Eスポーツの世界市場2019-2023...市場調査レポートについてご紹介

【英文タイトル】Global Esports Market 2019-2023

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【レポートの概要(一部)】

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

2.1 Preface

2.2 Preface

2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

Market ecosystem

Market characteristics

Market segmentation analysis

PART 04: MARKET SIZING

Market definition

Market sizing 2018

Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

Bargaining power of buyers

Bargaining power of suppliers

Threat of new entrants

Threat of substitutes

Threat of rivalry

Market condition

PART 06: CUSTOMER LANDSCAPE

PART 07: GEOGRAPHIC LANDSCAPE

Geographic segmentation

Geographic comparison

North America – Market size and forecast 2018-2023

APAC – Market size and forecast 2018-2023

Europe – Market size and forecast 2018-2023

South America – Market size and forecast 2018-2023

MEA – Market size and forecast 2018-2023

Key leading countries

Market opportunity

PART 08: MARKET SEGMENTATION BY REVENUE STREAM

Market segmentation by revenue stream

Comparison by revenue stream

Sponsorships – Market size and forecast 2018-2023

Media rights – Market size and forecast 2018-2023

Advertising – Market size and forecast 2018-2023

Publisher fees – Market size and forecast 2018-2023

Merchandise and ticket sales – Market size and forecast 2018-2023

Market opportunity by revenue stream

PART 09: MARKET SEGMENTATION BY GAME GENRE

Market segmentation by game genre

Comparison by game genre

MOBA – Market size and forecast 2018-2023

FPS – Market size and forecast 2018-2023

RTS – Market size and forecast 2018-2023

Others – Market size and forecast 2018-2023

Market opportunity by game genre

PART 10: DECISION FRAMEWORK

PART 11: DRIVERS AND CHALLENGES

Market drivers

Market challenges

PART 12: MARKET TRENDS

Increase in esports betting

Evolution of high-tech gaming consoles

New partnerships

Rapidly increasing Internet penetration and esports adoption on

smartphones

PART 13: VENDOR LANDSCAPE

Overview

Landscape disruption

Competitive scenario

PART 14: VENDOR ANALYSIS

Vendors covered

Vendor classification

Market positioning of vendors

Activision Blizzard Inc.

Electronic Arts, Inc.

Modern Times Group MTG AB

Tencent Holdings Ltd.

Valve Corp.

PART 15: APPENDIX

Research methodology

List of abbreviations

Definition of market positioning of vendors

PART 16: EXPLORE TECHNAVIO

Exhibit 01: Key offerings

Exhibit 02: Global gaming market

Exhibit 03: Segments of global gaming market

Exhibit 04: Market characteristics

Exhibit 05: Market segments

Exhibit 06: Market definition – Inclusions and exclusions checklist

Exhibit 07: Market size 2018

Exhibit 08: Global market: Size and forecast 2018-2023 ($ millions)

Exhibit 09: Global market: Year-over-year growth 2019-2023 (%)

Exhibit 10: Five forces analysis 2018

Exhibit 11: Five forces analysis 2023

Exhibit 12: Bargaining power of buyers

Exhibit 13: Bargaining power of suppliers

Exhibit 14: Threat of new entrants

Exhibit 15: Threat of substitutes

Exhibit 16: Threat of rivalry

Exhibit 17: Market condition – Five forces 2018

Exhibit 18: Customer landscape

Exhibit 19: Market share by geography 2018-2023 (%)

Exhibit 20: Geographic comparison

Exhibit 21: North America – Market size and forecast 2018-2023 ($ millions)

Exhibit 22: North America – Year-over-year growth 2019-2023 (%)

Exhibit 23: APAC – Market size and forecast 2018-2023 ($ millions)

Exhibit 24: APAC – Year-over-year growth 2019-2023 (%)

Exhibit 25: Europe – Market size and forecast 2018-2023 ($ millions)

Exhibit 26: Europe – Year-over-year growth 2019-2023 (%)

Exhibit 27: South America – Market size and forecast 2018-2023 ($ millions)

Exhibit 28: South America – Year-over-year growth 2019-2023 (%)

Exhibit 29: MEA – Market size and forecast 2018-2023 ($ millions)

Exhibit 30: MEA – Year-over-year growth 2019-2023 (%)

Exhibit 31: Key leading countries

Exhibit 32: Market opportunity

Exhibit 33: Revenue stream – Market share 2018-2023 (%)

Exhibit 34: Comparison by revenue stream

Exhibit 35: Sponsorships – Market size and forecast 2018-2023 ($ millions)

Exhibit 36: Sponsorships – Year-over-year growth 2019-2023 (%)

Exhibit 37: Media rights – Market size and forecast 2018-2023 ($ millions)

Exhibit 38: Media rights – Year-over-year growth 2019-2023 (%)

Exhibit 39: Advertising – Market size and forecast 2018-2023 ($ millions)

Exhibit 40: Advertising – Year-over-year growth 2019-2023 (%)

Exhibit 41: Publisher fees – Market size and forecast 2018-2023 ($ millions)

Exhibit 42: Publisher fees – Year-over-year growth 2019-2023 (%)

Exhibit 43: Merchandise and ticket sales – Market size and forecast 2018-2023 ($ millions)

Exhibit 44: Merchandise and ticket sales – Year-over-year growth 2019-2023 (%)

Exhibit 45: Market opportunity by revenue stream

Exhibit 46: Game genre – Market share 2018-2023 (%)

Exhibit 47: Comparison by game genre

Exhibit 48: MOBA – Market size and forecast 2018-2023 ($ millions)

Exhibit 49: MOBA – Year-over-year growth 2019-2023 (%)

Exhibit 50: FPS – Market size and forecast 2018-2023 ($ millions)

Exhibit 51: FPS – Year-over-year growth 2019-2023 (%)

Exhibit 52: RTS – Market size and forecast 2018-2023 ($ millions)

Exhibit 53: RTS – Year-over-year growth 2019-2023 (%)

Exhibit 54: Others – Market size and forecast 2018-2023 ($ millions)

Exhibit 55: Others – Year-over-year growth 2019-2023 (%)

Exhibit 56: Market opportunity by game genre

Exhibit 57: Impact of drivers and challenges

Exhibit 58: Global Internet users (% of the population)

Exhibit 59: Vendor landscape

Exhibit 60: Landscape disruption

Exhibit 61: Vendors covered

Exhibit 62: Vendor classification

Exhibit 63: Market positioning of vendors

Exhibit 64: Activision Blizzard Inc. – Vendor overview

Exhibit 65: Activision Blizzard Inc. – Business segments

Exhibit 66: Activision Blizzard Inc. – Organizational developments

Exhibit 67: Activision Blizzard Inc. – Geographic focus

Exhibit 68: Activision Blizzard Inc. – Segment focus

Exhibit 69: Activision Blizzard Inc. – Key offerings

Exhibit 70: Electronic Arts Inc. – Vendor overview

Exhibit 71: Electronic Arts Inc. – Business segments

Exhibit 72: Electronic Arts Inc. – Organizational developments

Exhibit 73: Electronic Arts Inc. – Geographic focus

Exhibit 74: Electronic Arts Inc. – Segment focus

Exhibit 75: Electronic Arts Inc. – Key offerings

Exhibit 76: Modern Times Group MTG AB – Vendor overview

Exhibit 77: Modern Times Group MTG AB – Business segments

Exhibit 78: Modern Times Group MTG AB – Organizational developments

Exhibit 79: Modern Times Group MTG AB – Geographic focus

Exhibit 80: Modern Times Group MTG AB – Segment focus

Exhibit 81: Modern Times Group MTG AB – Key offerings

Exhibit 82: Tencent Holdings Ltd. – Vendor overview

Exhibit 83: Tencent Holdings Ltd. – Business segments

Exhibit 84: Tencent Holdings Ltd. – Organizational developments

Exhibit 85: Tencent Holdings Ltd. – Geographic focus

Exhibit 86: Tencent Holdings Ltd. – Segment focus

Exhibit 87: Tencent Holdings Ltd. – Key offerings

Exhibit 88: Valve Corp. – Vendor overview

Exhibit 89: Valve Corp. – Organizational developments

Exhibit 90: Valve Corp. – Key offerings

Exhibit 91: Validation techniques employed for market sizing

Exhibit 92: Definition of market positioning of vendors


【レポート販売概要】

■ タイトル:Eスポーツの世界市場2019-2023
■ 英文:Global Esports Market 2019-2023
■ 発行日:2019年7月31日
■ 調査会社:Technavio
■ 商品コード:IRTNTR31777
■ 調査対象地域:アジア太平洋、ヨーロッパ、中東・アフリカ、北米、南米
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