世界のeスポーツ市場2023-2033:年齢層別(0-15歳、16-25歳、26-35歳、35歳以上)、収益源別(スポンサー、広告、メディア権利、ゲーム出版社手数料、商品・チケット)、ストリーミング別(ライブ、オン-デマンド)、端末別(スマートフォン、スマートTV、デスクトップ、ラップトップ、タブレット、ゲームコンソール)、ゲームジャンル別(リアルタイムストラテジーゲーム、ファーストパーソンシューティングゲーム、格闘ゲーム、マルチプレイヤーオンラインバトルアリーナゲーム、マスマルチプレイヤーオンラインロールプレイングゲーム)、地域別

【英語タイトル】eSports Market By Age Group (0-15, 16-25, 26-35, More than 35), By Revenue Stream (Sponsorships, Advertising, Media Rights, Game Publisher Fees, Merchandise & Tickets), By Streaming Type (Live, On-demand), By Device Type (Smartphones, Smart TVs, Desktops, Laptops, Tablets, Gaming Consoles), By Gaming Genre (Real-time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-playing Games) & Region – Global Market Insights 2023

FactMRが出版した調査資料(FACT23FB026)・商品コード:FACT23FB026
・発行会社(調査会社):FactMR
・発行日:2023年1月12日
・ページ数:約170
・レポート言語:英語
・レポート形式:PDF
・納品方法:Eメール
・調査対象地域:グローバル
・産業分野:ゲーム
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❖ レポートの概要 ❖

Fact.MR社の本調査レポートは、世界のeスポーツ市場を調査対象とし、2023年から2033年までの市場動向を予測しています。本書は、エグゼクティブサマリー、イントロダクション、市場背景、市場予測、端末別(PC、タブレット・ノートPC、スマートフォン、ゲーミングヘッドセット、その他)分析、エンドユーザー別(プロプレイヤー、観覧者)分析、年齢層別(0-15歳、16-25歳、26-35歳、35歳以上)分析、収益源別(スポンサー、広告、メディア権利、ゲーム出版社手数料、商品・チケット)分析、地域別(北米、中南米、西ヨーロッパ、東ヨーロッパ、東南アジア・アジア太平洋、中国、日本、中東・アフリカ)分析、調査方法などを整理しています。また、企業情報として、Coke Esports、Znipe Esports、VY Esportsなどが含まれています。
・エグゼクティブサマリー
・イントロダクション
・市場背景
・市場予測
・世界のeスポーツ市場規模:端末別
- PCにおける市場規
- タブレット・ノートPCにおける市場規
- スマートフォンにおける市場規
- ゲーミングヘッドセットにおける市場規
- その他における市場規
・世界のeスポーツ市場規模:エンドユーザー別
- プロプレイヤーにおける市場規模
- 観覧者における市場規模
・世界のeスポーツ市場規模:年齢層別
- 0-15歳における市場規模
- 16-25歳における市場規模
- 26-35歳における市場規模
- 35歳以上における市場規模
・世界のeスポーツ市場規模:収益源別
- スポンサーの市場規模
- 広告の市場規模
- メディア権利の市場規模
- ゲーム出版社手数料の市場規模
- 商品・チケットの市場規模
・世界のeスポーツ市場規模:地域別
- 北米のeスポーツ市場規模
- 中南米のeスポーツ市場規模
- 西ヨーロッパのeスポーツ市場規模
- 東ヨーロッパのeスポーツ市場規模
- 東南アジア・アジア太平洋のeスポーツ市場規模
- 中国のeスポーツ市場規模
- 日本のeスポーツ市場規模
- 中東・アフリカのeスポーツ市場規模
・市場構造分析
・競争分析
・調査方法

本レポートには、各企業の製品ポートフォリオや主要戦略、包括的なSWOT分析などのエッセンスを含む企業情報が含まれています。企業のプレゼンスは、すべての著名なプレーヤーについてマッピングされ、マトリックスを通して提示されます。したがって、読者に実用的な洞察を提供し、熟考して市場の状況を提示し、eスポーツにおける競争レベルを予測するのに役立ちます。

eSports Market – Scope of Report

A recent study by Fact.MR on the esports market offers a 10-year forecast for 2023 to 2033. The study analyzes crucial trends that are currently determining the growth of the market. This report explicates on vital dynamics, such as the drivers, restraints, and opportunities for key market players along with key stakeholders as well as emerging players associated with offering esports.

The study also provides the dynamics responsible for influencing the future status of the esports market over the forecast period. A detailed assessment of value chain analysis, business execution, and supply chain analysis across regional markets has been covered in the report.

A list of prominent companies operating in the esports market, along with their product portfolios, key strategies and SWOT analysis, enhances the reliability of this comprehensive research study.

Report Summary

The study offers comprehensive analysis on diverse features, including production capacities, demand, product developments, revenue generation, and sales of esports across the globe.

A comprehensive estimate on the market has been provided through an optimistic as well as a conservative scenario, taking into account the sales of esports during the forecast period. Price point comparison by region with global average price is also considered in the study.

Analysis on Market Size Evaluation

The market has been analyzed for each segment in terms of value (US$ Mn).

Estimates at global and regional levels for esports are available in terms of “US$ Mn” for value. A Y-o-Y growth contrast on prominent market segments, along with market attractiveness evaluation, has been incorporated in the report. Furthermore, absolute dollar opportunity analysis of all the segments adds prominence to the report.

Absolute dollar opportunity plays a crucial role in assessing the level of opportunity that a manufacturer/distributor can look to achieve, along with identifying potential resources, considering the sales and distribution perspective in the global esports market.

Inspected Assessment on Regional Segments

Key sections have been elaborated in the report, which have helped deliver projections on regional markets. These chapters include regional macros (political, economic, and business environment outlook), which are expected to have a momentous influence on the growth of the esports market during the forecast period.

Country-specific valuation on demand for esports has been offered for each region, along with market scope estimates and forecasts, price index, and impact analysis of the dynamics of prominence in regions and countries. For all regional markets, Y-o-Y growth estimates have also been incorporated in the report.

Detailed breakup in terms of value & volume for emerging countries has also been included in the report.

In-depth Analysis on Competition

The report sheds light on leading manufacturers of esports, along with their detailed profiles. Essential and up-to-date data related to market performers who are principally engaged in offering esports has been brought with the help of a detailed dashboard view. Market share analysis and comparison of prominent players provided in the report permits report readers to take preemptive steps in advancing their businesses.

Company profiles have been included in the report, which include essentials such as product portfolios and key strategies, along with all-inclusive SWOT analysis on each player. Company presence is mapped and presented through a matrix for all the prominent players, thus providing readers with actionable insights, which helps in thoughtfully presenting the market status, and predicting the competition level in the esports domain.

グローバル市場調査レポート販売サイトのwww.marketreport.jpです。

❖ レポートの目次 ❖

1. Executive Summary

    1.1. Market Overview

    1.2. Market Analysis

    1.3. Fact.MR Analysis and Recommendations

    1.4. Wheel of Fortune

2. Market Introduction

    2.1. Market Definition

    2.2. Market Taxonomy

3. Market Background

    3.1. Macro-Economic Factors

    3.2. Forecast Factors – Relevance & Impact

    3.3. Value Chain

    3.4. Market Dynamics

        3.4.1. Drivers

        3.4.2. Restraints

    3.5. Opportunity Analysis

4. Market Forecast

    4.1. Market Size and Y-o-Y Growth

    4.2. Absolute $ Opportunity

5. Global Market Analysis by Device

    5.1. Introduction

        5.1.1. Market Value Share Analysis by Device

        5.1.2. Y-o-Y Growth Analysis by Device

    5.2. Historical Market Size (US$ Mn) Analysis by Device, 2018-2022

    5.3. Current Market Size (US$ Mn) and Forecast by Device, 2023-2033

        5.3.1. PCs

        5.3.2. Tablets & Laptops

        5.3.3. Smartphones

        5.3.4. Gaming Headsets

        5.3.5. Gaming Consoles

        5.3.6. Others

    5.4. Market Attractiveness Analysis by Device

6. Global Market Analysis by End User

    6.1. Introduction

        6.1.1. Market Value Share Analysis by End User

        6.1.2. Y-o-Y Growth Analysis by End User

    6.2. Historical Market Size (US$ Mn) Analysis by End User, 2018-2022

    6.3. Current Market Size (US$ Mn) and Forecast by End User, 2023-2033

        6.3.1. Professional Players

        6.3.2. Occasional Viewers

    6.4. Market Attractiveness Analysis by End User

7. Global Market Analysis by Age Group

    7.1. Introduction

        7.1.1. Market Value Share Analysis by Age Group

        7.1.2. Y-o-Y Growth Analysis Age Group

    7.2. Historical Market Size (US$ Mn) Analysis by Age Group, 2018-2022

    7.3. Current Market Size (US$ Mn) and Forecast by Age Group, 2023-2033

        7.3.1. 0-15

        7.3.2. 16-25

        7.3.3. 26-35

        7.3.4. More than 35

    7.4. Market Attractiveness Analysis by Age Group

8. Global Market Analysis by Revenue Stream

    8.1. Introduction

        8.1.1. Market Value Share Analysis by Revenue Stream

        8.1.2. Y-o-Y Growth Analysis Revenue Stream

    8.2. Historical Market Size (US$ Mn) Analysis by Revenue Stream, 2018-2022

    8.3. Current Market Size (US$ Mn) and Forecast by Revenue Stream, 2023-2033

        8.3.1. Sponsorships

        8.3.2. Advertising

        8.3.3. Media Rights

        8.3.4. Game Publisher Fees

        8.3.5. Merchandise &Tickets

    8.4. Market Attractiveness Analysis by Revenue Stream

9. Global Market Analysis by Region

    9.1. Introduction

        9.1.1. Market Value Share Analysis by Region

        9.1.2. Y-o-Y Growth Analysis by Region

    9.2. Historical Market Size (US$ Mn) Analysis by Region, 2018-2022

    9.3. Current Market Size (US$ Mn) and Forecast by Region, 2023-2033

        9.3.1. North America

        9.3.2. Latin America

        9.3.3. Western Europe

        9.3.4. Eastern Europe

        9.3.5. South East Asia and Others of Asia Pacific

        9.3.6. China

        9.3.7. Japan

        9.3.8. Middle East & Africa (MEA)

    9.4. Market Attractiveness Analysis by Region

10. North America Market Analysis

    10.1. Introduction

    10.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2018-2022

    10.3. Market Size (US$ Mn) and Forecast by Market Segment, 2023-2033

        10.3.1. By Country

            10.3.1.1. U.S.

            10.3.1.2. Canada

        10.3.2. By Device

        10.3.3. By End User

        10.3.4. By Age Group

        10.3.5. By Revenue Stream

    10.4. Market Attractiveness Analysis

        10.4.1. By Country

        10.4.2. By Device

        10.4.3. By End User

        10.4.4. By Age Group

        10.4.5. By Revenue Stream

    10.5. Market Trends

    10.6. Drivers and Restraints – Impact Analysis

11. Latin America Market Analysis

    11.1. Introduction

    11.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2018-2022

    11.3. Market Size (US$ Mn) and Forecast by Market Segment, 2023-2033

        11.3.1. By Country

            11.3.1.1. Brazil

            11.3.1.2. Mexico

            11.3.1.3. Rest of Latin America

        11.3.2. By Device

        11.3.3. By End User

        11.3.4. By Age Group

        11.3.5. By Revenue Stream

    11.4. Market Attractiveness Analysis

        11.4.1. By Country

        11.4.2. By Device

        11.4.3. By End User

        11.4.4. By Age Group

        11.4.5. By Revenue Stream

    11.5. Market Trends

    11.6. Drivers and Restraints – Impact Analysis

12. Western Europe Market Analysis

    12.1. Introduction

    12.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2018-2022

    12.3. Market Size (US$ Mn) and Forecast by Market Segment, 2023-2033

        12.3.1. By Country

            12.3.1.1. Germany

            12.3.1.2. Italy

            12.3.1.3. France

            12.3.1.4. Spain

            12.3.1.5. U.K.

            12.3.1.6. BENELUX

            12.3.1.7. Rest of Western Europe

        12.3.2. By Device

        12.3.3. By End User

        12.3.4. By Age Group

        12.3.5. By Revenue Stream

    12.4. Market Attractiveness Analysis

        12.4.1. By Country

        12.4.2. By Device

        12.4.3. By End User

        12.4.4. By Age Group

        12.4.5. By Revenue Stream

    12.5. Market Trends

    12.6. Drivers and Restraints – Impact Analysis

13. Eastern Europe Market Analysis

    13.1. Introduction

    13.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2018-2022

    13.3. Market Size (US$ Mn) and Forecast by Market Segment, 2023-2033

        13.3.1. By Country

            13.3.1.1. Russia

            13.3.1.2. Poland

            13.3.1.3. Rest of Eastern Europe

        13.3.2. By Device

        13.3.3. By End User

        13.3.4. By Age Group

        13.3.5. By Revenue Stream

    13.4. Market Attractiveness Analysis

        13.4.1. By Country

        13.4.2. By Device

        13.4.3. By End User

        13.4.4. By Age Group

        13.4.5. By Revenue Stream

    13.5. Market Trends

    13.6. Drivers and Restraints – Impact Analysis

14. South East Asia and Others of Asia Pacific Market Analysis

    14.1. Introduction

    14.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2018-2022

    14.3. Market Size (US$ Mn) and Forecast by Market Segment, 2023-2033

        14.3.1. By Country

            14.3.1.1. India

            14.3.1.2. ASEAN

            14.3.1.3. Australia and New Zealand

            14.3.1.4. Rest of SEA and Others of APAC

        14.3.2. By Device

        14.3.3. By End User

        14.3.4. By Age Group

        14.3.5. By Revenue Stream

    14.4. Market Attractiveness Analysis

        14.4.1. By Country

        14.4.2. By Device

        14.4.3. By End User

        14.4.4. By Age Group

        14.4.5. By Revenue Stream

    14.5. Market Trends

    14.6. Drivers and Restraints – Impact Analysis

15. China Market Analysis

    15.1. Introduction

    15.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2018-2022

    15.3. Market Size (US$ Mn) and Forecast by Market Segment, 2023-2033

        15.3.1. By Device

        15.3.2. By End User

        15.3.3. By Age Group

        15.3.4. By Revenue Stream

    15.4. Market Attractiveness Analysis

        15.4.1. By Country

        15.4.2. By Device

        15.4.3. By End User

        15.4.4. By Age Group

        15.4.5. By Revenue Stream

    15.5. Market Trends

    15.6. Drivers and Restraints – Impact Analysis

16. Japan Market Analysis

    16.1. Introduction

    16.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2018-2022

    16.3. Market Size (US$ Mn) and Forecast by Market Segment, 2023-2033

        16.3.1. By Device

        16.3.2. By End User

        16.3.3. By Age Group

        16.3.4. By Revenue Stream

    16.4. Market Attractiveness Analysis

        16.4.1. By Country

        16.4.2. By Device

        16.4.3. By End User

        16.4.4. By Age Group

        16.4.5. By Revenue Stream

    16.5. Market Trends

    16.6. Drivers and Restraints – Impact Analysis

17. Middle East and Africa Market Analysis

    17.1. Introduction

    17.2. Historical Market Size (US$ Mn) Analysis by Market Segment, 2018-2022

    17.3. Market Size (US$ Mn) and Forecast by Market Segment, 2023-2033

        17.3.1. By Country

            17.3.1.1. Northern Africa

            17.3.1.2. GCC Countries

            17.3.1.3. South Africa

            17.3.1.4. Turkey

            17.3.1.5. Rest of Middle East and Africa

        17.3.2. By Device

        17.3.3. By End User

        17.3.4. By Age Group

        17.3.5. By Revenue Stream

    17.4. Market Attractiveness Analysis

        17.4.1. By Country

        17.4.2. By Device

        17.4.3. By End User

        17.4.4. By Age Group

        17.4.5. By Revenue Stream

    17.5. Market Trends

    17.6. Drivers and Restraints – Impact Analysis

18. Market Structure Analysis

    18.1. Market Analysis by Tier of Companies

        18.1.1. By Large, Medium, and Small

    18.2. Market Share Analysis of Top Players

    18.3. Market Presence Analysis

        18.3.1. Regional Footprint of Players

        18.3.2. Product Footprint by Player

    18.4. Technology Roadmap

19. Competition Analysis

    19.1. Competition Dashboard

    19.2. Competition Benchmarking

    19.3. Competition Developments

    19.4. Competition Deep Dive

        19.4.1. North

            19.4.1.1. Overview

            19.4.1.2. Product Portfolio

            19.4.1.3. Sales Footprint

            19.4.1.4. Competition Benchmarking

            19.4.1.5. Strategy

                19.4.1.5.1. Marketing Strategy

                19.4.1.5.2. Product Strategy

                19.4.1.5.3. Channel Strategy

        19.4.2. FACEIT

            19.4.2.1. Overview

            19.4.2.2. Product Portfolio

            19.4.2.3. Sales Footprint

            19.4.2.4. Competition Benchmarking

            19.4.2.5. Strategy

                19.4.2.5.1. Marketing Strategy

                19.4.2.5.2. Product Strategy

                19.4.2.5.3. Channel Strategy

        19.4.3. Immortals

            19.4.3.1. Overview

            19.4.3.2. Product Portfolio

            19.4.3.3. Sales Footprint

            19.4.3.4. Competition Benchmarking

            19.4.3.5. Strategy

                19.4.3.5.1. Marketing Strategy

                19.4.3.5.2. Product Strategy

                19.4.3.5.3. Channel Strategy

        19.4.4. Millennial Corporation

            19.4.4.1. Overview

            19.4.4.2. Product Portfolio

            19.4.4.3. Sales Footprint

            19.4.4.4. Competition Benchmarking

            19.4.4.5. Strategy

                19.4.4.5.1. Marketing Strategy

                19.4.4.5.2. Product Strategy

                19.4.4.5.3. Channel Strategy

        19.4.5. Rfrsh Entertainment

            19.4.5.1. Overview

            19.4.5.2. Product Portfolio

            19.4.5.3. Sales Footprint

            19.4.5.4. Competition Benchmarking

            19.4.5.5. Strategy

                19.4.5.5.1. Marketing Strategy

                19.4.5.5.2. Product Strategy

                19.4.5.5.3. Channel Strategy

        19.4.6. Riot Games, Inc.

            19.4.6.1. Overview

            19.4.6.2. Product Portfolio

            19.4.6.3. Sales Footprint

            19.4.6.4. Competition Benchmarking

            19.4.6.5. Strategy

                19.4.6.5.1. Marketing Strategy

                19.4.6.5.2. Product Strategy

                19.4.6.5.3. Channel Strategy

        19.4.7. ESL

            19.4.7.1. Overview

            19.4.7.2. Product Portfolio

            19.4.7.3. Sales Footprint

            19.4.7.4. Competition Benchmarking

            19.4.7.5. Strategy

                19.4.7.5.1. Marketing Strategy

                19.4.7.5.2. Product Strategy

                19.4.7.5.3. Channel Strategy

        19.4.8. VY Esports

            19.4.8.1. Overview

            19.4.8.2. Product Portfolio

            19.4.8.3. Sales Footprint

            19.4.8.4. Competition Benchmarking

            19.4.8.5. Strategy

                19.4.8.5.1. Marketing Strategy

                19.4.8.5.2. Product Strategy

                19.4.8.5.3. Channel Strategy

        19.4.9. Znipe Esports

            19.4.9.1. Overview

            19.4.9.2. Product Portfolio

            19.4.9.3. Sales Footprint

            19.4.9.4. Competition Benchmarking

            19.4.9.5. Strategy

                19.4.9.5.1. Marketing Strategy

                19.4.9.5.2. Product Strategy

                19.4.9.5.3. Channel Strategy

        19.4.10. Coke Esports

            19.4.10.1. Overview

            19.4.10.2. Product Portfolio

            19.4.10.3. Sales Footprint

            19.4.10.4. Competition Benchmarking

            19.4.10.5. Strategy

                19.4.10.5.1. Marketing Strategy

                19.4.10.5.2. Product Strategy

                19.4.10.5.3. Channel Strategy

20. Research Methodology



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