newzoo-移动手机在电子竞技中的作用(英文版)-2018.2-32页-4mb
报告摘要
Summary of the Role of Mobile in Esports
Core Content
This report explores the role of mobile gaming in the esports landscape, comparing its growth and structure in Asia and the West. It highlights the current state of the mobile esports market, the differences between mobile and PC esports, and the future outlook for mobile esports.
Main Points
- Market Growth: The global games and esports market has seen significant growth, with mobile gaming becoming the largest gaming screen worldwide. The market revenue is projected to increase from $93.1Bn in 2015 to $143.5Bn by 2020, with a CAGR of 9.0%.
- Regional Differences:
- Asia: Mobile esports is booming, especially in China, due to a mobile-first culture. It is expected to follow a structure similar to PC esports, with large stadium events and significant viewership.
- West: PC remains the dominant form of gaming entertainment, while mobile esports is more successful in amateur and casual scenes. The West has a more fragmented mobile esports ecosystem compared to Asia.
- Top Mobile Esports Games:
- Asia: Honor of Kings (Tencent), Battle of Balls (Giant Network), and Crossfire Mobile (Tencent) are leading titles.
- West: Clash Royale (Supercell), Summoners War (Com2uS), and Vainglory are prominent in the mobile esports scene.
- Esports Events:
- Asia: Battle of Balls Professional League and King Pro League are major esports events with large audiences and prize pools.
- West: Clash Royale's Crown Championship is the most viewed mobile esports event, with over 1.3 million viewership hours in 2017.
- Twitch and Streaming:
- In the West, mobile esports events had a total of 2 million Twitch viewership hours in 2017.
- Clash Royale dominated with 1.021 million hours, while Vainglory had 606K hours.
- Case Studies:
- Clash Royale: Launched in 2016, it became a top mobile esports title in the West. It features a tournament system and live streaming capabilities, contributing to its competitive nature.
- Battle of Balls: A casual mobile game with a strong social component, it has become a well-established brand in China, with events like the 2016 Global Final drawing 13,000 live viewers.
Key Information
- Global Revenue Growth: The global games market revenue grew from $93.1Bn in 2015 to $143.5Bn in 2020, with mobile gaming playing a significant role.
- Esports Revenue: In 2017, China and North America generated $344M in esports revenues, accounting for 52% of the global total.
- Viewership Trends:
- In 2017, Asia-Pacific accounted for 51% of esports enthusiasts.
- The U.S. and China combined accounted for 50% of all consumer spend on games.
- Esports Events:
- The LoL World Championship was the top esports event in 2017 with 49.5 million viewers.
- The Clash Royale Crown Championship had 27.4 million global participants and was the most viewed mobile esports event.
- The Battle of Balls Global Final attracted 13,000 live viewers in Shanghai.
- Mobile Esports in China:
- Honor of Kings is the most popular mobile game in China, with over 200 million users and a prize pool of $430,000 for the 2017 KPL Fall Final.
- Battle of Balls had 25 million DAU in China by 2017 and is known for its large stadium events and strong brand partnerships.
- Future Outlook:
- Mobile esports is expected to develop its own identity within the esports ecosystem.
- The future may see more integration of mobile esports with traditional esports formats, as well as growth in the amateur and casual segments.
展开完整摘要
试读结束,高清完整版pdf/doc/ppt,请点下载