移动手机在电子竞技中的作用(英文版)_30页_4mb
报告摘要
Summary of the Role of Mobile in Esports
Core Content
The document explores the current state and future prospects of mobile esports in both Asia and the West, highlighting the differences in growth, structure, and popularity between the two regions. It provides insights into the esports ecosystem, major franchises, and the impact of mobile gaming on the broader gaming market.
Main Points
Global Mobile Esports Landscape
- The global esports market has seen significant growth, increasing by 102% in revenues from 2015 to 2017.
- Mobile gaming is the largest gaming screen globally, but its esports scene lags behind PC and console esports.
- Mobile esports is expected to grow and find its own identity within the broader esports ecosystem in 2018.
Asia vs. West
- Asia: Mobile esports is booming due to the mobile-first culture, with China leading the charge. It is expected to follow a similar structure to PC esports, with large stadium events and top games dominating the scene.
- West: PC remains the dominant form of gaming entertainment, and mobile esports is more successful in the amateur scene. It has a smaller but growing presence with competitive titles such as Clash Royale, Vainglory, and Summoners War.
Key Franchises
- Clash Royale: One of the top mobile esports titles in the West, with a large player base and significant viewership.
- Battle of Balls: A leading casual mobile esports title in China, with a well-established brand and a strong presence in stadium events.
- Honor of Kings: A major mobile MOBA title in China, with a massive player base and significant esports events.
Market Data
- In 2017, the U.S. and China combined accounted for 50% of all consumer spend on games.
- Asia-Pacific accounted for 51% of esports enthusiasts in 2017.
- China and North America generated $344M in esports revenues in 2017, which is 52% of the global total.
Esports Revenue Growth
- The global esports revenue growth from 2015 to 2020 is projected at a CAGR of 9.0%.
- In 2017, the global games market was valued at $116.0Bn, with mobile esports contributing to the overall growth.
Key Information
Mobile Esports in the West
- Mobile esports is not yet a dominant force but is gaining traction in the amateur scene.
- Clash Royale and Vainglory are among the top mobile esports titles in the West.
- The Crown Championship is the largest mobile esports event in the West, with over 1.3 million viewership hours in 2017.
- The 2017 Crown Championship World Finals in London attracted 5,000 live audience members and had 122,000 Twitch viewership hours.
Mobile Esports in Asia
- China is the world's largest mobile esports market.
- Battle of Balls and Honor of Kings are leading titles, with Battle of Balls being the world's first casual mobile esports league.
- The 2016 Battle of Balls Global Final in Shanghai attracted 13,000 live audience members and 3.6 million viewers on Chinese streaming platforms.
- Honor of Kings has a massive player base, with over 200 million users in China, and is supported by the King Pro League (KPL), the largest mobile esports league in the country.
- The 2017 KPL Fall Final attracted over 5,000 live audience members and had a total prize pool of $430,000.
Industry Insights
- Jelle Kooistra from Newzoo emphasizes the impact of mobile gaming on the global entertainment industry, noting that the smartphone's arrival has transformed the market.
- Peter Warman from Newzoo highlights the convergence of telecom, media, sports, and entertainment in the esports landscape.
Conclusion
The mobile esports scene is evolving rapidly, with Asia leading the way in terms of structure and scale, while the West is focusing more on the amateur and casual segments. The document underscores the potential for mobile esports to become a significant part of the global esports ecosystem, with the need for it to establish its own identity and structure.
展开完整摘要
试读结束,高清完整版pdf/doc/ppt,请点下载