2018全球电子竞技市场报告(英文版)_13页_5mb
报告摘要
2018 Global Esports Market Report Summary
Core Content
The 2018 Global Esports Market Report by Newzoo provides a comprehensive overview of the esports industry's growth, revenue streams, audience trends, and key factors influencing its development. The report highlights the transition of esports from a niche entertainment sector to a more mature and structured business environment, driven by increased investments, professionalization, and global media exposure.
Key Takeaways
- Global Esports Revenues: Reached $906 million in 2018, a +38.2% year-on-year increase.
- Regional Contributions:
- North America accounted for $345 million (38% of total).
- China contributed $164 million.
- Sponsorship and Advertising: Brands invested $694 million in 2018, representing 77% of total esports revenues. This is expected to grow to $1.4 billion by 2021, making up 84% of total esports revenues.
- Esports Audience:
- Total esports audience reached 380.2 million in 2018.
- Esports Enthusiasts increased from 143.2 million in 2017 to 165.0 million.
- Occasional Viewers grew from 191.9 million to 215.2 million.
- Esports Awareness:
- Global awareness reached 1.586 billion in 2018.
- China led with 468.3 million aware individuals.
- Revenue Per Enthusiast:
- The global average revenue per esports enthusiast was $5.49 in 2018, up 20% from $4.58 in 2017.
- Event Growth:
- In 2017, 588 major esports events generated $59 million in ticket revenue.
- The total prize money for esports events in 2017 reached $112 million, surpassing the $100 million mark for the first time.
- The League of Legends World Championship was the most watched event on Twitch in 2017, with 49.5 million hours of viewership.
Key Trends Driving the Industry
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Franchising in Esports:
- Franchising provides stability and structure to leagues, reducing the risk of team relegation.
- Major publishers like Riot Games and Blizzard Entertainment have adopted franchising models for League of Legends and Overwatch League.
- This model is expected to influence other leagues and is a key driver of growth.
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Local Fan Engagement:
- Building strong local fan bases is crucial for the growth and sustainability of esports leagues and teams.
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Collegiate Esports Development:
- The rise of collegiate esports as a scouting and nurturing platform is shaping the future of talent development.
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Team Profitability:
- Sustainable team profitability is essential for the maturation of the esports industry.
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Mobile Esports:
- Mobile esports is growing rapidly, especially in Asia, where mobile-first culture supports large-scale competitive events.
- Games like PLAYERUNKNOWN'S BATTLEGROUNDS (PUBG) and Giant Network's Battle of Balls are leading the charge in mobile esports.
- Mobile esports is expected to grow in popularity and reach in the coming years.
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Game-Changing Technology:
- Technologies such as blockchain and cryptocurrency are beginning to influence the esports landscape, offering new revenue and engagement models.
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New Formats and Franchises:
- Innovations in event formats and new esports franchises are helping to expand the industry's reach and appeal.
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Shift in Power Dynamics:
- The balance of power is shifting within the esports economy, with teams and organizers gaining more influence over publishers and content creators.
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Media and Telecom M&A:
- Media and telecom companies are increasingly investing in esports through acquisitions and partnerships.
- Companies like AT&T, Disney, and Tencent are expanding their presence in the esports market.
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Government and Association Involvement:
- The role of associations and government in regulating and promoting esports is becoming more significant.
Revenue Streams
- Sponsorship: The largest revenue stream, reaching $359.4 million in 2018.
- Media Rights: The fastest-growing revenue stream, with a CAGR of +49.8%.
- Advertising: Includes ads on live streams and VOD content.
- Publisher Fees: Expected to grow slowly, with a CAGR of +3.5%.
- Ticket and Merchandise Revenues: Combined to $95 million in 2018.
Audience Growth Projections
- Esports Enthusiasts: Expected to grow to 250 million by 2021, with a CAGR of +15.6%.
- Occasional Viewers: Projected to reach 306 million by 2021, with a CAGR of +14.0%.
Methodology
- Newzoo uses primary consumer research and secondary data sources to estimate market size and growth.
- The methodology includes:
- Esports Enthusiasts and Occasional Viewers data based on consumer surveys.
- Revenue forecasts derived from a predictive model incorporating macroeconomic data, event data, and industry partnerships.
- Exchange rate considerations to ensure accurate projections in local and global contexts.
Key Players and Data Points
- The report covers key players and organizations in the esports industry.
- It includes rankings of the most watched games and events on Twitch.
- The top 50 games by esports hours and non-esports hours are highlighted, with League of Legends leading both categories.
- The top 50 esports events by viewership hours are also detailed.
Additional Information
- The full report includes detailed forecasts for the esports market from 2016 to 2021, split by 10 subregions.
- It provides event calendars, third-party research, and terminology to ensure clarity in understanding the esports ecosystem.
- A free 28-page version is available for download, while the full 114-page version costs $6900 and includes quarterly updates and dashboard access.
Subscription Details
- Free Version: 28 pages, available at www.newzoo.com/esportsreport.
- Full Report: 114 pages, priced at $6900 per year, includes quarterly updates and dashboard access.
- Contact: Karst Kortekaas, Business Development Director, karst@newzoo.com.
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