Eスポーツの世界市場2018-2022

Technavioが発行した調査報告書(IRTNTR22420)
◆英語タイトル:Global E-Sports Market 2018-2022
◆商品コード:IRTNTR22420
◆発行会社(リサーチ会社):Technavio
◆発行日:2018年10月20日
◆ページ数:118
◆レポート形式:英語 / PDF
◆納品方法:Eメール(受注後24時間以内)
◆調査対象地域:グローバル、アジア、北米、ヨーロッパ(EMEA)
◆産業分野:スポーツ
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当調査レポートでは、Eスポーツの世界市場について調査・分析し、市場概要、市場環境、Eスポーツ市場規模、ジャンル別比較(MOBA、FPS、RTS、その他)分析、収益別(Eスポーツ広告、賞金プール、チケット販売)分析、市場動向、競争環境、主要地域別市場規模(北米、ヨーロッパ、アジアなど)、関連企業情報などを含め、以下の構成でお届け致します。主な分析対象企業は、Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve, Wargaming.netなどです。
・エグゼクティブサマリー
・調査範囲・調査手法
・Eスポーツの世界市場概要
・Eスポーツの世界市場環境
・Eスポーツの世界市場動向
・Eスポーツの世界市場規模
・Eスポーツの世界市場:業界構造分析
・Eスポーツの世界市場:ジャンル別比較(MOBA、FPS、RTS、その他)
・Eスポーツの世界市場:収益別(Eスポーツ広告、賞金プール、チケット販売)
・Eスポーツの世界市場:地域別市場規模・分析
・Eスポーツの北米市場規模・予測
・Eスポーツのヨーロッパ・中東・アフリカ市場規模・予測
・Eスポーツのアジア太平洋市場規模・予測
・Eスポーツの主要国分析
・Eスポーツの世界市場:意思決定フレームワーク
・Eスポーツの世界市場:成長要因、課題
・Eスポーツの世界市場:競争環境
・Eスポーツの世界市場:関連企業情報(ベンダー分析)
【レポートの概要】

About E-sports

E-sports, also referred to as electronic sports, is a multiplayer video game tournament held among professional gamers.

Technavio’s analysts forecast the Global E-sports Market to grow at a CAGR of 27.57% during the period 2018-2022.

Covered in this report
The report covers the present scenario and the growth prospects of the global e-sports market. To calculate the market size, the report considers the revenue generated through e-sports betting.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio’s report, global e-sports market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• Activision Blizzard
• Epic Games
• Nintendo
• Riot Games
• Valve
• Wargaming.net

Market driver
• Development of advanced infrastructure for e-sports
• For a full, detailed list, view our report

Market challenge
• Increased underage spending
• For a full, detailed list, view our report

Market trend
• Emergence of mobile e-sports and drone racing
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2022 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

【レポートの目次】

PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
PART 03: RESEARCH METHODOLOGY
PART 04: INTRODUCTION
PART 05: MARKET LANDSCAPE
• Market ecosystem
• Market characteristics
• Market segmentation analysis
PART 06: MARKET SIZING
• Market definition
• Market sizing 2017
• Market size and forecast 2017-2022
PART 07: FIVE FORCES ANALYSIS
• Bargaining power of buyers
• Bargaining power of suppliers
• Threat of new entrants
• Threat of substitutes
• Threat of rivalry
• Market condition
PART 08: MARKET SEGMENTATION BY GENRE BASED
• Segmentation by genre
• Comparison by genre
• MOBA – Market size and forecast 2017-2022
• FPS – Market size and forecast 2017-2022
• RTS – Market size and forecast 2017-2022
• Others – Market size and forecast 2017-2022
• Market opportunity by genre
PART 09: MARKET SEGMENTATION BY REVENUE
• Segmentation by revenue
• Comparison by revenue
• E-sports advertising – Market size and forecast 2017-2022
• Prize pool – Market size and forecast 2017-2022
• Ticket sales – Market size and forecast 2017-2022
• Market opportunity by revenue
PART 10: CUSTOMER LANDSCAPE
PART 11: REGIONAL LANDSCAPE
• Geographical segmentation
• Regional comparison
• Americas – Market size and forecast 2017-2022
• EMEA – Market size and forecast 2017-2022
• APAC – Market size and forecast 2017-2022
• Key leading countries
• Market opportunity
PART 12: DECISION FRAMEWORK
PART 13: DRIVERS AND CHALLENGES
• Market drivers
• Market challenges
PART 14: MARKET TRENDS
• Increase in e-sports betting
• Emergence of new related streams of revenue
• Live streaming of video games and e-sports events
• Emergence of mobile e-sports and drone racing
PART 15: VENDOR LANDSCAPE
• Overview
• Landscape disruption
PART 16: VENDOR ANALYSIS
• Vendors covered
• Vendor classification
• Market positioning of vendors
• Activision Blizzard
• Epic Games
• Nintendo
• Riot Games
• Valve
• Wargaming.net
PART 17: APPENDIX
• List of abbreviations

Exhibit 01: Parent market
Exhibit 02: Global gaming market
Exhibit 03: Market characteristics
Exhibit 05: Market definition – Inclusions and exclusions checklist
Exhibit 06: Market size 2017
Exhibit 07: Validation techniques employed for market sizing 2017
Exhibit 08: Global e-sports market – Market size and forecast 2017-2022 ($ mn)
Exhibit 09: Global – Year-over-year growth 2018-2022 (%)
Exhibit 10: Five forces analysis 2017
Exhibit 11: Five forces analysis 2022
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 2017
Exhibit 18: Genre – Market share 2017-2022 (%)
Exhibit 19: Comparison by genre
Exhibit 20: MOBA – Market size and forecast 2017-2022 ($ mn)
Exhibit 21: MOBA – Year-over-year growth 2018-2022 (%)
Exhibit 22: FPS – Market size and forecast 2017-2022 ($ mn)
Exhibit 23: FPS – Year-over-year growth 2018-2022 (%)
Exhibit 24: RTS – Market size and forecast 2017-2022 ($ mn)
Exhibit 25: RTS – Year-over-year growth 2018-2022 (%)
Exhibit 26: Others – Market size and forecast 2017-2022 ($ mn)
Exhibit 27: Others – Year-over-year growth 2018-2022 (%)
Exhibit 28: Market opportunity by genre
Exhibit 29: Global e-sports market by revenue– Market share 2017-2022 (%)
Exhibit 30: Comparison by revenue
Exhibit 31: E-sports advertising – Market size and forecast 2017-2022 ($ mn)
Exhibit 32: E-sports advertising – Year-over-year growth 2018-2022 (%)
Exhibit 33: Prize pool – Market size and forecast 2017-2022 ($ mn)
Exhibit 34: Prize pool – Year-over-year growth 2018-2022 (%)
Exhibit 35: Ticket sales – Market size and forecast 2017-2022 ($ mn)
Exhibit 36: Ticket sales – Year-over-year growth 2018-2022 (%)
Exhibit 37: Market opportunity by revenue
Exhibit 38: Customer landscape
Exhibit 39: Global – Market share by geography 2017-2022 (%)
Exhibit 40: Regional comparison
Exhibit 41: Americas – Market size and forecast 2017-2022 ($ mn)
Exhibit 42: Americas – Year-over-year growth 2018-2022 (%)
Exhibit 43: Top 3 countries in Americas
Exhibit 44: EMEA – Market size and forecast 2017-2022 ($ mn)
Exhibit 45: EMEA – Year-over-year growth 2018-2022 (%)
Exhibit 46: Top 3 countries in EMEA
Exhibit 47: APAC – Market size and forecast 2017-2022 ($ mn)
Exhibit 48: APAC – Year-over-year growth 2018-2022 (%)
Exhibit 49: Top 3 countries in APAC
Exhibit 50: Key leading countries
Exhibit 51: Market opportunity by region
Exhibit 52: Vendor landscape
Exhibit 53: Landscape disruption
Exhibit 54: Vendors covered
Exhibit 55: Vendor classification
Exhibit 56: Market positioning of vendors
Exhibit 57: Vendor overview
Exhibit 58: Activision Blizzard – Business segments
Exhibit 59: Activision Blizzard – Organizational developments
Exhibit 60: Activision Blizzard – Geographic focus
Exhibit 61: Activation Blizzard – Segment focus
Exhibit 62: Activision Blizzard – Key offerings
Exhibit 63: Vendor overview
Exhibit 64: Epic Games – Business segments
Exhibit 65: Epic Games – Organizational developments
Exhibit 66: Epic Games – Key offerings
Exhibit 67: Vendor overview
Exhibit 68: Nintendo – Organizational developments
Exhibit 69: Nintendo – Key offerings
Exhibit 70: Vendor overview
Exhibit 71: Riot Games – Business segments
Exhibit 72: Riot Games – Organizational developments
Exhibit 73: Riot Games – Key offerings
Exhibit 74: Valve – Vendor overview
Exhibit 75: Valve – Organizational developments
Exhibit 76: Valve – Key offerings
Exhibit 77: Vendor overview
Exhibit 78: Wargaming.net – Business segments
Exhibit 79: Wargaming.net – Organizational developments
Exhibit 80: Wargaming.net – Key offerings



【掲載企業】

Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve, Wargaming.net

【免責事項】
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