世界のeスポーツ・ゲーム市場2020年:企業別、地域別、種類・用途別

【英語タイトル】Global Esports and Gaming Market 2020 by Company, Regions, Type and Application, Forecast to 2025

GlobalInfoResearchが出版した調査資料(GIR20SP08508)・商品コード:GIR20SP08508
・発行会社(調査会社):GlobalInfoResearch
・発行日:2020年9月23日(※2024年版があります。お問い合わせください)
・ページ数:106
・レポート言語:英語
・レポート形式:PDF
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本調査レポートでは、eスポーツ・ゲームの世界市場を広く調査・分析し、今後の市場展望をまとめております。eスポーツ・ゲームの種類別市場規模(シングルプレイヤーゲーム、競争ゲーム、オンラインゲーム)、用途別市場規模(クラブ、協会・組織、その他)、地域別市場規模(北米、アメリカ、ヨーロッパ、アジア、中国、日本、東南アジア、南米、中東、アフリカなど)、市場動向、企業別販売量と市場シェアなどの情報を掲載しています。
・市場概要
・企業情報(販売量、市場シェア、製品概要、SWOT分析):Modern Times Group (Sweden)、Valve Corporation、Total Entertainment Network、Activision Blizzard、CJ Corporation、FACEIT、Electronic Arts (EA) (US)、Turner Broadcasting System、Gfinity、Tencent、Hi-Rez Studios、KaBuM、Wargaming Public
・地域別グローバル市場分析 2015年-2020年
・eスポーツ・ゲームの北米市場(アメリカ、カナダ、メキシコ)
・eスポーツ・ゲームのヨーロッパ市場(ドイツ、イギリス、フランス、ロシア、イタリア)
・eスポーツ・ゲームのアジア市場(中国、日本、韓国、インド、東南アジア、オーストラリア)
・eスポーツ・ゲームの南米市場(ブラジル、アルゼンチン)
・eスポーツ・ゲームの中東・アフリカ市場(サウジアラビア、トルコ、エジプト、南アフリカ)
・種類別分析:シングルプレイヤーゲーム、競争ゲーム、オンラインゲーム
・用途別分析:クラブ、協会・組織、その他
・地域別市場規模予測 2021年-2025年
・調査の結果・結論
【レポートの概要】

Market Overview
The Esports and Gaming market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

The most likely (base case) scenario is that the global Esports and Gaming sales will be xx in 2020 from Esports and Gaming million in 2019, with a change xx% between 2019 and 2020. In addition, based on the latest study, it is to predict that the Covid-19 will be under control in key countries like the United States, Western Europe, East Asia, by the end of Q2 (June), and will resume normal production in Q3 and Q4, the global Esports and Gaming market size is expected to grow at xx% or more annually for the next five years.

This report also researches and evaluates the impact of Covid-19 outbreak on the Esports and Gaming industry, involving potential opportunity and challenges, drivers and risks. We present the impact assessment of Covid-19 effects on Esports and Gaming and market growth forecast based on different scenario (optimistic, pessimistic, very optimistic, most likely etc.).

Market segmentation
Esports and Gaming market is split by Type and by Application. For the period 2015-2025, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

By Type, Esports and Gaming market has been segmented into:
Single Player Games
Competitive Games
Online Games

By Application, Esports and Gaming has been segmented into:
Clubs
Associations and Organizations
Others

Regions and Countries Level Analysis
Regional analysis is another highly comprehensive part of the research and analysis study of the global Esports and Gaming market presented in the report. This section sheds light on the sales growth of different regional and country-level Esports and Gaming markets. For the historical and forecast period 2015 to 2025, it provides detailed and accurate country-wise volume analysis and region-wise market size analysis of the global Esports and Gaming market.

The report offers in-depth assessment of the growth and other aspects of the Esports and Gaming market in important countries (regions), including:
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Competitive Landscape and Esports and Gaming Market Share Analysis
Esports and Gaming competitive landscape provides details by vendors, including company overview, company total revenue (financials), market potential, global presence, Esports and Gaming sales and revenue generated, market share, price, production sites and facilities, SWOT analysis, product launch. For the period 2015-2020, this study provides the Esports and Gaming sales, revenue and market share for each player covered in this report.

The major players covered in Esports and Gaming are:
Modern Times Group (Sweden)
Valve Corporation
Total Entertainment Network
Activision Blizzard
CJ Corporation
FACEIT
Electronic Arts (EA) (US)
Turner Broadcasting System
Gfinity
Tencent
Hi-Rez Studios
KaBuM
Wargaming Public
Among other players domestic and global, Esports and Gaming market share data is available for global, North America, Europe, Asia-Pacific, Middle East & Africa and South America separately. Global Info Research analysts understand competitive strengths and provide competitive analysis for each competitor separately.

【レポートの目次】

1 Esports and Gaming Market Overview
1.1 Product Overview and Scope of Esports and Gaming
1.2 Classification of Esports and Gaming by Type
1.2.1 Global Esports and Gaming Revenue by Type: 2015 VS 2019 VS 2025
1.2.2 Global Esports and Gaming Revenue Market Share by Type in 2019
1.2.3 Single Player Games
1.2.4 Competitive Games
1.2.5 Online Games
1.3 Global Esports and Gaming Market by Application
1.3.1 Overview: Global Esports and Gaming Revenue by Application: 2015 VS 2019 VS 2025
1.3.2 Clubs
1.3.3 Associations and Organizations
1.3.4 Others
1.4 Global Esports and Gaming Market by Regions
1.4.1 Global Esports and Gaming Market Size by Regions: 2015 VS 2019 VS 2025
1.4.2 Global Market Size of Esports and Gaming (2015-2025)
1.4.3 North America (USA, Canada and Mexico) Esports and Gaming Status and Prospect (2015-2025)
1.4.4 Europe (Germany, France, UK, Russia and Italy) Esports and Gaming Status and Prospect (2015-2025)
1.4.5 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Esports and Gaming Status and Prospect (2015-2025)
1.4.6 South America (Brazil, Argentina, Colombia) Esports and Gaming Status and Prospect (2015-2025)
1.4.7 Middle East & Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Esports and Gaming Status and Prospect (2015-2025)
1.5 COVID-19 Outbreak: Esports and Gaming Industry Impact
1.5.1 COVID-19 Potential Implications for the Esports and Gaming
1.5.1.1 Scenario One: Very Optimistic: COVID-19 has No Influence on Esports and Gaming
1.5.1.2 Scenario Two: Optimistic: COVID-19 Will Be Under Control by the End of April
1.5.1.3 Scenario Three: Gloomy: COVID-19 Will Be Under Control Between Q3 and Q4
1.5.1.4 Scenario Four: Most Likely: COVID-19 Will Be Under Control by the End of Q2
1.5.2 Opportunity Analysis in Covid-19 Crisis
1.5.3 Market Risk and Restraints
1.5.4 Market Driving Force
2 Company Profiles
2.1 Modern Times Group (Sweden)
2.1.1 Modern Times Group (Sweden) Details
2.1.2 Modern Times Group (Sweden) Major Business and Total Revenue (Financial Highlights) Analysis
2.1.3 Modern Times Group (Sweden) SWOT Analysis
2.1.4 Modern Times Group (Sweden) Product and Services
2.1.5 Modern Times Group (Sweden) Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.2 Valve Corporation
2.2.1 Valve Corporation Details
2.2.2 Valve Corporation Major Business and Total Revenue (Financial Highlights) Analysis
2.2.3 Valve Corporation SWOT Analysis
2.2.4 Valve Corporation Product and Services
2.2.5 Valve Corporation Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.3 Total Entertainment Network
2.3.1 Total Entertainment Network Details
2.3.2 Total Entertainment Network Major Business and Total Revenue (Financial Highlights) Analysis
2.3.3 Total Entertainment Network SWOT Analysis
2.3.4 Total Entertainment Network Product and Services
2.3.5 Total Entertainment Network Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.4 Activision Blizzard
2.4.1 Activision Blizzard Details
2.4.2 Activision Blizzard Major Business and Total Revenue (Financial Highlights) Analysis
2.4.3 Activision Blizzard SWOT Analysis
2.4.4 Activision Blizzard Product and Services
2.4.5 Activision Blizzard Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.5 CJ Corporation
2.5.1 CJ Corporation Details
2.5.2 CJ Corporation Major Business and Total Revenue (Financial Highlights) Analysis
2.5.3 CJ Corporation SWOT Analysis
2.5.4 CJ Corporation Product and Services
2.5.5 CJ Corporation Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.6 FACEIT
2.6.1 FACEIT Details
2.6.2 FACEIT Major Business and Total Revenue (Financial Highlights) Analysis
2.6.3 FACEIT SWOT Analysis
2.6.4 FACEIT Product and Services
2.6.5 FACEIT Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.7 Electronic Arts (EA) (US)
2.7.1 Electronic Arts (EA) (US) Details
2.7.2 Electronic Arts (EA) (US) Major Business and Total Revenue (Financial Highlights) Analysis
2.7.3 Electronic Arts (EA) (US) SWOT Analysis
2.7.4 Electronic Arts (EA) (US) Product and Services
2.7.5 Electronic Arts (EA) (US) Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.8 Turner Broadcasting System
2.8.1 Turner Broadcasting System Details
2.8.2 Turner Broadcasting System Major Business and Total Revenue (Financial Highlights) Analysis
2.8.3 Turner Broadcasting System SWOT Analysis
2.8.4 Turner Broadcasting System Product and Services
2.8.5 Turner Broadcasting System Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.9 Gfinity
2.9.1 Gfinity Details
2.9.2 Gfinity Major Business and Total Revenue (Financial Highlights) Analysis
2.9.3 Gfinity SWOT Analysis
2.9.4 Gfinity Product and Services
2.9.5 Gfinity Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.10 Tencent
2.10.1 Tencent Details
2.10.2 Tencent Major Business and Total Revenue (Financial Highlights) Analysis
2.10.3 Tencent SWOT Analysis
2.10.4 Tencent Product and Services
2.10.5 Tencent Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.11 Hi-Rez Studios
2.11.1 Hi-Rez Studios Details
2.11.2 Hi-Rez Studios Major Business and Total Revenue (Financial Highlights) Analysis
2.11.3 Hi-Rez Studios SWOT Analysis
2.11.4 Hi-Rez Studios Product and Services
2.11.5 Hi-Rez Studios Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.12 KaBuM
2.12.1 KaBuM Details
2.12.2 KaBuM Major Business and Total Revenue (Financial Highlights) Analysis
2.12.3 KaBuM SWOT Analysis
2.12.4 KaBuM Product and Services
2.12.5 KaBuM Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.13 Wargaming Public
2.13.1 Wargaming Public Details
2.13.2 Wargaming Public Major Business and Total Revenue (Financial Highlights) Analysis
2.13.3 Wargaming Public SWOT Analysis
2.13.4 Wargaming Public Product and Services
2.13.5 Wargaming Public Esports and Gaming Revenue, Gross Margin and Market Share (2018-2019)
3 Market Competition, by Players
3.1 Global Esports and Gaming Revenue and Share by Players (2015-2020)
3.2 Market Concentration Rate
3.2.1 Top 5 Esports and Gaming Players Market Share
3.2.2 Top 10 Esports and Gaming Players Market Share
3.3 Market Competition Trend
4 Market Size by Regions
4.1 Global Esports and Gaming Revenue and Market Share by Regions
4.2 North America Esports and Gaming Revenue and Growth Rate (2015-2020)
4.3 Europe Esports and Gaming Revenue and Growth Rate (2015-2020)
4.4 Asia-Pacific Esports and Gaming Revenue and Growth Rate (2015-2020)
4.5 South America Esports and Gaming Revenue and Growth Rate (2015-2020)
4.6 Middle East & Africa Esports and Gaming Revenue and Growth Rate (2015-2020)
5 North America Esports and Gaming Revenue by Countries
5.1 North America Esports and Gaming Revenue by Countries (2015-2020)
5.2 USA Esports and Gaming Revenue and Growth Rate (2015-2020)
5.3 Canada Esports and Gaming Revenue and Growth Rate (2015-2020)
5.4 Mexico Esports and Gaming Revenue and Growth Rate (2015-2020)
6 Europe Esports and Gaming Revenue by Countries
6.1 Europe Esports and Gaming Revenue by Countries (2015-2020)
6.2 Germany Esports and Gaming Revenue and Growth Rate (2015-2020)
6.3 UK Esports and Gaming Revenue and Growth Rate (2015-2020)
6.4 France Esports and Gaming Revenue and Growth Rate (2015-2020)
6.5 Russia Esports and Gaming Revenue and Growth Rate (2015-2020)
6.6 Italy Esports and Gaming Revenue and Growth Rate (2015-2020)
7 Asia-Pacific Esports and Gaming Revenue by Countries
7.1 Asia-Pacific Esports and Gaming Revenue by Countries (2015-2020)
7.2 China Esports and Gaming Revenue and Growth Rate (2015-2020)
7.3 Japan Esports and Gaming Revenue and Growth Rate (2015-2020)
7.4 Korea Esports and Gaming Revenue and Growth Rate (2015-2020)
7.5 India Esports and Gaming Revenue and Growth Rate (2015-2020)
7.6 Southeast Asia Esports and Gaming Revenue and Growth Rate (2015-2020)
8 South America Esports and Gaming Revenue by Countries
8.1 South America Esports and Gaming Revenue by Countries (2015-2020)
8.2 Brazil Esports and Gaming Revenue and Growth Rate (2015-2020)
8.3 Argentina Esports and Gaming Revenue and Growth Rate (2015-2020)
9 Middle East & Africa Revenue Esports and Gaming by Countries
9.1 Middle East & Africa Esports and Gaming Revenue by Countries (2015-2020)
9.2 Saudi Arabia Esports and Gaming Revenue and Growth Rate (2015-2020)
9.3 UAE Esports and Gaming Revenue and Growth Rate (2015-2020)
9.4 Egypt Esports and Gaming Revenue and Growth Rate (2015-2020)
9.5 South Africa Esports and Gaming Revenue and Growth Rate (2015-2020)
10 Market Size Segment by Type
10.1 Global Esports and Gaming Revenue and Market Share by Type (2015-2020)
10.2 Global Esports and Gaming Market Forecast by Type (2019-2024)
10.3 Single Player Games Revenue Growth Rate (2015-2025)
10.4 Competitive Games Revenue Growth Rate (2015-2025)
10.5 Online Games Revenue Growth Rate (2015-2025)
11 Global Esports and Gaming Market Segment by Application
11.1 Global Esports and Gaming Revenue Market Share by Application (2015-2020)
11.2 Esports and Gaming Market Forecast by Application (2019-2024)
11.3 Clubs Revenue Growth (2015-2020)
11.4 Associations and Organizations Revenue Growth (2015-2020)
11.5 Others Revenue Growth (2015-2020)
12 Global Esports and Gaming Market Size Forecast (2021-2025)
12.1 Global Esports and Gaming Market Size Forecast (2021-2025)
12.2 Global Esports and Gaming Market Forecast by Regions (2021-2025)
12.3 North America Esports and Gaming Revenue Market Forecast (2021-2025)
12.4 Europe Esports and Gaming Revenue Market Forecast (2021-2025)
12.5 Asia-Pacific Esports and Gaming Revenue Market Forecast (2021-2025)
12.6 South America Esports and Gaming Revenue Market Forecast (2021-2025)
12.7 Middle East & Africa Esports and Gaming Revenue Market Forecast (2021-2025)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source
14.3 Disclaimer
14.4 About US

List of Tables
Table 1. Global Esports and Gaming Revenue (USD Million) by Type: 2015 VS 2019 VS 2025
Table 2. Breakdown of Esports and Gaming by Company Type (Tier 1, Tier 2 and Tier 3)
Table 3. Global Esports and Gaming Revenue (USD Million) by Application: 2015 VS 2019 VS 2025
Table 4. Global Market Esports and Gaming Revenue (Million USD) Comparison by Regions 2015-2025
Table 5. Global Esports and Gaming Market Size and Growth Estimation in Various Scenarios in 2020
Table 6. Modern Times Group (Sweden) Corporate Information, Location and Competitors
Table 7. Modern Times Group (Sweden) Esports and Gaming Major Business
Table 8. Modern Times Group (Sweden) Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 9. Modern Times Group (Sweden) SWOT Analysis
Table 10. Modern Times Group (Sweden) Esports and Gaming Product and Solutions
Table 11. Modern Times Group (Sweden) Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 12. Valve Corporation Corporate Information, Location and Competitors
Table 13. Valve Corporation Esports and Gaming Major Business
Table 14. Valve Corporation Esports and Gaming Total Revenue (USD Million) (2018-2019)
Table 15. Valve Corporation SWOT Analysis
Table 16. Valve Corporation Esports and Gaming Product and Solutions
Table 17. Valve Corporation Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 18. Total Entertainment Network Corporate Information, Location and Competitors
Table 19. Total Entertainment Network Esports and Gaming Major Business
Table 20. Total Entertainment Network Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 21. Total Entertainment Network SWOT Analysis
Table 22. Total Entertainment Network Esports and Gaming Product and Solutions
Table 23. Total Entertainment Network Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 24. Activision Blizzard Corporate Information, Location and Competitors
Table 25. Activision Blizzard Esports and Gaming Major Business
Table 26. Activision Blizzard Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 27. Activision Blizzard SWOT Analysis
Table 28. Activision Blizzard Esports and Gaming Product and Solutions
Table 29. Activision Blizzard Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 30. CJ Corporation Corporate Information, Location and Competitors
Table 31. CJ Corporation Esports and Gaming Major Business
Table 32. CJ Corporation Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 33. CJ Corporation SWOT Analysis
Table 34. CJ Corporation Esports and Gaming Product and Solutions
Table 35. CJ Corporation Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 36. FACEIT Corporate Information, Location and Competitors
Table 37. FACEIT Esports and Gaming Major Business
Table 38. FACEIT Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 39. FACEIT SWOT Analysis
Table 40. FACEIT Esports and Gaming Product and Solutions
Table 41. FACEIT Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 42. Electronic Arts (EA) (US) Corporate Information, Location and Competitors
Table 43. Electronic Arts (EA) (US) Esports and Gaming Major Business
Table 44. Electronic Arts (EA) (US) Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 45. Electronic Arts (EA) (US) SWOT Analysis
Table 46. Electronic Arts (EA) (US) Esports and Gaming Product and Solutions
Table 47. Electronic Arts (EA) (US) Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 48. Turner Broadcasting System Corporate Information, Location and Competitors
Table 49. Turner Broadcasting System Esports and Gaming Major Business
Table 50. Turner Broadcasting System Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 51. Turner Broadcasting System SWOT Analysis
Table 52. Turner Broadcasting System Esports and Gaming Product and Solutions
Table 53. Turner Broadcasting System Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 54. Gfinity Corporate Information, Location and Competitors
Table 55. Gfinity Esports and Gaming Major Business
Table 56. Gfinity Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 57. Gfinity SWOT Analysis
Table 58. Gfinity Esports and Gaming Product and Solutions
Table 59. Gfinity Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 60. Tencent Corporate Information, Location and Competitors
Table 61. Tencent Esports and Gaming Major Business
Table 62. Tencent Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 63. Tencent SWOT Analysis
Table 64. Tencent Esports and Gaming Product and Solutions
Table 65. Tencent Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 66. Hi-Rez Studios Corporate Information, Location and Competitors
Table 67. Hi-Rez Studios Esports and Gaming Major Business
Table 68. Hi-Rez Studios Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 69. Hi-Rez Studios SWOT Analysis
Table 70. Hi-Rez Studios Esports and Gaming Product and Solutions
Table 71. Hi-Rez Studios Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 72. KaBuM Corporate Information, Location and Competitors
Table 73. KaBuM Esports and Gaming Major Business
Table 74. KaBuM Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 75. KaBuM SWOT Analysis
Table 76. KaBuM Esports and Gaming Product and Solutions
Table 77. KaBuM Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 78. Wargaming Public Corporate Information, Location and Competitors
Table 79. Wargaming Public Esports and Gaming Major Business
Table 80. Wargaming Public Esports and Gaming Total Revenue (USD Million) (2017-2018)
Table 81. Wargaming Public SWOT Analysis
Table 82. Wargaming Public Esports and Gaming Product and Solutions
Table 83. Wargaming Public Esports and Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 84. Global Esports and Gaming Revenue (Million USD) by Players (2015-2020)
Table 85. Global Esports and Gaming Revenue Share by Players (2015-2020)
Table 86. Global Esports and Gaming Revenue (Million USD) by Regions (2015-2020)
Table 87. Global Esports and Gaming Revenue Market Share by Regions (2015-2020)
Table 88. North America Esports and Gaming Revenue by Countries (2015-2020)
Table 89. North America Esports and Gaming Revenue Market Share by Countries (2015-2020)
Table 90. Europe Esports and Gaming Revenue (Million USD) by Countries (2015-2020)
Table 91. Asia-Pacific Esports and Gaming Revenue (Million USD) by Countries (2015-2020)
Table 92. South America Esports and Gaming Revenue by Countries (2015-2020)
Table 93. South America Esports and Gaming Revenue Market Share by Countries (2015-2020)
Table 94. Middle East and Africa Esports and Gaming Revenue (Million USD) by Countries (2015-2020)
Table 95. Middle East and Africa Esports and Gaming Revenue Market Share by Countries (2015-2020)
Table 96. Global Esports and Gaming Revenue (Million USD) by Type (2015-2020)
Table 97. Global Esports and Gaming Revenue Share by Type (2015-2020)
Table 98. Global Esports and Gaming Revenue Forecast by Type (2021-2025)
Table 99. Global Esports and Gaming Revenue by Application (2015-2020)
Table 100. Global Esports and Gaming Revenue Share by Application (2015-2020)
Table 101. Global Esports and Gaming Revenue Forecast by Application (2021-2025)
Table 102. Global Esports and Gaming Revenue (Million USD) Forecast by Regions (2021-2025)
List of Figures
Figure 1. Esports and Gaming Picture
Figure 2. Global Esports and Gaming Revenue Market Share by Type in 2019
Figure 3. Single Player Games Picture
Figure 4. Competitive Games Picture
Figure 5. Online Games Picture
Figure 6. Esports and Gaming Revenue Market Share by Application in 2019
Figure 7. Clubs Picture
Figure 8. Associations and Organizations Picture
Figure 9. Others Picture
Figure 10. Global Esports and Gaming Revenue (USD Million) and Growth Rate (2015-2025)
Figure 11. North America Esports and Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 12. Europe Esports and Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 13. Asia-Pacific Esports and Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 14. South America Esports and Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 15. Middle East and Africa Esports and Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 16. Global Esports and Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 17. Global Esports and Gaming Revenue Share by Players in 2019
Figure 18. Global Top 5 Players Esports and Gaming Revenue Market Share in 2019
Figure 19. Global Top 10 Players Esports and Gaming Revenue Market Share in 2019
Figure 20. Key Players Market Share Trend
Figure 21. Global Esports and Gaming Revenue (Million USD) and Growth Rate (%) (2015-2020)
Figure 22. Global Esports and Gaming Revenue Market Share by Regions (2015-2020)
Figure 23. Global Esports and Gaming Revenue Market Share by Regions in 2018
Figure 24. North America Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 25. Europe Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 26. Asia-Pacific Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 27. South America Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 28. Middle East and Africa Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 29. North America Esports and Gaming Revenue Market Share by Countries (2015-2020)
Figure 30. North America Esports and Gaming Revenue Market Share by Countries in 2019
Figure 31. USA Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 32. Canada Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 33. Mexico Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 34. Europe Esports and Gaming Revenue Market Share by Countries (2015-2020)
Figure 35. Europe Esports and Gaming Revenue Market Share by Countries in 2019
Figure 36. Germany Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 37. UK Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 38. France Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 39. Russia Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 40. Italy Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 41. Asia-Pacific Esports and Gaming Revenue Market Share by Countries (2015-2020)
Figure 42. Asia-Pacific Esports and Gaming Revenue Market Share by Countries in 2019
Figure 43. China Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 44. Japan Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 45. Korea Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 46. India Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 47. Southeast Asia Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 48. South America Esports and Gaming Revenue Market Share by Countries (2015-2020)
Figure 49. South America Esports and Gaming Revenue Market Share by Countries in 2019
Figure 50. Brazil Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 51. Argentina Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 52. Middle East and Africa Esports and Gaming Revenue Market Share by Countries (2015-2020)
Figure 53. Middle East and Africa Esports and Gaming Revenue Market Share by Countries in 2019
Figure 54. Saudi Arabia Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 55. UAE Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 56. Egypt Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 57. South Africa Esports and Gaming Revenue and Growth Rate (2015-2020)
Figure 58. Global Esports and Gaming Revenue Share by Type (2015-2020)
Figure 59. Global Esports and Gaming Revenue Share by Type in 2019
Figure 60. Global Esports and Gaming Market Share Forecast by Type (2021-2025)
Figure 61. Global Single Player Games Revenue Growth Rate (2015-2020)
Figure 62. Global Competitive Games Revenue Growth Rate (2015-2020)
Figure 63. Global Online Games Revenue Growth Rate (2015-2020)
Figure 64. Global Esports and Gaming Revenue Share by Application (2015-2020)
Figure 65. Global Esports and Gaming Revenue Share by Application in 2019
Figure 66. Global Esports and Gaming Market Share Forecast by Application (2021-2025)
Figure 67. Global Clubs Revenue Growth Rate (2015-2020)
Figure 68. Global Associations and Organizations Revenue Growth Rate (2015-2020)
Figure 69. Global Others Revenue Growth Rate (2015-2020)
Figure 70. Global Esports and Gaming Revenue (Million USD) and Growth Rate Forecast (2021-2025)
Figure 71. Global Esports and Gaming Revenue (Million USD) Forecast by Regions (2021-2025)
Figure 72. Global Esports and Gaming Revenue Market Share Forecast by Regions (2021-2025)
Figure 73. North America Esports and Gaming Revenue Market Forecast (2021-2025)
Figure 74. Europe Esports and Gaming Revenue Market Forecast (2021-2025)
Figure 75. Asia-Pacific Esports and Gaming Revenue Market Forecast (2021-2025)
Figure 76. South America Esports and Gaming Revenue Market Forecast (2021-2025)
Figure 77. Middle East and Africa Esports and Gaming Revenue Market Forecast (2021-2025)
Figure 78. Sales Channel: Direct Channel vs Indirect Channel


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