NewZoo&Repucom: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
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