Global eSports Market 2015-2019

eスポーツの世界市場2015-2019

◆タイトル:Global eSports Market 2015-2019
◆商品コード:IRTNTR7431
◆調査・発行会社:Technavio (Infiniti Research Ltd.)
◆発行日:2015年12月23日
◆ページ数:57
◆資料形式:pdf / 英語
◆納品方法:Eメール
◆調査対象地域:世界
◆産業分野:消費財
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【資料の概要】

当調査レポートでは、eスポーツの世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、eスポーツの世界市場規模及び予測、ゲームジャンル別分析、地域別分析/市場規模、主要国別分析、市場動向、競争状況、主要企業(ベンダー)分析などの情報をお届けいたします。

Technavio market research analyst has estimated the global market for e-sports to post a profound CAGR of more than 36% by 2019. High growth rate of this market during the forecast period can be attributed to factors such as the increasing number of sponsors and low entry barriers for gamers.

In this market research report, analysts estimate the Americas to dominate the global market for e-sports during the forecast period followed by the APAC and the EMEA regions. The rising popularity of e-sports leagues in the Americas is expected to result in its market share of nearly 43% by 2019.

Genre-based segmentation of the e-sports market
-MOBA
- FPS
- RTS
- Others

The multiplayer online battle arena (MOBA) segment is envisaged to exhibit the fastest market growth rate during the forecast period. This segment currently account for nearly 60% of the total market share, but is expected to surpass 70% by 2019 owing to its high fan base and team play element.

Segmentation by revenue and analysis of the e-sports market
-E-sports advertising
- Prize pool
- Ticket sales

Technavio market research analyst has estimated the e-sports advertising sector to be the largest market segment during the forecast period. This segment is expected to generate a revenue of more than USD 154 million by 2019 as it provides a platform to expand the game’s touchpoints and engage users in a better way with their favorite characters.

This market is highly competitive owing the presence of multiple vendors who have penetrated this market due to its low entry barrier. The leading vendors in this market use innovative marketing strategies to sell their games and enter the e-sports scenario, which is a major parameter to decide the success of the game.

【資料の目次】

PART 01: Executive summary
• Highlights

PART 02: Scope of the report
• Market overview
• Base year
• Vendor segmentation
• Summation errors
• Top-vendor offerings

PART 03: Market research methodology
• Research methodology
• Economic indicators

PART 04: Introduction
• Key market highlights

PART 05: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis

PART 06: Market segmentation by genre
• Global E-sports market by genre
• Global E-sports market by MOBA games 2014-2019
• Global E-sports market by FPS games 2014-2019
• Global E-sports market by RTS games 2014-2019

PART 07: Market segmentation by revenue
• Global E-sports market by revenue

PART 08: Geographical segmentation
• Geographical segmentation of global E-sports market
• E-sports market in Americas
• E-sports market in APAC
• E-sports market in EMEA

PART 09: Key leading countries
• Top 10 countries for global E-sports market

PART 10: Market trends

PART 11: Vendor landscape
• Competitive scenario
• Other prominent vendors

PART 12: Key vendor analysis
• Activision Blizzard
• Epic Games
• Nintendo
• Riot Games
• Valve
• Wargaming

PART 13: Appendix
• List of abbreviation

PART 14: Explore Technavio

[List of Exhibits]

Exhibit 01: Product offerings
Exhibit 02: Market segmentation of global E-sports market
Exhibit 03: Global E-sports market 2014-2019 ($ millions)
Exhibit 04: Five forces analysis
Exhibit 05: Global E-sports market by genre in 2014
Exhibit 06: Global E-sports market by genre in 2019
Exhibit 07: Global E-sports market by MOBA games 2014-2019 ($ millions)
Exhibit 08: Global E-sports market by FPS games 2014-2019 ($ millions)
Exhibit 09: Global E-sports market by RTS games 2014-2019 ($ millions)
Exhibit 10: Global E-sports market by revenue
Exhibit 11: Geographical segmentation of Global E-sports market in 2014
Exhibit 12: Geographical segmentation of Global E-sports market in 2019
Exhibit 13: E-sports market in Americas 2014 ($ millions)
Exhibit 14: E-sports market in APAC in 2014 ($ millions)
Exhibit 15: E-sports market in EMEA in 2014 ($ millions)
Exhibit 16: Key leading countries
Exhibit 17: Market share of top 10 countries for E-sports market in 2014 by revenue
Exhibit 18: Activision Blizzard: Business segmentation by revenue 2014
Exhibit 19: Activision Blizzard: Business/product segmentation by revenue 2013 and 2014
Exhibit 20: Activision Blizzard: Geographical segmentation by revenue 2013 and 2014
Exhibit 21: Epic Games: Key business offerings
Exhibit 22: Nintendo: Business segmentation by revenue 2015
Exhibit 23: Nintendo: Business segmentation by revenue 2014 and 2015 ($ billions)
Exhibit 24: Nintendo: Geographical segmentation by revenue 2015
Exhibit 25: Valve: Product offerings
Exhibit 26: Wargaming.net : Product segmentation



【掲載企業】

Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve Corporation, Wargaming.net, EA Sports, Hi-Rez Studios, and Microsoft Studios.

【資料のキーワード】

eスポーツ、ゲーム

【調査方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

★調査レポート[eスポーツの世界市場2015-2019] (Global eSports Market 2015-2019 / IRTNTR7431)販売に関する免責事項
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