▶ 調査レポート

eスポーツの世界市場2021年ー2031年:プラットフォーム別(オンライン、オフライン)、収益源別

• 英文タイトル:Esports Market (Platform: Online and Offline; and Revenue Stream: Game Publisher Fees, Media Rights, Advertising, Sponsorship, and Merchandizing & Tickets) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2021-2031

Transparency Market Researchが調査・発行した産業分析レポートです。eスポーツの世界市場2021年ー2031年:プラットフォーム別(オンライン、オフライン)、収益源別 / Esports Market (Platform: Online and Offline; and Revenue Stream: Game Publisher Fees, Media Rights, Advertising, Sponsorship, and Merchandizing & Tickets) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2021-2031 / TMR2112A039資料のイメージです。• レポートコード:TMR2112A039
• 出版社/出版日:Transparency Market Research / 2021年9月30日
• レポート形態:英文、PDF、300ページ
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• 産業分類:IT
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レポート概要
Transparency Market Research社の本調査レポートは、eスポーツの世界市場を調査対象とし、序論、仮定・調査手法、エグゼクティブサマリー、市場概要、市場分析・予測、プラットフォーム別(オンライン、オフライン)分析、収益源別分析、地域別(北米、ヨーロッパ、アジア太平洋、中東・アフリカ、南米)分析、競争状況、企業情報など、以下の構成でまとめております。
・序論
・仮定・調査手法
・エグゼクティブサマリー
・市場概要
・市場分析・予測
・eスポーツの世界市場規模:プラットフォーム別(オンライン、オフライン)
・eスポーツの世界市場規模:収益源別
・eスポーツの世界市場規模:地域別(北米、ヨーロッパ、アジア太平洋、中東・アフリカ、南米)
・競争状況
・企業情報

Esports Market – Scope of Report

A latest study collated and published by Transparency Market Research (TMR) analyzes the historical and present-day scenario of the global Esports market, to accurately gauge its potential future development. The study presents detailed information about the important growth factors, restraints, and key trends that are creating the landscape for the future growth of the Esports market, to identify the opportunistic avenues of the business potential for stakeholders. The report also provides insightful information about how the Esports market is expected to progress during the forecast period of 2021-2031.

The report offers intricate dynamics about the different aspects of the Esports market that aids companies operating in the market in making strategic development decisions. TMR’s study elaborates on the significant changes that are highly anticipated to configure the growth of the Esports market during the forecast period. It also includes a key indicator assessment to highlight the growth prospects of the Esports market, and estimates statistics related to the market progress in terms of value (US$ Mn).

The study covers a detailed segmentation of the Esports market, along with country analysis, key information, and a competitive outlook. The report mentions the company profiles of key players that are currently dominating the Esports market, wherein various developments, expansion, and winning strategies practiced and executed by leading players have been presented in detail.

Key Questions Answered in TMR’s Report on Esports Market

The report provides detailed information about the Esports market on the basis of comprehensive research on various factors that play a key role in accelerating the growth potential of the market. Information mentioned in the report answers path-breaking questions for companies that are currently functioning in the market and are looking for innovative ways to create a unique benchmark in the Esports market, so as to help them make successful strategies and take target-driven decisions.

Which regions will continue to remain the most profitable regional markets for Esports market players?
Which factors will induce a change in demand for Esports during the assessment period?
How will changing trends impact the Esports market?
How will COVID-19 impact the Esports market?
How can market players capture low-hanging opportunities in the Esports market in developed regions?
Which companies are leading the Esports market?
What are the winning strategies of stakeholders in the Esports market to upscale their position in this landscape?
What will be the Y-o-Y growth of the Esports market between 2021 and 2031?
What are the winning imperatives of market frontrunners in the Esports market?

Research Methodology – Esports Market

The research methodology adopted by analysts to compile the Esports market report is based on detailed primary as well as secondary research. With the help of in-depth insights of the industry-affiliated information that is obtained and legitimated by market-admissible sources, analysts have offered riveting observations and authentic forecasts of the Esports market.

During the primary research phase, analysts interviewed industry stakeholders, investors, brand managers, vice presidents, and sales and marketing managers. On the basis of data obtained through the interviews of genuine sources, analysts have emphasized the changing scenario of the Esports market.

For secondary research, analysts scrutinized numerous annual report publications, white papers, industry association publications, and company websites to obtain the necessary understanding of the Esports market.

レポート目次

1. Preface
1.1. Market Introduction
1.2. Market Segmentation
1.3. Key Research Objectives
2. Assumptions and Research Methodology
2.1. Research Methodology
2.1.1. List of Primary and Secondary Sources
2.2. Key Assumptions for Data Modelling
3. Executive Summary – Global Esports Market
4. Market Overview
4.1. Market Definition
4.2. Technology/ Product Roadmap
4.3. Market Factor Analysis
4.3.1. Forecast Factors
4.3.2. Ecosystem/ Value Chain Analysis
4.3.3. Market Dynamics (Growth Influencers)
4.3.3.1. Drivers
4.3.3.2. Restraints
4.3.3.3. Opportunities
4.3.3.4. Impact Analysis of Drivers and Restraints
4.4. Adoption Analysis (%) of Esports, by Game Type
4.4.1. Multiplayer Online Battle Arena
4.4.2. First Person Shooter
4.4.3. Strategy
4.4.4. Role-playing Game
4.4.5. Fighting Game
4.4.6. Racing
4.4.7. Other Sports
4.5. COVID-19 Impact Analysis
4.5.1. Impact of COVID-19 on the Esports Market
4.5.2. End-user Sentiment Analysis: Comparative Analysis on Spending
4.5.2.1. Increase in Spending
4.5.2.2. Decrease in Spending
4.5.3. Short Term and Long Term Impact on the Market
4.6. Market Opportunity Assessment – by Region (North America/ Europe/ Asia Pacific/ Middle East & Africa/ South America)
4.6.1. By Platform
4.6.2. By Revenue Stream
4.7. Competitive Scenario
4.7.1. List of Emerging, Prominent, and Leading Players
4.7.2. Major Mergers & Acquisitions, Expansions, Partnership, Contacts, Deals, Etc.
5. Global Esports Market Analysis and Forecast
5.1. Market Revenue Analysis (US$ Mn), 2016-2031
5.1.1. Historic Growth Trends, 2016-2020
5.1.2. Forecast Trends, 2021-2031
6. Global Esports Market Analysis, by Platform
6.1. Overview and Definitions
6.2. Key Segment Analysis
6.3. Esports Market Size (US$ Mn) Forecast, by Platform, 2018 – 2031
6.3.1. Online
6.3.2. Offline
7. Global Esports Market Analysis, by Revenue Stream
7.1. Overview and Definitions
7.2. Key Segment Analysis
7.3. Esports Market Size (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031
7.3.1. Game Publisher Fees
7.3.2. Media Rights
7.3.3. Advertising
7.3.4. Sponsorship
7.3.5. Merchandizing & Tickets
8. Global Esports Market Analysis and Forecast, by Region
8.1. Key Findings
8.2. Esports Market Size (US$ Mn) Forecast, by Region, 2018 – 2031
8.2.1. North America
8.2.2. Europe
8.2.3. Asia Pacific
8.2.4. Middle East & Africa
8.2.5. South America
9. North America Esports Market Analysis
9.1. Regional Outlook
9.2. Esports Market Size (US$ Mn) Analysis and Forecast (2018 – 2031)
9.2.1. By Platform
9.2.2. By Revenue Stream
9.3. Esports Market Size (US$ Mn) Forecast, by Country, 2018 – 2031
9.3.1. U.S.
9.3.2. Canada
9.3.3. Mexico
10. Europe Esports Market Analysis and Forecast
10.1. Regional Outlook
10.2. Esports Market Size (US$ Mn) Analysis and Forecast (2018 – 2031)
10.2.1. By Platform
10.2.2. By Revenue Stream
10.3. Esports Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 – 2031
10.3.1. Germany
10.3.2. U.K.
10.3.3. France
10.3.4. Spain
10.3.5. Italy
10.3.6. Rest of Europe
11. APAC Esports Market Analysis and Forecast
11.1. Regional Outlook
11.2. Esports Market Size (US$ Mn) Analysis and Forecast (2018 – 2031)
11.2.1. By Platform
11.2.2. By Revenue Stream
11.3. Esports Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 – 2031
11.3.1. China
11.3.2. India
11.3.3. Japan
11.3.4. ASEAN
11.3.5. Rest of Asia Pacific
12. Middle East & Africa (MEA) Esports Market Analysis and Forecast
12.1. Regional Outlook
12.2. Esports Market Size (US$ Mn) Analysis and Forecast (2018 – 2031)
12.2.1. By Platform
12.2.2. By Revenue Stream
12.3. Esports Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 – 2031
12.3.1. The United Arab Emirates
12.3.2. South Africa
12.3.3. Rest of Middle East & Africa (MEA)
13. South America Esports Market Analysis and Forecast
13.1. Regional Outlook
13.2. Esports Market Size (US$ Mn) Analysis and Forecast (2018 – 2031)
13.2.1. By Platform
13.2.2. By Revenue Stream
13.3. Esports Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 – 2031
13.3.1. Brazil
13.3.2. Argentina
13.3.3. Rest of South America
14. Competition Landscape
14.1. Market Competition Matrix, by Leading Players
14.2. Market Revenue Share Analysis (%), by Leading Players (2020)
15. Company Profiles
15.1. Activision Blizzard, Inc.
15.1.1. Business Overview
15.1.2. Product Portfolio
15.1.3. Geographical Footprint
15.1.4. Revenue and Strategy
15.2. Electronic Arts, Inc.
15.2.1. Business Overview
15.2.2. Product Portfolio
15.2.3. Geographical Footprint
15.2.4. Revenue and Strategy
15.3. Envy Gaming, Inc.
15.3.1. Business Overview
15.3.2. Product Portfolio
15.3.3. Geographical Footprint
15.3.4. Revenue and Strategy
15.4. FACE IT LIMITED
15.4.1. Business Overview
15.4.2. Product Portfolio
15.4.3. Geographical Footprint
15.4.4. Revenue and Strategy
15.5. Fnatic, Inc.
15.5.1. Business Overview
15.5.2. Product Portfolio
15.5.3. Geographical Footprint
15.5.4. Revenue and Strategy
15.6. G2 Esports, Inc.
15.6.1. Business Overview
15.6.2. Product Portfolio
15.6.3. Geographical Footprint
15.6.4. Revenue and Strategy
15.7. G5 Entertainment AB
15.7.1. Business Overview
15.7.2. Product Portfolio
15.7.3. Geographical Footprint
15.7.4. Revenue and Strategy
15.8. Gameloft SE
15.8.1. Business Overview
15.8.2. Product Portfolio
15.8.3. Geographical Footprint
15.8.4. Revenue and Strategy
15.9. Gfinity Plc
15.9.1. Business Overview
15.9.2. Product Portfolio
15.9.3. Geographical Footprint
15.9.4. Revenue and Strategy
15.10. GungHo Online Entertainment, Inc.
15.10.1. Business Overview
15.10.2. Product Portfolio
15.10.3. Geographical Footprint
15.10.4. Revenue and Strategy
15.11. Hi-Rez Studios
15.11.1. Business Overview
15.11.2. Product Portfolio
15.11.3. Geographical Footprint
15.11.4. Revenue and Strategy
15.12. Jam City, Inc.
15.12.1. Business Overview
15.12.2. Product Portfolio
15.12.3. Geographical Footprint
15.12.4. Revenue and Strategy
15.13. Kabam, Inc.
15.13.1. Business Overview
15.13.2. Product Portfolio
15.13.3. Geographical Footprint
15.13.4. Revenue and Strategy
15.14. Modern Times Group
15.14.1. Business Overview
15.14.2. Product Portfolio
15.14.3. Geographical Footprint
15.14.4. Revenue and Strategy
15.15. Nintendo Co., Ltd.
15.15.1. Business Overview
15.15.2. Product Portfolio
15.15.3. Geographical Footprint
15.15.4. Revenue and Strategy
15.16. Riot Games, Inc.
15.16.1. Business Overview
15.16.2. Product Portfolio
15.16.3. Geographical Footprint
15.16.4. Revenue and Strategy
15.17. Rovio Entertainment Corporation
15.17.1. Business Overview
15.17.2. Product Portfolio
15.17.3. Geographical Footprint
15.17.4. Revenue and Strategy
15.18. Wargaming Public Co., Ltd.
15.18.1. Business Overview
15.18.2. Product Portfolio
15.18.3. Geographical Footprint
15.18.4. Revenue and Strategy
15.19. Warner Media, LLC
15.19.1. Business Overview
15.19.2. Product Portfolio
15.19.3. Geographical Footprint
15.19.4. Revenue and Strategy
15.20. Zynga, Inc.
15.20.1. Business Overview
15.20.2. Product Portfolio
15.20.3. Geographical Footprint
15.20.4. Revenue and Strategy
16. Key Takeaways

List of Tables

Table 1: Acronyms Used in Esports Market

Table 2: North America Esports Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)

Table 3: Europe Esports Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)

Table 4: Asia Pacific Esports Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)

Table 5: Middle East & Africa Esports Market Revenue Analysis, by Country, 2021 and 2031 (US$ Mn)

Table 6: South America Esports Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)

Table 7: Forecast Factors: Relevance and Impact (1/2)

Table 8: Forecast Factors: Relevance and Impact

Table 9: Impact Analysis of Drivers & Restraint

Table 10: List of Emerging, Prominent and Leading Players

Table 11: Mergers & Acquisitions, Partnership

Table 12: Mergers & Acquisitions, Partnership

Table 13: Mergers & Acquisitions, Partnership

Table 14: Mergers & Acquisitions, Partnership

Table 15: Global Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

Table 16: Global Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

Table 17: Global Esports Market Value (US$ Mn) Forecast, by Region, 2018 – 2031

Table 18: North America Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

Table 19: North America Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

Table 20: North America Esports Market Value (US$ Mn) Forecast, by Country, 2018 - 2031

Table 21: U.S. Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 22: Canada Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 23: Mexico Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 24: Europe Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

Table 25: Europe Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

Table 26: Europe Esports Market Value (US$ Mn) Forecast, by Country, 2018 - 2031

Table 27: Germany Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 28: U.K. Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 29: France Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 30: Spain Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 31: Italy Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 32: Asia Pacific Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

Table 33: Asia Pacific Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

Table 34: Asia Pacific Esports Market Value (US$ Mn) Forecast, by Country, 2018 - 2031

Table 35: China Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 36: India Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 37: Japan Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 38: ASEAN Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 39: Middle East & Africa Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

Table 40: Middle East & Africa Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

Table 41: Middle East & Africa Esports Market Value (US$ Mn) Forecast, by Country, 2018 - 2031

Table 42: The United Arab Emirates Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 43: South Africa Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 44: South America Esports Market Value (US$ Mn) Forecast, by Platform, 2018 – 2031

Table 45: South America Esports Market Value (US$ Mn) Forecast, by Revenue Stream, 2018 – 2031

Table 46: South America Esports Market Value (US$ Mn) Forecast, by Country, 2018 - 2031

Table 47: Brazil Emirates Esports Market Revenue CAGR Breakdown (%), by Growth Term

Table 48: Argentina Esports Market Revenue CAGR Breakdown (%), by Growth Term