NewZoo&ampRepucom:全球电竞游戏市场报告.pdf

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1、 2015 Newzoo Free Report Preview The Global Growth of Esports Trends, Revenues, and Audience Towards 2017 powered by FULL 68-PAGE REPORT AVAILABLE NOW V1.0 2014 Newzoo About Newzoos Global Esports Report Free Preview Report: Introduction and Scope Report: Global Growth of Esports Trends, Audience a

2、nd Revenues Towards 2017 At Newzoo, we continuously aim to be ahead of the curve. Our clients expect that we have data on trends as, or preferably before, they occur. Mid-2013, at the time of the next-gen console releases, we published a trend report called PC Gaming: Power to the People to counter

3、balance all the press attention that went to the next-gen console race. Video content and esports played a pivotal role in that publication. At the same time, we integrated esports and video consumption topics in our syndicated consumer research effort across 25 countries, ultimately reflected in ou

4、r esports country reports and data. Since then, Twitch has been acquired by Amazon, gaming is second only to music on YouTube and esports has been featured in every mainstream newspaper in the world. Moreover, PC gaming is now getting the respect it deserves. Over the past nine months we have combin

5、ed our own research results, various esports related data sources and input from our partners and clients into our Global Esports Audience and Revenue Model. This dynamic model will allow us to see the impact of events in 2015 on the future potential of this space that truly is at the nexus of all g

6、ames market and industry trends. “Of all the reports Newzoo has published in its 8- year run, Id have to say Im most proud of our 68-page esports report. It combines our ability to spot, size, model and analyze trends, producing industry first results for the maximum benefit of our clients.” Peter W

7、arman CEO Newzoo FULL REPORT CONTENT Introduction Key Trends in Games Esportscomparable to Ice Hockey 2.2Bn 1.7Bn 2.1Bn Sports Fans Gamers 1.6Bn Active in Sports 2014201720142014 89M 145M 94M Ice Hockey Esports Enthusiasts 201420172014 151M American Football 2014 All Sports powered by On a global sc

8、ale, the number of esports enthusiasts compares well to mid-tier traditional sports. Currently, the popularity of esports is on par with sports such as swimming and ice hockey. By 2017, the number of esports fans will come close to that of American football. There are 2.2 billion people globally who

9、 consider themselves to be interested or very interested in sports. Of these, 1.6 billion actively participate in at least one sport comparable to the number of people who play games (1.7 billion). The total amount of frequent esports viewers will total 89 million globally this year and is anticipat

10、ed grow to 145 million over the next three years. Report: Global Growth of Esports Trends, Audience and Revenues Towards 2017 All Gamers Individual Sports Esports Enthusiasts vs.vs. 2015 Newzoo / Repucom 2015 Newzoo / Repucom REPORT PARTNER “Repucom has been studying sport and entertainment fans ac

11、ross the world for decades, and theres never been a more exciting time for new formats which engage the next generation. This collaboration with Newzoo gives our clients a chance to see how far esports have travelled already, and the potential value we can expect in the near future”. Mike Wragg Glob

12、al Head of Research repucom On a global scale, 2 billion sports fans each generate an average of $56 per year across all sports, while esports enthusiasts generate $2.2 per person per year (without game revenues taken into account). In general, individual sports generate anything upwards of $20 per

13、fan per year. The Global Growth of Esports report chooses a relatively conservative scenario for future revenues. This is based on audience growth combined with a slightly higher average revenue per fan of $3, still many factors lower than sports. The image below shows that if this rises to $7 per f

14、an, Esports would cross the $Bn mark in 2017, while it would take until 2020 in the conservative scenario. The full report shows more detailed sports data and talks about the key factors that will determine the speed of growth going forward. Towards a Billion Dollar Esports Economy Revenue per (e)sp

15、orts fan indicates additional growth potential Report: Global Growth of Esports Trends, Audience and Revenues Towards 2017 TOTAL ESPORTS REVENUES Esports Growth Scenarios Based On Annual Revenue per Enthusiast $1Bn Report Scenario Alternative Optimistic Scenario 201220132014201520162017201820192020

16、2021 $2 $3 $2 $3 $5 $7 $15 $1.1Bn $0.5Bn $1.0Bn $3.0Bn $56 $20 All Sports Individual Sports 2014 Revenue per (e)sports Fan $2 Esports AVERAGE REVENUE PER ENTHUSIAST Introduction Key Trends in Games & Esports The Esports Audience Global & regional audience per type Esports audience growth 2012-2017 D

17、emographics per region The Esports Economy Prize money trends The Esports value chain Key teams, channels, publishers, events, leagues and sponsoring brands Publisher investment into Esports Esports Revenues Revenue streams Global & regional Esports revenue projections, split per revenue stream Spor

18、ts vs. Esports Gaming & Esports versus all & individual sports on audience and revenues Value per viewer: sports vs. Esports Future potential of Esports Esports betting Appendix Data tables with revenue & audience data 2012-2017: Global & Regional FULL REPORT CONTENT powered by 2015 Newzoo / Repucom

19、 2015 Newzoo / Repucom The Valuable Esports Enthusiast Big spenders & heavy digital media consumers The esports enthusiast is extremely valuable for big brands, digital media providers & headset manufacturers alike. Participants & viewers are more likely than the total population to have a Netflix o

20、r Spotify subscription, to have a high income, a full-time job and to shop more frequently. This target group is also much more likely than other gamers to spend big on the latest hardware devices including gaming peripherals. 53% Has a full-time job vs. 37% of the total population 30% Is in the hig

21、h income bracket vs. 22% of the total population 41% Owns an iPad vs. 29% of the total population 29% Has a headset budget over $100 vs. 13%of all gamers 2014 US DATA QUOTE FROM FULL REPORT Examples of Brands That already are involved in esports Source: Newzoo Data Explorer / Esports Country Data 2

22、015 Newzoo “Esports is a major part of Intels marketing strategy with regard to gaming enthusiasts. They are web- savvy people who know exactly how to traditional marketing, do not watch TV, use ad block in their web browser and consume their entertainment almost entirely on- demand. Our answer to t

23、his was to partner with ESL to create the Intel Extreme Masters, a series of competitions which visits every corner of the world and has become one of the primary sources of entertainment for millennials around the world. The Intel Extreme Masters has proven more than worth the spend for Intel”. Geo

24、rge Woo, Event Marketing Manager, Intel The majority of global sports betting companies already offer esports betting. While the esports scene is still growing rapidly, the relatively unknown esports betting scene is sure to grow with it. In 2014, various start-ups focused solely on esports betting

25、and fantasy leagues emerged. One of the biggest players in sports betting worldwide, Pinnacle, first began experimenting with esports betting in 2010 and the market has doubled in size for them for four consecutive years. In December 2014, they reached one million esport bets. This makes esports Pin

26、nacles seventh biggest market in terms of volume, exceeding sports like golf and rugby. Recently, an esports championship in China witnessed a higher betting volume than a top Premier League soccer game. Bookmakers that support esports bets Where There is Competition, There is Betting Traditional fo

27、rces and start-ups jump on this new betting niche QUOTE FROM FULL REPORT Esports Fantasy Leagues are on the rise Esports is Pinnacles 7thBiggest market in terms of volume, bigger than Golf & Rugby 2015 Newzoo “eSports offers iGaming operators a new and exciting market that falls outside the traditio

28、nal sports genre. Only a few of the mainstream betting operators are fully taking advantage of eSports. Video footage covering the events is now more wildly accessible with the Twitch generation, making eSports a huge potential growth area for any large bookmaker”. Melissa Blau CEO, iGaming Capital

29、 $4,900 ORDER ONLINE The Next Step Get your hands on the real thing Newzoo is an international full service market research and consulting firm, 100% focused on the games industry. We aim to provide the best independent market data across all game segments and business models based on our proprieta

30、ry market research projects in a broad range of countries. Using our extensive network and deep involvement in the industry, we aim to stay ahead of the curve and at least two steps ahead of our competitors. Newzoo works for the majority of top 25 public companies by game revenue, many independent g

31、ame developers as well as a variety of global hardware and media companies. Newzoos headquarters are based in Amsterdam. It recently opened its first international office in Shanghai, China. Repucom is a global leader in sports marketing research. Utilizing the leading technology and facilities for

32、 market research, market intelligence media evaluation and commercial auditing, Repucom has created the industrys first global, full-service portfolio for sports marketing research and consultancy. The company provides a single, independent source of holistic market data and insights to help its cli

33、ents achieve value in their marketing and sponsorship activities. Repucom draws on almost 30 years of experience and accumulated insights. It has established itself as the research provider of choice for over 1,000 of the top rights holders, brands, agencies and broadcasters in sports and entertainm

34、ent worldwide. Emma McDonald PR & Marketing Manager Client Director, Newzoo Pieter van den Heuvel Esports & Peripherals Market Analyst Mike Wragg Executive Vice President, Global Head of Research, Repucom Report Content Full 68-page report The Global Growth of Esports Trends, Revenues, and Audie

35、nce Towards 2017 Introduction Key Trends in Games & eSports The eSports Audience Global audience per type 2014) Global eSports audience growth The eSports enthusiast per region The eSports Economy The eSports value chain Prize money per organisation The value chain in detail Publisher Investment int

36、o eSports Global investment into eSports by game publishers, 2012-2017 Publisher investment into eSports, 2012 vs. 2017 Global eSports Revenues Global eSports revenue projections, split per revenue stream eSports revenue projections split per region & per stream Sports vs. eSports Revenues, Fans, Participants Appendix Data Tables with Revenue / Audience Data 2012-2017, Global & Regional

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