▶ 調査レポート

eスポーツのグローバル市場(~2027):メディア権利、出版社手数料、スポンサーシップ&直接広告、チケット&グッズ

• 英文タイトル:Esports Market Research Report by Revenue Stream, Platform, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19

Esports Market Research Report by Revenue Stream, Platform, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19「eスポーツのグローバル市場(~2027):メディア権利、出版社手数料、スポンサーシップ&直接広告、チケット&グッズ」(市場規模、市場予測)調査レポートです。• レポートコード:MRC2304L149
• 出版社/出版日:360iResearch / 2022年10月
• レポート形態:英語、PDF、246ページ
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レポート概要
360iResearch社の当調査レポートでは、世界のeスポーツ市場規模が2021年に1,078.78百万ドル、2022年に1,146.86百万ドルとなり、その後2027年までにCAGR 6.48%で成長して1,572.95百万ドルに達すると予測しています。当書は、eスポーツの世界市場を対象とした調査・分析結果をまとめたものであり、序論、調査方法、エグゼクティブサマリー、市場概要、市場インサイト、収益源別分析(メディア権利、出版社手数料、スポンサーシップ&直接広告、チケット&グッズ)、プラットフォーム別分析(オフライン、オンライン)、地域別分析(南北アメリカ、アメリカ、カナダ、ブラジル、アジア太平洋、日本、中国、インド、韓国、台湾、ヨーロッパ/中東/アフリカ、イギリス、ドイツ、フランス、ロシア、その他)、競争状況、企業情報などの内容を掲載しています。また、当書には、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などの企業情報が含まれています。

・序論
・調査方法
・エグゼクティブサマリー
・市場概要
・市場インサイト
・世界のeスポーツ市場規模:収益源別
- メディア権利の市場規模
- 出版社手数料の市場規模
- スポンサーシップ&直接広告の市場規模
- チケット&グッズの市場規模
・世界のeスポーツ市場規模:プラットフォーム別
- オフラインにおける市場規模
- オンラインにおける市場規模
・世界のeスポーツ市場規模:地域別
- 南北アメリカのeスポーツ市場規模
アメリカのeスポーツ市場規模
カナダのeスポーツ市場規模
ブラジルのeスポーツ市場規模
...
- アジア太平洋のeスポーツ市場規模
日本のeスポーツ市場規模
中国のeスポーツ市場規模
インドのeスポーツ市場規模
韓国のeスポーツ市場規模
台湾のeスポーツ市場規模
...
- ヨーロッパ/中東/アフリカのeスポーツ市場規模
イギリスのeスポーツ市場規模
ドイツのeスポーツ市場規模
フランスのeスポーツ市場規模
ロシアのeスポーツ市場規模
...
- その他地域のeスポーツ市場規模
・競争状況
・企業情報

The Global Esports Market size was estimated at USD 1,078.78 million in 2021 and expected to reach USD 1,146.86 million in 2022, and is projected to grow at a CAGR 6.48% to reach USD 1,572.95 million by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies – USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as 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, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, 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.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Esports market considering the current update on the conflict and its global response.

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?

レポート目次

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

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Growing popularity of video games
5.1.1.2. Increasing awareness of Esports among children
5.1.1.3. Increasing smartphone penetration coupled with better internet connectivity have spurred the number of gamers
5.1.2. Restraints
5.1.2.1. Budget constraints and lack of skilled professionals in esports
5.1.3. Opportunities
5.1.3.1. Large scale investments and adoption of advanced gaming technologies large-scale investments in Esports
5.1.3.2. Adoption of advanced gaming technologies, and positively propel market growth.
5.1.4. Challenges
5.1.4.1. Threat from betting and gambling leading to piracy of games
5.2. Cumulative Impact of COVID-19

6. Esports Market, by Revenue Stream
6.1. Introduction
6.2. Media Rights
6.3.1. Online Advertisements
6.3.2. 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
9.13. Vietnam

10. Europe, Middle East & Africa Esports Market
10.1. Introduction
10.2. Denmark
10.3. Egypt
10.4. Finland
10.5. France
10.6. Germany
10.7. Israel
10.8. Italy
10.9. Netherlands
10.10. Nigeria
10.11. Norway
10.12. Poland
10.13. Qatar
10.14. Russia
10.15. Saudi Arabia
10.16. South Africa
10.17. Spain
10.18. Sweden
10.19. Switzerland
10.20. Turkey
10.21. United Arab Emirates
10.22. 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, By Key Player
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
12.1.1. Business Overview
12.1.2. Key Executives
12.1.3. Product & Services
12.2. Alisports
12.2.1. Business Overview
12.2.2. Key Executives
12.2.3. Product & Services
12.3. Beyond the Summit (BTS)
12.3.1. Business Overview
12.3.2. Key Executives
12.3.3. Product & Services
12.4. CJ Corporation
12.4.1. Business Overview
12.4.2. Key Executives
12.4.3. Product & Services
12.5. Electronic Arts
12.5.1. Business Overview
12.5.2. Key Executives
12.5.3. Product & Services
12.6. Faceit
12.6.1. Business Overview
12.6.2. Key Executives
12.6.3. Product & Services
12.7. Gameloft SE
12.7.1. Business Overview
12.7.2. Key Executives
12.7.3. Product & Services
12.8. Gfinity
12.8.1. Business Overview
12.8.2. Key Executives
12.8.3. Product & Services
12.9. Gungho Online Entertainment
12.9.1. Business Overview
12.9.2. Key Executives
12.9.3. Product & Services
12.10. Hi Rez Studios
12.10.1. Business Overview
12.10.2. Key Executives
12.10.3. Product & Services
12.11. HTC Corporation
12.11.1. Business Overview
12.11.2. Key Executives
12.11.3. Product & Services
12.12. Intel Corporation
12.12.1. Business Overview
12.12.2. Key Executives
12.12.3. Product & Services
12.13. Kabum
12.13.1. Business Overview
12.13.2. Key Executives
12.13.3. Product & Services
12.14. Modern Times Group
12.14.1. Business Overview
12.14.2. Key Executives
12.14.3. Product & Services
12.15. Nintendo
12.15.1. Business Overview
12.15.2. Key Executives
12.15.3. Product & Services
12.16. NVIDIA Corporation
12.16.1. Business Overview
12.16.2. Key Executives
12.16.3. Product & Services
12.17. Rovio Entertainment
12.17.1. Business Overview
12.17.2. Key Executives
12.17.3. Product & Services
12.18. Tencent Holdings Limited
12.18.1. Business Overview
12.18.2. Key Executives
12.18.3. Product & Services
12.19. Turner Broadcasting System
12.19.1. Business Overview
12.19.2. Key Executives
12.19.3. Product & Services
12.20. Valve Corporation
12.20.1. Business Overview
12.20.2. Key Executives
12.20.3. Product & Services
12.21. Wargaming Public
12.21.1. Business Overview
12.21.2. Key Executives
12.21.3. Product & Services

13. Appendix
13.1. Discussion Guide
13.2. License & Pricing