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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

加工时间:2017-08-30 信息来源:EMIS 索取原文[129 页]
关键词:电子竞技;电子竞技体育视频游戏;职业游戏;专业视频游戏
摘 要:

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.


目 录:

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


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