Eスポーツの世界市場

◆英語タイトル:Global E-Sports Market 2017-2021
◆商品コード:IRTNTR12084
◆発行会社(調査会社):Technavio
◆発行日:2017年5月10日
◆ページ数:70
◆レポート言語:英語
◆レポート形式: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
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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、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、Eスポーツの世界市場規模及び予測、地域別分析/市場規模、主要国別分析、市場の成長要因、市場の課題、市場動向、競争状況などの情報をお届けいたします。
【レポートの概要】

ABSTRACTAbout e-Sports

The popularity of e-sports is increasing with the rising number of viewers. E-sports create an environment where viewers can experience playing the game. E-sports on a large scale is considered to be one of the most popular sports entertainment events in the world. On the global scenario, e-sports is a rapidly growing market and is likely to grow at a CAGR of 32.28%. In 2016, Dota 2 by Valve was the leading game in terms of revenue in the e-sports market. The Americas are the leading region and will also be the fastest-growing region for e-sports during the forecast period followed by APAC and EMEA. The US is the leading country for e-sports market.

Technavio’s analysts forecast the global e-sports market to grow at a CAGR of 32.28% during the period 2017-2021.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global e-sports market for 2017-2021. To calculate the market size, the report considers the revenue generated from tournaments excluding online advertisements.

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

Technavio’s report, Global e-Sports Market 2017-2021, 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

[Other prominent vendors]
• EA Sports
• Hi-Rez Studios
• Microsoft Studios

[Market driver]
• Increasing penetration of mobile games.
• For a full, detailed list, view our report

[Market challenge]
• High expense of gaming-specific peripherals.
• For a full, detailed list, view our report

[Market trend]
• Growing adoption of e-sports in emerging countries.
• For a full, detailed list, view our report

[Key questions answered in this report]
• What will the market size be in 2021 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】

Table of Contents
PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction
• Market outline

PART 05: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis

PART 06: Market segmentation by genre
• Global e-sports market by genre
• Global e-sports market by MOBA games
• Global e-sports market by FPS games
• Global e-sports market by RTS games

PART 07: Market segmentation by revenue
• Global e-sports market by revenue
• Global e-sports market by advertising
• Global e-sports market by prize pool
• Global e-sports market by ticket sales

PART 08: Geographical segmentation
• Global e-sports market by geography
• E-sports market in Americas
• E-sports market in APAC
• E-sports market in EMEA

PART 09: Key leading countries
• Key leading countries
• E-sports market in US
• E-sports market in China

PART 10: Decision framework

PART 11: Drivers and challenges
• Market drivers
• Market challenges

PART 12: Market trends

PART 13: Vendor landscape
• Competitive scenario
• Key leading vendors
• Other prominent vendors

PART 14: Appendix
• List of abbreviations

[List of Exhibits] 
Exhibit 01: E-sports market: Overview
Exhibit 02: Global e-sports market 2016-2021 ($ millions)
Exhibit 03: Five forces analysis
Exhibit 04: Global e-sports market by genre 2016 and 2021 (revenue share)
Exhibit 05: Global e-sports market by MOBA games 2016-2021 ($ millions)
Exhibit 06: Global e-sports market by FPS games 2016-2021 ($ millions)
Exhibit 07: Global e-sports market by RTS games 2016-2021 ($ millions)
Exhibit 08: Global e-sports market by revenue 2016 and 2021 (revenue share)
Exhibit 09: Global e-sports market by advertising 2016-2021 ($ millions)
Exhibit 10: Global e-sports market by prize pool 2016-2021 ($ millions)
Exhibit 11: Global e-sports market by ticket sales 2016-2021 ($ millions)
Exhibit 12: Global e-sports market by geography 2016 and 2021 (revenue share)
Exhibit 13: E-sports market in Americas 2016-2021 ($ millions)
Exhibit 14: E-sports market in APAC 2016-2021 ($ millions)
Exhibit 15: E-sports market in EMEA 2016-2021 ($ millions)
Exhibit 16: Top 10 countries 2016 (revenue share)
Exhibit 17: Top 10 countries by revenue and market share 2016
Exhibit 18: E-sports market in US 2016-2021 ($ millions)
Exhibit 19: E-sports market in China 2016-2021 ($ millions)
Exhibit 20: Global shipments of desktops, smartphones, and tablets 2011-2016 (millions of units)



【掲載企業】

Activision Blizzard, Epic Games, Nintendo, Riot Games, Valve, Wargaming.net, EA Sports, Hi-Rez Studios, and Microsoft Studios.

【レポートのキーワード】

Eスポーツ、ゲーム

【調査方法】

一次資料による調査(業界専門家、ベンダー、代理店、顧客等を対象にしたデプスインタビュー調査など)及び二次資料による調査(Technavio独自のプラットフォーム、産業書籍、企業報告書、ニュース記事、アナリストレポート、貿易協会、政府機関発行データなど)

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