Newzoo:2017全球電子競技市場報告(25頁).pdf

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Newzoo:2017全球電子競技市場報告(25頁).pdf

1、TRENDS, REVENUES, AND AUDIENCE TOWARD 2020 2017 GLOBAL ESPORTS MARKET REPORT FREE VERSION ESPORTS 2017 AUDIENCE 2 Icit, to quatemporro cus, quo quis nonseque nes qui conse repraes cipsant etur maionem quis doluptatas volupta tiistium conse- quat re lacid et apitisita cullaboris aut pedipi- cium viti

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3、um, con pero optam, sitaspitati dolorem fugitibus apis nit optate volore pore volore, et is es unt occusti asperepudam vit, is et repudis non plam, que doluptias dolorianda que nimin- tus dus il es am, quuntis ipid que volore ni dellaccus nonet que rehent, cor molupicid ex exceri- busa prestrum viti

4、o omnis eatio volorrumqui test harum soluptatur reres nat repel expliciae. Hendici umquuntore sant, sum quia prerrum sum eatem simagnim volorporia doluptam ipsumquo int labo. Nam labo. Ehentia veligenisi delento tenducilitae consequiatem hilles renis isint, quia es in porum et qui officte nectur, qu

5、am re dolore nisitat volumendae peruntem quatus aborae nonserum rest esequibus. Cae re ipis asperup tasitia tempore rferferchil min etumquid que non nobit voloreh enderiorrum volum hiliquat esequi com- borit eos et dolo TABLE OF CONTENTS 1 INTRODUCTION 4 2 A SNAPSHOT OF 8 KEY TRENDS 3 THE GLOBAL 12

6、ESPORTS MARKET 4 THE GLOBAL 16 ESPORTS AUDIENCE 5 METHODOLOGY 22 6 THE NEXT STEP 24 ESL | 2017 Newzoo ESPORTS 2017 AUDIENCE 3 Icit, to quatemporro cus, quo quis nonseque nes qui conse repraes cipsant etur maionem quis doluptatas volupta tiistium conse- quat re lacid et apitisita cullaboris aut pedip

7、i- cium viti consed quis imenis dolorroviti doloresto dolendenis exces exero verum rem re millecerit ad qui blanis excerunte idenimpor ratureseque quis eaquodi qui id qui as dent ratemol uptate nihilluptae es asperum as venimincia prersped ut paria aut aceprestiam et es repelesseque lam dolupta di a

8、liam dent erum, con pero optam, sitaspitati dolorem fugitibus apis nit optate volore pore volore, et is es unt occusti asperepudam vit, is et repudis non plam, que doluptias dolorianda que nimin- tus dus il es am, quuntis ipid que volore ni dellaccus nonet que rehent, cor molupicid ex exceri- busa p

9、restrum vitio omnis eatio volorrumqui test harum soluptatur reres nat repel expliciae. Hendici umquuntore sant, sum quia prerrum sum eatem simagnim volorporia doluptam ipsumquo int labo. Nam labo. Ehentia veligenisi delento tenducilitae consequiatem hilles renis isint, quia es in porum et qui offict

10、e nectur, quam re dolore nisitat volumendae peruntem quatus aborae nonserum rest esequibus. Cae re ipis asperup tasitia tempore rferferchil min etumquid que non nobit voloreh enderiorrum volum hiliquat esequi com- borit eos et dolo 4 2017 Newzoo 4 4 1 INTRODUCTION ESL | 2017 Newzoo5 FREE 2017 ESPORT

11、S MARKET REPORT 5 2016 was another big year for esports, with the industry show- ing signs of becoming a global mainstream market. This year will be no different, another pivotal year for esports. As the con- vergence of games and traditional media accelerates, esports is leading the way. Already, e

12、sports has been broadcast on TV in more than a dozen new countries, major media companies have invested big into esports, and numerous traditional sports teams and agencies have entered the industry. Media rights trade is becoming a serious business and is expected to grow sevenfold from only $50 mi

13、llion in 2016 to close to $340 million in 2020. Further, even more major non-endemic brands will close big sponsorship deals with teams, leagues, and events. Nike, Adi- das, and Under Armour will battle it out for jerseys in 2017. Early movers are increasing their investment by several factors year

14、on year. Ultimately, esports provides brands an entry point into the favourite pastime of digital natives and Millennials: gaming. As the esports industry becomes increasingly local, we have increased our regional focus in this report. Through our primary consumer research on esports engagement acro

15、ss 27 countries, our strategic partners, new data streams, and an ever-increasing granularity of our Global Esports Audience and Revenue Fore- casting Model, we have made a big jump forward in what we can offer to support companies that are interested or already vested in the esports market. We hope

16、 you enjoy this complementary report with important high-level numbers and trends from the paid report. PETER WARMAN, CEO Newzoo FROM NEWZOOS CEO FOREWORD FULL 119-PAGE VERSION $6900 FREE 25-PAGE VERSION INCLUDES QUARTERLY UPDATES 14% of North Americans aged 21-35 are Esports Enthusiasts, while 18%

17、of this group watch ice hockey. The most popular team sport in North America, American football, is watched by 40% of Millennials. However, it is more popular among older age groups, suggesting that popularity among younger fans is declining. POPULARITY OF TEAM SPORTS* VS. ESPORTS* BY AGE AMONG THE

18、ONLINE POPULATION | NORTH AMERICA | 2016 WATCHES AMERICAN FOOTBALLWATCHES BASKETBALLWATCHES ICE HOCKEYESPORTS ENTHUSIAST 0% 10% 20% 30% 40% 50% 60% 10 - 2021 - 3536 - 5051 - 65 North America * Consumer insights on this page are based on US and Canada. * Includes those who have indicated that they ha

19、ve viewed the sport in the past three months. * Includes those who have indicated that they watch esports content at least once per month (Esports Enthusiasts). FULL 119-PAGE REPORT SUBSCRIBE: FREE 2017 ESPORTS MARKET REPORT FULL REPORT INCLUDES THIS DATA FOR 10 SUBREGIONS 22 GLOBAL ESPORTS REPORT 2

20、017 5 METHODOLOGY ESL | 23 FREE 2017 ESPORTS MARKET REPORT SIZING THE MARKET WITH A VARIETY OF DATA METHODOLOGY ESPORTS REVENUE AND AUDIENCE MODEL Newzoos Esports Revenue and Audience Model and subsequent datasets were developed by using a tried-and-tested and rigorous methodology that combines an a

21、rray of statistical methods, such as predictive analytics and structural equation modeling, leveraging a variety of local and regional data and cross-checks, from sources such as, but not limited to: National (and regionally/globally aggregated) census data. High-level local, regional, and global ga

22、mer and player numbers from our Global Games Market Model. Local, regional, and global franchise unique player and engagement data. Input from our primary consumer research performed in 27 countries. Revenue and engagement actuals and validations from teams and organizers. Prize money earnings on a

23、local, regional, and global level. Online streaming and video platform viewer engagement on a team, event, and organizer level. Offline event attendees and ticketing revenues aggregated on a regional and global level. ESPORTS REVENUE SCOPE: WHY BETTING IS NOT INCLUDED Betting on esports is the hotte

24、st topic in the real-money gaming industry, as betting companies see esports as a huge “blue ocean” opportunity. Three years ago, a traditional betting company stated that esports was already its seventh-biggest sport worldwide in terms of betting volume, positioning it above golf and tennis. Tradit

25、ional sports market reports do not include betting or fantasy league business models, let alone sponsorships from these betting companies. The two industries are sep- arate for obvious reasons. Moreover, sports betting is a far bigger business than sports media rights, sponsorship, and consumer reve

26、nues put together. As an example, the NFL generated $13 billion last year, but betting and fantasy leagues around the NFL games are supposed to have made north of $50 billion. With most big betting companies already embracing esports betting on a global scale, its possible that esports betting alone

27、 is larger than the esports economy itself. FREE 2017 ESPORTS MARKET REPORT 2017 Newzoo 24 GLOBAL ESPORTS REPORT 2017 6 THE NEXT STEP ESL | 25 SUBSCRIBE TODAY KEY TOPICS & DATA POINTSREGION SCOPE ANALYSIS SUPPORTONLINE DASHBOARD & DATASETS THE ESPORTS INDUSTRY: A PROFILE OF KEY PLAYERS & ORGANIZATIO

28、NS KEY TRENDS SHAPING THE MARKET THE ESPORTS MARKET (2016-2020): GLOBAL & 10 SUBREGIONS RANKINGS: TOP COUNTRIES & EVENTS PER REGION THIRD-PARTY RESEARCH TERMINOLOGY & METHODOLOGY RICHARD HORDIJK Client director JURRE PANNEKEET Market Analyst KAYLEE VAN GEENE Data Analyst WYBE SCHUTTE VP Business Dev

29、elopment WYBENEWZOO.COM $ EXPORT TO 6900 10 SUBREGIONS $4900 FOR REPORT ONLY NORTH AMERICA LATIN AMERICA EASTERN EUROPE WESTERN EUROPE MIDDLE EAST & AFRICA CHINA SOUTH KOREA SOUTHEAST ASIA REST OF ASIA OCEANIA SUBSCRIBE TO OUR GLOBAL ESPORTS MARKET REPORT PREMIUM GET THE REAL DEAL FREE 2017 ESPORTS MARKET REPORT FREE 2017 ESPORTS MARKET REPORT 2017 Newzoo

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