【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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