newzoo-移动在电子竞技中的作用(英文)-2018.2-32页-4mb
报告摘要
Summary of Mobile Esports
Core Content
This document provides an overview of the current state and future prospects of mobile esports, comparing its development in Asia and the West. It highlights the growth of the global gaming and esports market, the role of mobile in this ecosystem, and key case studies of mobile esports titles.
Main Points
Market Overview
- The global games and esports markets have seen significant growth, with mobile gaming becoming the largest gaming screen globally.
- Mobile esports is still lagging behind PC and console esports in terms of development, but it is expected to grow.
- The global games market revenue grew from $93.1Bn in 2015 to $143.5Bn in 2020, with a CAGR of 9.0%.
- In 2017, the U.S. and China 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 revenue in 2017, which accounted for 52% of global esports revenues.
PC Esports vs. Mobile Esports
- PC esports remains the dominant form of gaming entertainment in the West and is expected to continue doing so.
- Mobile esports is gaining traction, especially in the amateur scene in the West.
- Mobile esports in the West is characterized by a mix of games from different publishers, such as Clash Royale and Vainglory.
- In the East, mobile esports is expected to follow a structure similar to PC esports, with large stadium events and top mobile games being played.
- In 2017, PC esports events on Twitch accounted for 405M viewership hours, while mobile esports events accounted for only 2M.
- Clash Royale was the top watched mobile franchise in the West in 2017, with 1.021M viewership hours.
- Vainglory had 606K viewership hours in the same region.
Mobile Esports in the West
- Mobile esports is still in its early stages in the West but is gaining momentum.
- Clash Royale and Summoners War are among the top mobile esports titles.
- Clash Royale's Crown Championship became the #1 mobile esports title in the West in 2017, with over 1.3M viewership hours.
- The 2017 World Finals of Clash Royale had 5,000 live audience members and 122K viewership hours on Twitch.
Mobile Esports in Asia
- Mobile esports is more popular in Asia, especially in China, where it has grown rapidly due to the mobile-first culture.
- Battle of Balls and Honor of Kings are leading mobile esports titles in Asia, with Battle of Balls being the world's first casual mobile esports league.
- In 2017, Battle of Balls had 25M DAU in China and attracted 13,000 live audience members and 3.6M viewers on live streaming platforms.
- Honor of Kings, Tencent's most successful mobile MOBA game, has over 200M users in China and a large prize pool in its leagues.
Future Outlook
- Mobile esports is expected to uncover its own identity within the larger esports ecosystem in 2018.
- The esports scene is likely to evolve with the integration of social features and the growth of live streaming platforms.
- The future of mobile esports may involve more large-scale stadium events and a broader range of competitive titles.
Key Information
- Market Growth: The global games market has grown significantly, with mobile leading in terms of user base and revenue.
- Regional Differences: Asia, especially China, has a more mature mobile esports scene compared to the West, where mobile esports is still developing.
- Case Studies: Clash Royale and Battle of Balls are highlighted as leading mobile esports titles, with Clash Royale being the top in the West and Battle of Balls in Asia.
- Audience and Revenue: Mobile esports events have a growing audience and revenue, especially in China where they are supported by large live streaming platforms and sponsorships.
- Tournament Participation: Clash Royale had over 27.4M global participants in 2017, while Battle of Balls had 25M DAU in China by January 2017.
- Live Events: Mobile esports is moving towards large stadium events, with Battle of Balls holding its first major event in the Mercedes-Benz Arena Shanghai.
Conclusion
Mobile esports is a growing segment within the global esports market, with Asia, particularly China, leading in terms of development and popularity. While the West still relies heavily on PC esports, mobile is expected to carve out its own niche, especially in the amateur and casual segments. The future of mobile esports looks promising, with the potential for large-scale events and increased integration with social media and live streaming platforms.
试读结束,高清完整版pdf/doc/ppt,请点下载