5347 篇
13897 篇
477387 篇
16218 篇
11751 篇
3898 篇
6510 篇
1243 篇
75477 篇
37467 篇
12122 篇
1648 篇
2846 篇
3402 篇
641 篇
1237 篇
1969 篇
4899 篇
3854 篇
5414 篇
全球电子竞技市场战略评估和预测市场报告——2021年
Strategic Assessment of Worldwide E-Sports Market Forecast Till 2021
Esports is also called electronics sports competitive video gaming or pro-gaming or professional video gaming. It is a form of mind sports where players contest in video gaming competition in game arenas and eSports tournaments organized on a mass level. In general, eSports is an organized competition between professional gamers. These competitions are multiplayer in nature. RTS, FPS, and MOBA games are some of the common video game genres played in eSports tournaments worldwide. Esports are broadcasted live worldwide on streaming platforms such as Twitch and YouTube, and sponsors and advertisers use this platform to promote themselves in front of a mass audience.
Players participating in eSports tournaments contest for prize money. Sometimes, the game publishing companies and eSports leagues hire professional gamers and provide them with salaries to promote the league. Esports tournaments are organized both, online and offline.
For the purpose of arriving at market size, the study considers those eSports tournaments:Where prize money is above $5,000.The report only considers those countries where the total number of eSports tournaments organized crossed 10. Further, game publishers are considered as major vendors in the report.
1 Research Methodology 10
2 Report Coverage 11
2.1 Executive summary 11
2.2 Scope of study 12
2.2.1 Definition of product 12
2.2.2 End-user segments 12
2.2.3 Base year 13
2.2.4 Geography 13
2.3 Terminology used in report 14
3 Market Research Methodology 16
3.1 Report Assumptions 17
3.2 Vendor Segmentation 17
3.3 Common Currency Conversion Rates 17
4 Market Landscape 19
4.1 Introduction to eSports 19
4.1.1 History of eSports 20
4.1.2 Esports ecosystem 21
5 Key Market Trends 29
5.1.1 Year-on-year impact of market trends 32
5.1.2 Impact of market trends on geographies in 2015 32
6 Key Market Growth Drivers 33
7 Key Market Restraints 37
8 Value Chain Analysis 41
8.1 Value chain analysis of global eSports market 41
8.1.1 Business model: Online versus offline 44
9 Worldwide Esports Market by Revenue 47
9.1 Historical market size 47
9.2 Market size and forecast 2015-2021 47
10 Worldwide Esports Market by Esports Enthusiasts 52
10.1 Historical market size 52
10.2 Market size and forecast 2015-2021 52
10.2.1 Five forces analysis 60
11 Geographical segmentation 61
11.1 Global eSports market segmentation by geography 61
11.2 Esports market in North America 63
11.2.1 Historical market size 2013-2014 63
11.2.2 Market size and forecast 2015-2021 63
11.2.3 Key countries 67
11.2.4 Top trend, driver, and restraint 70
11.3 Esports Market in APAC 71
11.3.1 Historical data 2013-2014 71
11.3.2 Market size and forecast 2015-2021 71
11.3.3 Key countries 76
11.3.4 Top trend, driver, and restraint 79
11.4 Esports market in Europe 79
11.4.1 Historical data 2013-2014 79
11.4.2 Market size and forecast 2015-2021 80
11.4.3 Key countries 83
11.4.4 Top trend, driver, and restraint 87
11.5 Esports market in ROW 88
11.5.1 Historical data: 2013-2014 88
11.5.2 Market size and forecast 2015-2021 88
11.5.3 Key countries 91
11.5.4 Top trend, driver, and restraint 92
12 Vendor Landscape 93
12.1 Competitive landscape 93
12.2 Market vendor analysis 94
12.2.1 Valve Corporation 94
12.2.2 Riot Games 96
12.2.3 Hi-Rez Studios 96
12.2.4 Activision Blizzard 97
12.2.5 Wargaming 97
12.2.6 Nintendo 98
12.3 Other vendors with prominent presence 100
12.3.1 Aksys Games 100
12.3.2 Bandai Namco 100
12.3.3 Bethesda Softworks 101
12.3.4 Capcom 101
12.3.5 Electronic Arts (EA) 102
12.3.6 Microsoft Studios 102
12.3.7 NCsoft 103
12.3.8 Neowiz Games 103
12.3.9 Sega 104
12.3.10 Ubisoft 104
12.4 List of game developing companies with suitable opportunities in eSports market 105
13 Key Vendor Analysis 108
13.1 Activision Blizzard 108
13.1.1 Business overview 108
13.1.2 Product overview 108
13.1.3 Activision Blizzard in eSports 108
13.1.4 Strategy 109
13.1.5 Strengths 110
13.1.6 Opportunity 110
13.2 Hi-Rez Studios 111
13.2.1 Business overview 111
13.2.2 Product overview 111
13.2.3 Hi-Rez Studios in eSports 111
13.2.4 Strategy 111
13.2.5 Strengths 112
13.2.6 Opportunities 112
13.3 Nintendo 112
13.3.1 Business overview 112
13.3.2 Product overview 112
13.3.3 Nintendo in eSports 113
13.3.4 Strategy 113
13.3.5 Strengths 114
13.3.6 Opportunities 114
13.4 Riot Games 114
13.4.1 Business overview 114
13.4.2 Product overview 114
13.4.3 Riot Games in eSports 115
13.4.4 Strategy 115
13.4.5 Strength 115
13.4.6 Opportunity 116
13.5 Valve Corporation 116
13.5.1 Business overview 116
13.5.2 Product overview 116
13.5.3 Valve Corporation in eSports 117
13.5.4 Strategy 117
13.5.5 Strength 117
13.5.6 Opportunities 117
13.6 Wargaming 118
13.6.1 Business overview 118
13.6.2 Product overview 118
13.6.3 Wargaming in eSports 118
13.6.4 Strategy 118
13.6.5 Strengths 119
13.6.6 Opportunity 119
14 Summary of report 120
15 Appendix 125
15.1 List of abbreviations 125
15.2 Esports market by game genre 126
15.3 Active players 127