eスポーツ市場 | 成長戦略 [2022-2030]

eスポーツ市場 | サイズ、共有&トレンド分析、収益源(広告、スポンサーシップ、商品&チケット、メディア権利、およびパブリッシャー手数料)、ストリーミングタイプ(ライブ&ビデオオンデマンド)、地域別、予測期間- 2022-2030

レポートID : RI_673810 | 最終更新日 : November 2024 | 日付 : ms word ms Excel PPT PDF

このレポートには最新の市場データ、統計、データが含まれています
Table of Content

1.Introduction

1.1.Market Introduction
1.2.Market Research Methodology
1.2.1.Research Process
1.2.2.Primary Research
1.2.3.Secondary Research
1.2.4.Data Collection Technique
1.2.5.Data Sources
1.3.Market Estimation Methodology
1.3.1.Limitations of the Study
1.4.Product Picture of eSports
1.5.Years Considered for the Study
1.6.Research Methodology in brief
1.7.Parent Market Overview
1.8.Overall Global eSports Market Regional Demand
1.9.Data Source
1.9.1. Secondary Sources
1.9.2. Primary Sources

2. Executive Summary

2.1.Business Trends
2.2.Regional Trends
2.3.Revenue source Trends
2.4.Streaming type Trends

3.Market Dynamics

3.1.Drivers
3.1.1.Rising popularity for video gaming and increasing awareness of eSports is driving the growth of eSports market
3.2.Restraints
3.2.1.Addiction issue and threat from eSports gambling has restrain the growth of eSports market
3.3.Opportunity
3.4.Impact forces during the forecast years
3.5.Industry Value Chain
3.5.1.Upstream analysis
3.5.2.Downstream analysis
3.5.3.Marketing and Distribution Channel
3.5.3.1.Direct Channel
3.5.3.2.Indirect Channel
3.6.Potential Customers
3.7.Manufacturing Cost Analysis
3.8.Pricing Analysis by Region
3.9.Key Technology Landscape
3.10.Regulatory Analysis
3.11. Porter\'s Analysis
3.11.1.Supplier Power
3.11.2.Buyer Power
3.11.3.Substitution Threat
3.11.4.Threat from New Entry
3.11.5.Competitive Rivalry
3.12. PESTEL Analysis
3.12.1.Political Factors
3.12.2.Economic Factor
3.12.3.Social Factors
3.12.4.Technological Factor
3.12.5.Environmental Factors
3.12.6.Legal Factor

4. Global eSports Market Segmentation, by Revenue (USD Million), (2023-2030)

4.1.By Revenue source
4.1.1.Advertising
4.1.2.Sponsorship
4.1.3.Merchandise & Tickets
4.1.4.Media rights
4.1.5.Publisher fees
4.2.By Streaming type
4.2.1.Live
4.2.2.Video on-demand

5.Global eSports Market Overview, By Region

5.1. North America eSports Market Revenue (USD Million), by Countries, (2023-2030)
5.1.1.1.North America eSports Market Revenue (USD Million), By Revenue source
5.1.1.2.North America eSports Market Revenue (USD Million), By Streaming type
5.1.2.US
5.1.2.1.U.S. eSports Market Revenue (USD Million), By Revenue source
5.1.2.2.U.S. eSports Market Revenue (USD Million), By Streaming type
5.1.3.Canada
5.1.4.Mexico
5.2.Europe eSports Market Revenue (USD Million), by Countries, (2023-2030)
5.2.1.1.Europe eSports Market Revenue (USD Million), By Revenue source
5.2.1.2.Europe eSports Market Revenue (USD Million), By Streaming type
5.2.2.Germany
5.2.3.France
5.2.4.UK
5.2.5.Spain
5.2.6.Russia
5.2.7.Italy
5.2.8.BENELUX
5.3.Asia Pacific eSports Market Revenue (USD Million), by Countries, (2023-2030)
5.3.1.1.Asia Pacific eSports Market Revenue (USD Million), By Revenue source
5.3.1.2.Asia Pacific eSports Market Revenue (USD Million), By Streaming type
5.3.2.China
5.3.3.Japan
5.3.4.Australia
5.3.5.South Korea
5.3.6.India
5.3.7.ASEAN
5.4.Latin America eSports Market Revenue (USD Million), by Countries, (2023-2030)
5.4.1.1.Latin America eSports Market Revenue (USD Million), By Revenue source
5.4.1.2.Latin America eSports Market Revenue (USD Million), By Streaming type
5.4.2.Brazil
5.4.3.Argentina
5.4.4.Chile
5.5.Middle East and Africa eSports Market Revenue (USD Million), by Countries, (2023-2030)
5.5.1.1.Middle East and Africa eSports Market Revenue (USD Million), By Revenue source
5.5.1.2.Middle East and Africa eSports Market Revenue (USD Million), By Streaming type
5.5.2.GCC
5.5.3.Turkey
5.5.4.South Africa

6.Global eSports Market Revenue: Competitive Analysis, 2022

6.1.Key strategies by players
6.2.Revenue (USD Million and %), By manufacturers, 2022
6.3.Player Positioning by Market Players, 2022

7.Competitive Analysis

7.1. Activision Blizzard, Inc.
7.1.1.Business Overview
7.1.2.Business Financials (USD Million)
7.1.3.Product Category, Type, and Specification
7.1.4.Main Business/Business Overview
7.1.5.Geographical Analysis
7.1.6.Recent Development
7.1.7.Swot Analysis
7.2.Electronic Arts Inc.
7.3.Caffeine
7.4.Riot Games Inc.
7.5.Gameloft SE
7.6.HTC Corporation
7.7.Intel Corporation
7.8.Gfinity plc
7.9.CJ Corporation
7.10.Modern Times Group (MTG)
7.11.Nintendo of America Inc.
7.12.Sony Group Corporation
7.13.NVIDIA Corporation
7.14.Tencent Holding Limited
7.15.Valve Corporation

8.Market Research Findings & Conclusion
Disclaimer

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