact the sports broadcast space, as well as the evolving TV sporting rights space.
  • Future Games Technologies - The new sports frontier, the competitive playing of video games; eSports.

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 future of sports segments including:
    • Future Sports Technologies
    • Future Broadcast Technologies
    • Future Games Technologies
  • Trends Assessment & Player Analysis : Study of major trends and opportunities, as well as key players to watch.
    • Identification of leading players to watch in each segment;
    • Key takeaways and strategic opportunities for stakeholders;
    • New technologies and prospects analysis;
    • Monetisation models and scenario analysis for US sports rights.
  • Benchmark Industry Forecasts : Provided for eSports and professional sports wearables, quantifying hardware spend, advertising spend and subscription revenues.
  • Case Studies : Analysis of leading industry stakeholders and players, including:
    • BBC Sport 360
    • Catapult
    • DribbleUp
    • ESL
    • Facebook
    • IBM
    • STRIVR
    • Twitch
    • Zebra

Key Questions

  • 1. What is the potential for new technologies such as VR in sports broadcasting?
  • 2. Which monetisation strategies should those in the sports wearables space seek to use?
  • 3. What are the drivers for this market?
  • 4. How are OTTs seeking to disrupt more traditional sports broadcast?
  • 5. How should content providers seek to modernise offerings in the future?

Companies Referenced

ABC, Accedo, AFC (American Football Conference), AGM, Airbus, Amazon, ATP (Association of Tennis Professionals), Australian Institute of Sport, BARB, Baseline, BBC, BT, Calloway, Catapult Sports, Channel 9, CINEVR, CRC (Cooperative Research Centres), Cricket Australia, Disney, DribbleUp, EA, EPL (English Premier League), ESL (Electronic Sports League), ESPN, Evolution Media, Facebook, FIFA (Fédération Internationale de Football Association), Fitbit, Formula E, Fox, Gatorade, Gazprom, GDC (Games Developer Conference), GEARS, Google, GPSports, Hart Systems, HTC, IBM, Intel, ITV, Liberty Global, Lynx, Mercedes-Benz, Microsoft, MLB (Major League Baseball), MLS (Major League Soccer), Motorola, Motus, Mountain Dew, myKicks, NASCAR, NBA (National Basketball Association), NBC, Netflix, NFL (National Football League), NHL (National Hockey League), NHRA, Nikon, NOW TV, NVIDIA, Oculus, OGN (Ongamenet), Playertek, Prevent Biometrics, Ralph Lauren, Reddit, Samsung, Silver.TV, Skillz, Sky, Skybox, SportsMed Elite, SportTechie, STRIVR, Taco Bell, Take Two Interactive, Telefonica, Telstra, Tencent, T-Mobile, TN Games, Turner, Twitch, Twitter, Ubisoft, UFC (Ultimate Fighting Championship), Underarmor, USGA (United States Golf Association), Verizon, Visa, Vision eSports, Warsteiner, WHOOP, Wired, Xfinity, XOS Digital, Yahoo, YouTube, Zebra Technologies.

Data & Interactive Forecast

Juniper's Future of Sports forecast suite includes:

  • Data splits for 8 key global regions, in addition to country breakdowns for:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
    • US
  • And additional country splits for professional wearables:
    • Denmark
    • Norway
    • Portugal
    • Spain
    • Sweden
  • Professional sports hardware and subscription revenues.
  • Online viewers of eSports services.
  • eSports subscription and advertising spend.
  • Interactive Scenario Tool allowing users to manipulate Juniper's data for 3 different metrics.
  • Access to the full set of forecast data of 25 tables and over 3,600 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 Future of Sports

  • 1.1 Introduction
  • 1.2 Current State of Play
    • 1.2.1 Future Sports Technologies
    • 1.2.2 Future Broadcast Technologies
    • 1.2.3 Future Games Technologies
  • 1.3 Future Outlook
    • Figure & Table 1.1: Total Hardware, Advertising, & Subscription Spend on Future Sports, ($m) Split by 8 Key Regions 2018-2023
  • 1.4 Key Takeaways & Strategic Recommendations
    • 1.4.1 Future Sports Technologies
    • 1.4.2 Future Broadcast Technologies
    • 1.4.3. Future Games Technologies

2. Future Sports Technologies

  • 2.1 Sector Analysis: Wearables in Sports Game Play & Broadcasting
    • 2.1.1 Introduction
    • 2.1.2 Impact on Sector
      • i. Tracking & Future Technologies
      • Figure 2.1: Player Data from NFL Next Gen Stats
      • Case Study: Catapult Sports
      • Figure 2.2: "Gatorade Tracker' Used in the 2017 Ashes Series"
      • Case Study: Zebra Technologies
      • Figure 2.3: WHOOP Fitness Tracker
      • ii. In-Game Monitoring for Health
      • Figure 2.4: Prevent Biometrics Mouth Guard for Head Injury Monitoring
      • iii. Advanced Software & Analysing Data In-game
      • Figure 2.5: Surface in Use by the Seattle Seahawks
      • Figure 2.6: myKicks
      • Case Study: DrobbleUP
      • Case Study: STRIVR
      • Figure 2.7: STRIVR in Use for Training in American Football
      • iv. Motion Capture
    • 2.1.3 Monetisation
      • i. Subsidised, or Pay as You Go?
      • ii. The Subscription Model
      • Table 2.8: Catapult Sales & Subscription Data 2016 & 2017
      • iii. Cross-selling
      • iv. Data-centric
      • v. Juniper's View
    • 2.1.4 Players to Watch
      • Figure 2.9: Leading Players to Watch in Future Sports Technologies
    • 2.1.5 Juniper's View
  • 2.2 Market Forecasts
    • Figure 2.10: Methodology for Wearable Device Forecasts
  • 2.3 Total Market Forecasts for Professional Sports Wearables
    • 2.3.1 Total Professional Sports Wearable devices Shipped Per Annum
      • Figure & Table 2.11: Total Professional Wearable Devices Shipped Per Annum, (m) Split by 8 Key Regions 2018-2023
    • 2.3.2 Total Hardware Revenues
      • Figure & Table 2.12: Total Hardware Revenues from professional Sports Wearables, ($m) Split by 8 Key Regions 2018-2023
    • 2.3.3 Total Subscription Revenues for Professional Sports Wearables
      • Figure & Table 2.13: Total Subscription Revenues for Professional Sports Wearables ($m), Split by 8 Key Regions 2018-2023

3. Future Broadcast Technologies

  • 3.1 Sector Analysis
    • 3.1.1 Introduction
      • Figure 3.1: Still of 360° Footage of the 2016 NBA All-Star Slam-dunk Competition
    • 3.1.2 Impact on Sector
      • i. Interactive TV
      • Figure 3.2: Samsung's Gear 360 4K Camera & Nikon Key Mission
      • Figure 3.3: 360° Coverage of the Rio Olympics Provided by the BCC
      • Case Study: BCC 360°
      • ii. Cognitive Highlights & AI Technology
      • Figure 3.4: IBM's Cognitive Highlight System's Usage in Tennis
      • Case Study: IBM Cognitive Highlights
      • Figure 3.5: FIFA World Cup Highlight Machine
      • iii. AR
      • Figure 3.6: AR Usage in American Football
      • Figure 3.7: Accedo Live AR Experience
      • iv. Social Media
      • Figure 3.8: Facebook Live
      • Case Study: Facebook
      • v. Broadcast Rights & OTTs
      • Figure 3.9: Combined Cost of Premier League Rights, 3 Season Deals, 2006-2018 (UK £bn)
      • vi. How Amazon Can Recoup Its Costs
    • 3.1.1 Players to Watch
      • Figure 3.10: Leading Players to Watch in Sports Broadcasting
    • 3.1.4 Juniper's View
  • 3.2 Cost Analysis: Future Sporting Rights Purchases
    • i. Amazon Moves Further Into US Sports?
    • ii. Alternative Models
    • Table 3.11: Selected US Sporting Rights Packages
    • iii. Juniper Analysis: Sports Broadcast Vendors
    • Figure 3.12: Juniper Positioning Index for Leading Sports Broadcast services
    • iv. Potential Disruption & Likley Monetisation Models
    • Table 3.13: Popular US Sports and Contract Renewal Dates
    • Figure 3.14: Number of TV Viewers of Regular Season Major League Baseball (m) Autumn 2011-Spring 2017
    • Table 3.15: Potential Season Pass Pricing & Required User Numbers for Facebook
    • Table 3.16: Potential Season Pass Pricing & Required User Numbers for NHL
    • v. Alternative Sports: eSports

4. Future Games Technologies

  • 4.1 Sector Analysis
    • 4.1.1 Introduction
      • i. Game Types
      • Figure 4.1: League of legends Gameplay
      • Figure 4.2: A Player Entering Fortnite's Battle Royale Mode
    • 4.1.2 Impact on Sector
      • i. Viewership of Content
      • Figure 4.3: eSports To Toumaments with the Current Highest Viewership Figures to Date (m)
      • Table 4.4: Juniper Rankings: Popular Let's Play & eSports Titles
    • 4.1.3 Traditional TV
      • Case Study: Twitch
    • 4.1.4 New Formats for eSports
      • i. VR
      • Figure 4.5: Star Trek: Bridge Crew
      • Figure 4.6: Virtuix Omi Treadmill for VR Gaming
      • Figure 4.7: VR Challenger League at IEM Expo
    • 4.1.5 VR Market Barriers
      • i. Content 'Chicken & Egg'
      • Figure 4.8: VR Games Released on Steam 2015-2017 YTD
      • ii. Future Models
      • Figure 4.9: TN Games '3rd Space 'Gaming Vest
      • iii. Monetisation of Content
      • Table 4.10: Recent Major eSports Sponsorship Deals
      • Table 4.11: Major Sponsorships of Players & eSports Teams by Traditional Sports Groups
      • Figure 4.12: Loot Boxes & Items in Overwatch
      • iv. Investment
      • Table 4.13: Sample of Major eSports Investment Activities 2017-2018
      • v. Juniper's View
    • 4.1.6 Players to Watch
      • Table 4.14: Leading Players to Watch in Future Games technologies
    • 4.1.7 Juniper's View
  • 4.2 Forecasts
    • 4.2.1 Methodology
      • Table 4.15: Methodology for eSports Streaming
    • 4.2.2 Total Users of eSports Streaming
      • Table &Table 4.16: Total Users of eSports Subscriptions & Advertising Spend
    • 4.2.3 Total Revenues from eSports Subscriptions & Advertising Spend
      • Table &Table 4.17: Total Revenues from Subscriptions & Total Spend on Advertising from Online eSports Streaming ($m), Split by 8 Key Regions 2018-2023
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