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INDUSTRIES
&
MARKETSEsports:
market
data
&
analysisMarket
Insightsreport2023MARKET
INSIGHTSThis
report
is
part
ofour
Market
Insights
productGainabetterunderstandingofmarketsacross190+
geographicalentities
–
onaglobal,
regional,country,
and/orstatelevel.
Accessourdatavia
webinterface,download(XLS,
PDF,PPT),or
reports.Benefitfromour48-hourcustomerservice
guarantee.•
10
sectors:
advertising&media,consumers,countries,digital
sector,finance,health,
industrialsector,mobility,andtechnology•
1,000+
markets,
e.g.,
FinTech,Food,or
Robotics•
KPIs,
e.g.,
revenue,marketshares,prices,andvolume•
Features:Compare
countries®ions,
change
currencies,
selectvisualizations,
and/or
customize
downloads•
Usecases:
sales
planning,
investment
decision
support,resourceallocation,andportfolio
management10sectors190+geographicalentities1,000+markets400+reportsFind
out
more
on:https://www.Goto
Market
Insightscom/outlook/2Table
of
ContentsOverviewAppendixSummary56Product
OverviewAuthor9091MarketDefinitionKeyTakeawaysMarketNumbersTrends78141520DeepDivesCompanyProfilesMarketsSponsorship&AdvertisingMerchandise&TicketingStreaming263347616875MediaRightsPublisherFeesEsportsBetting3CHAPTER
1OverviewThe
Esports
market
is
constantly
evolving
facing
enormous
growth
opportunitiesin
the
upcoming
yearsOverview:
SummarySummaryEsports,alsoknown
aselectronic
sports,isaform
of
competitive
video
gamingthatinvolves
organized,
professional
playerscompeting
invideo
gametournaments
or
leagues.
TheEsportsmarket
refers
to
theindustrysurroundingtheorganization
andcompetition
of
Esportstournaments,
aswell
as
thedevelopment
ofEsportsleagues
andteams,thebroadcast
ofEsports
events,
andthecreation
and
saleof
related
merchandise
and
sponsorships.Esportstournaments
areorganized
bygamepublishersor
professional
Esportsorganizations
and
are
often
broadcast
onlineor
ontelevision.
Inadditiontotraditionaltournaments,
many
Esportsleagues
havealsobeen
formed,
inwhichteams
ofplayers
compete
againsteach
otherinregular
matchesover
anextended
period
oftime.Esportshasgrown
significantlyinrecent
years,
with
millions
of
playersandspectators
around
theworld
participatinginand
watching
Esportsevents.
Manyof
themost
popularEsportsgames
are
playedon
personal
computers
or
gamingconsoles,
suchas
Leagueof
Legends,
Counter-Strike:
Global
Offensive,
andOverwatch.
Some
Esportstournaments
alsofeature
mobile
games,
suchasClashof
Clans
andPUBGMobile.Esportstournaments
cantakemanydifferent
forms,
from
small,local
events
tolarge,
international
competitions
with
prize
pools
inthemillions
ofdollars.
Many5Sources:Market
Insights
2023The
Esports
market
can
be
divided
into
6
different
partsOverview:
Market
DefinitionMarket
definitionEsports,short
forelectronic
sports,refers
tocompetitive
video
gamingwhereprofessional
players
or
teamscompete
invarious
multiplayer
videogames.
Thesecompetitions
areoften
organized
intoleagues,
tournaments,
and
events,attractingbothonlineandofflineaudiences.
Esportshasgrown
intoaglobalindustry,with
players,
sponsors,
andspectators
contributingto
itspopularityandeconomic
significance.Themarket
comprises
revenues,
adspendings,users,
average
revenue
per
user,andpenetration
rates.
Revenues
are
generated
throughadvertising
spendingandconsumer
spending.Sales
channeldata
shows
bothonlineandofflinerevenues.Information
onEsports
betting
canalso
befoundintheDigitalMarket
Insights.Allmonetary
figures
refer
to
the
annualgross
revenue.Key
players
ofthemarket
includecompanies
or
teamssuchasFaZe,
Cloud9orTSM.TheEsportsmarket
canbedividedinto
6different
parts.First,
Sponsorship
&Advertising,
which
refers
torevenues
madefrom
sponsorship
dealsandadvertising
forevents
andtournaments.Merchandise&Ticketing
refers
totherevenues
generated
mainly
fromtournament
ticketsand
themerchandise
thatcomes
with
it.Additionally,
Streaming,
MediaRightsand
PublisherFees,whichallrefers
tothe
revenue
thatis
associated
withbroadcasting
Esports
eventsaccross
various
channels.
Lastly,
Esports
Betting
includesthebettingonoutcomes
ofEsport
events.6Sources:Market
Insights
2023The
Esports
market
is
poised
to
reach
US$3.96bn
in
2023
continuing
a
growthpart
up
to
US$5.43bn
in
2027Overview:
Key
Takeaways
and
inscope
/outof
scopeKeyTakeawaysInscopeOutof
scopeRevenue
intheEsportsmarket
isprojected
to
reach
US$3.96bn
in2023.Thismarket
includes:Thismarket
excludes:Revenue
is
expected
toshow
anannualgrowth
rate(CAGR2023-2027)
of
8.21%,resulting
inaprojected
market
volume
of
US$5.43bn
by2027.•Professional
and
semi-professionalgamingcompetitions,
suchas
Semi-ProLeague•Amateurcompetitions,
suchasAmateurEsportsLeagueThelargest
market
isEsports
Betting
withamarket
volume
of
US$2.34bn
in2023.•Streaming
revenues
ofnon-organized
competitive
gaming,suchascasual
gamingon
TwitchWithaprojected
market
volume
of
US$1,076.00m
in2023,
most
revenue
isgenerated
intheUnited
States.•Tournaments
and
leagues,
suchasDota
2TheInternationalIntheEsportsmarket,
thenumberof
usersis
expected
toamountto720.8m
usersby2027.•Sponsorship
dealsandadvertising,suchasFaZe
andSteelseries•Digitaland
physical
salesfrom
videogames,
suchassales
ofCallof
DutyUser
penetration
will
be7.5%
in2023
and
is
expected
tohit9.1%
by2027.Theaverage
revenue
per
user(ARPU)isexpected
toamounttoUS$6.82.•Merchandise
and
ticketing
for•Digitaltools
associated
withrevenues
from
Esports,suchasTeamspeak
or
DiscordEsport
tournaments•Streaming
of
tournaments,
suchasstreaming
onTwitch7Sources:Market
Insights
2023Esports
market
revenues
are
estimated
to
increase
at
a
CAGR(1)
of
16.5%
from2017
to
2027Market
Size:
Globalrevenue
forecast
inbillionUS$5.45.24.94.5+16.5%(1)4.03.42.82.32.01.41.2201720182019202020212022202320242025202620278Notes:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Sources:With
revenue
of
US$
1.2
billion,
Americas
is
the
biggest
market
among
selectedregions
in
2022Market
Size:
Regional
Comparison
(1/2)revenue
forecast
inbillionUS$+9.9%(1)+9.7%(1)1.92+9.4%(1)1.761.461.201.110.93+10.4%(1)+9.9%(1)0.180.110.080.052022202720222027202220272022202720222027EuropeAfricaAmericasAsiaAustralia&Oceania9Notes:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Sources:With
revenue
of
US$
0.93
billion,
the
U.S.
is
the
biggest
market
among
selectedcountries
in
2022Market
Size:
Regional
Comparison
(2/2)revenue
forecast
inbillionUS$+9.4%(1)1.460.93+9.2%(1)+9.4%(1)0.59+10.5%(1)0.28+10.1%(1)0.210.380.360.230.170.132022202720222027202220272022202720222027ChinaUnited
StatesUnited
KingdomGermanyFrance10
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Esports
average
revenueper
user
is
estimated
to
increase
from
2017
to
2027Market
Size:
Globalarpuforecast
inUS$8765432107.57.47.37.16.86.55.44.94.83.73.42017201820192020202120222023202420252026202711
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Australia
&
Oceania
spend
on
average
the
most
for
Sponsorship
&
Advertisingper
user
in
2027Market
Size:
Regional
Comparison
(1/2)arpuforecast
inUS$48.847.9504540353025201510546.845.243.341.035.210.432.09.731.710.128.425.513.613.713.113.113.412.89.53.79.03.47.53.37.13.17.33.27.43.36.52.86.82.95.42.44.92.24.82.11.81.91.520191.32020Africa1.42021Americas1.61.62023Australia&Oceania1.71.720251.720261.820271.41.402017201820222024AsiaEurope12
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023With
average
revenue
per
user
of
US$33.4,
the
U.S.
spend
on
average
the
mostamong
selected
countriesMarket
Size:
Regional
Comparison
(2/2)arpuforecast
inUS$4036.225.036.436.135.324.635.333.425.5353025201510528.221.325.617.325.817.625.220.125.416.924.221.120.111.019.310.416.316.116.316.315.515.115.515.115.712.211.811.811.210.810.69.97.59.36.62.52.62.62.62.12.41.71.31.31.00.7020172018201920202021202220232024202520262027ChinaUnitedStatesUnitedKingdomFranceGermany13
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Further
engagement
and
rising
viewership
will
be
the
key
component
to
furthermarket
growthTrends:
6major
trendsLivestreamingGame
investmentsRisingviewershipTicket
salesEngagementTournamentsThere
is
arisingdemand
foraThelivestreamingmarket
iswitnessinghighgrowththroughout
the
pastyears,
with
alsonewplatformsenteringthe
market,
suchasKickIncreasingThere
hasbeen
alotof
investments
andmergers
and
thepastyears,
fuelingthemarket
wit
newIncreasing
popularityforlivestreamingamong
users
isalsofuelingtheEsportsmarket
asmore
andmore
users
areTicket
sales
andprices
areincreasing,especially
aftertheCOVID-19
pandemicviewers
are
eager
tofollow
eventsengagementtournamentpossibilities,
suchaslivechats,faninfrastructure,
asviewers
are
highlyinterested
inseeingcompetitivetournaments
thatarebroadcasted
aroundtheworld,
holdingenormous
prizefundsengagements
orcontent
creation
aremaking
Esportsmoreaccessible
forusersandhencelead
toagrowing
marketconcepts,
games
andideas.
Newvisitingstreamingplatforms,
suchasTwitch
and
stumbleacross
Esportsinvestments
lead
tonew
and
improvedgames
forcompetitive
purposestreams14Sources:Market
Insights
2023Inthe
optimistic
scenario,
the
Esports
market
could
reach
a
market
size
ofUS$6.4bn
by
2027Deep
Dive:
Scenario
AnalysisScenario
analysis
inbillionUS$(1)76.44.35.74.165432105.03.95.44.43.74.94.53.93.64.13.43.7202220232024202520262027Conservative
ScenarioModerate
ScenarioOptimisticScenario15
Notes:Sources:(1)
The
scenario
analysis
envisions
the
potential
Esports
Marketby
exploring
diverse
developments,
consideringfactorssuch
asinternet
access,hardware,community
support,
and
societal
attitudes.
Scenarios
rangefroma20%
decreasetoa
20%
increase
in
market
size,
derived
froma
meta-analysis
ofavailable
data
until
2027.Market
Insights
2023Dota
2
is
still
experiencing
the
highest
pool
of
prize
money
in
2022,
stayingcompetitive
over
5
years
nowDeep
Dive:
Tournament
prize
moneyTournamentprizemoney
inmillionUS$(1)194.279.120015010050161.822.3143.717.3122.219.921.916.323.68.54.211.59.60.66.60.00.01.02.28.410.717.97.180.613.176.35.731.49.78.33.514.723.312.38.910.28.75.716.422.321.548.06.76.88.019.347.141.538.116.032.910.102017FortnitePLAYERUNKNOWN’S
BATTLEGROUNDS
Mobile2018201920202021OverwatchLeague
ofLegends2022Counter-StrikeDota
2PLAYERUNKNOWN’S
BATTLEGROUNDSArena
ofValor16
Notes:Sources:(1)
The
chartshows
the
prize
money
generatedthrough
Esportstournaments
forthe
mostprominent
games,measured
by
revenues
starting
in
2017.
The
revenues
solely
consist
out
oftotal
prizemoney
in
each
ofthetournaments.Market
Insights
2023China
has
the
highest
interest
in
Esports
at
87%
followed
by
Brazilwith
79%,whereas
the
U.K.
has
the
lowest
interest
with
45%
among
selected
countriesDeep
Dive:
Consumer
insightsInterestinEsports
in2022(1)Brazil79%21%China87%13%Germany47%53%SouthKoreaU.K.65%35%45%55%U.S.49%51%YesNo17
Notes:Sources:(1)
“Are
youinterested
in
Esports?”;Single
Pick;U.S.:
n=1035;
China:
n=1037;
South
Korea:n=1137;
Germany:n=1045;
United
Kingdom:
n=1031;
Brazil:n=1090Consumer
Insights,
as
ofNovember
2022The
world
of
Esports
can
mainly
be
divided
in
5
components,
whereas
YouTubeand
Twitch
are
the
most
prominent
platforms
to
view
EsportsDeep
Dive:
EsportsecosystemOverviewoftheEsports
worldEventssuchaschampionshipsandothertournaments
payoutmassive
prize
money
forteams,
e.g.,ESLOneandWorld
ChampionshipPublishersmerge
andenterthe
professional
gamingmarket
with
theirgames,e.g.,Activision
Blizzard
(Callof
Duty)and
Riot
Games(League
ofLegends)ChannelsEventsPublishersNolonger
justaboutgaming,Esportsteamshavebecome
stock-listedcompanies
with
over
US$50million
inrevenue,
e.g.,Cloud9andFaZe
ClanRegular
leagues
havebeenestablished
to
competeagainsteach
otherandwinprizes,
e.g.,ESLandRocketLeague
ChampionshipSeriesTeamsLeagues18Sources:
NewzooThe
gaming
industry
is
mainly
divided
into
game
developers
and
community-centric
services,
which
cater
to
the
needs
and
wants
of
consumersDeep
Dive:
Key
playerssplitbytypeKeyplayersinthe
gamingindustryGame
EnginesDevelopers
&PublishersDistributionPlatformsGame
ConsolesHardware
&TechBroadcasting
&StreamingCommunication
&NewsEventsEsports
LeaguesEsports
Organizations19Sources:
Company
informationEpic
Games
as
one
of
the
leading
providers
of
engine
technologyCompany
profiles:
EpicGamesEpic
GameskeyfactsCountrieswith
separate
retail
websites(1)In-store
consumer
spending:US$820
m.(2022)Titlesforsale:
1548
(2022)Users:
>723
million(2022)Headquarters:
Cary,
U.S.Gross
Revenue:
US$5753.41
m.
(2021)Founded:
1991Product:
UnrealEngineandEpic
GamesstoreEpic
Games’digital
strategyEpicGames
is
anAmerican
video
gameandsoftware
developer,
publisher,anddistributor.
Outsideofmicrotransactions
from
Fortnite
and
EpicGames
Store
thecompany
makes
money
through
licensing
agreements
fortheirgameengine,Unreal
Engine.Asof
now,
Epicisaleading
interactingenvironment
company
andprovider
ofengine
technology.
EpicGames
operates
Fortnite,
oneof
the
world’smost
populargames
with
over
350
million
accountsandorganizes
Esportseventsaround
the
game.EpicGames’
most
important
source
of
revenue
isitsUnreal
Engineand
free-to-playgames
suchasFortnite,
which
allow
in-game
purchases.
Theirstorefront
EpicGames
Store
takesaround
12%
cuton
games’
sales,
compared
toSteam’s
30%,therefore
providing
acompetitive
deal
forpartnersandnettingaround5%
afterdirect
costs.
They
alsoprovide
playerswith
free
game
every
week
thanks
tothe
bigprofitsmadefrom
Fortnite,
which
aimsatincrease
of
shop’straffic.20
Notes:(1)
Brazil,Norway,Denmark,France,Belgium,
United
States,United
KingdomSources:
Company
information;
sportskeedaFaZe
Clan
is
one
o
the
biggest
Esports
teams
around
the
world,
competing
inseveral
different
gamesCompany
profiles:
FaZe
ClanEpic
GameskeyfactsMarket
capFaZe
Clan
inmillion
US$1,500Total
prizemoney
earned:
US$16.6
m.
(2023)Tournaments
played:659
(2023)Revenue:
US$49.45
m
(2022)Market
cap:20.54
m.
(2023)Headquarters:
L.A.,U.S.Founded:
20101,0005000Aug
Oct
Dec
Feb
AprJun
Aug
Oct
Dec
Feb
AprJun2021
2021
2021
2022
2022
2022
2022
2022
2022
2023
2023
2023FaZe
Clan’s
portfolioFaZe
Clan’sstrategy
anddownfallFaZe
Clanstands
asaprominent
Esports
and
entertainment
organizationrenowned
foritsexpertise
incompetitive
gaming,content
creation,
and
brandcollaborations.
Withadynamicroster
of
skilled
professional
gamers
across
varioustitles,FaZe
Clanhascarved
itsnameintheEsportsscene,
amassing
adedicatedfanbase.Theorganization
diversifies
itsportfolio
throughcontent
creation,spanning
YouTube,
Twitch,andsocial
media
platforms,captivatingmillionswithengaging
videos,
vlogs,andentertainment
content.FaZe
Clan'smastery
lies
initsabilityto
seamlessly
blendEsports
prowess
with
captivating
content,
makingitatrailblazer
inthe
modern
intersection
of
gamingandentertainment.Inadditionto
itscompetitive
gaming
prowess,
FaZe
Clanhaslong
soughttomeldcontent
creation,
strategic
collaboration,
andEsports.
Mismanagement
challengestemporarily
veered
theorganization
offcourse
inthepastyear.
Conflictsovercontractsandplayerrelationships
caused
disruptionsand
unfavorable
publicity.Consequently,
teamcohesion
suffered,diverting
attention
from
core
pursuits.Despite
these
setbacks,FaZe
Clanisactively
engaged
inrectifying
these
concerns,implementing
measures
to
rebuild
momentum
and
reputation.
Theorganization
isworking
steadfastly
toregain
itsindustrystanding
byimproving
internalcommunication,
clarifying
policies,
andcommitting
to
ethical
operational
conduct.21
Notes:(1)
Brazil,Norway,Denmark,France,Belgium,
United
States,United
KingdomSources:
Company
informationLeague
of
Legends
is
still
Riot
Games’
main
trademarkCompany
profiles:
Riot
GamesRiot
GameskeyfactsLoL(1)
World
Championshipsprize
pool
from
2012
to
2022
inUS$
million6.45LoL(1)
Revenue:
US$1.8
billion(2022)LoL(1)
watch
timeon
Twitch
:877.7
millionRiot
Games
market
cap:US$3.52
billion(2022)League-based
games
players:
180
million(2022)Founded:
20065.074.952.342.232.052.132.132.232.181.97Headquarters:
LosAngeles,
U.S.2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022Product:
Online
games
andtournamenteventsRiot
Games’digital
strategyRiot
Games
isanAmerican
video
game
developer,
publisherand
Esportstournament
organizer
famousfor
itsgameLeague
of
Legendsandthe
new
first-Riot
games
generates
most
oftheirrevenue
through
in-game
purchases,corporatesponsorships,
streaming
rights,advertising
and
sponsorships
from
gameperson
shooter
Valorant.
In2011
itwas
acquiredbyChinese
conglomerate
Tencent.
tournaments
broadcast
onYouTube,
event
hostingandmerchandise.
Overall,
theRiot
Games
operates
12
international
League
of
Legends
Esportsleagues,
theLeague
oflegends
World
Championshipandthe
Valorant
ChampionsTour.
RiotGames’
Twitchchannel
hasmost
total
views
across
theplatform,with
51.3
billiontotalviews
foritsLeague
ofLegends.profitscanbedividedintotwomajor
categories:
profitsfromowning
biggametitlessuchasLeague
ofLegends
and
Valorant,andprofitsfromhosting
thetournaments.
They
alsotook
partincreation
of
Emmy-award-winning
animatedseries
Arcane,distributed
byNetflix.22
Notes:(1)
League
ofLegendsSources:
Company
informationTwitch
is
the
most
popular
video
game
streaming
platformCompany
profiles:
TwitchTwitch
key
factsCountrieswith
more
than
3%
of
total
Twitch
users(2)Revenue:
US$2.8
billion(2022)Annual
concurrent
viewers:
2.58
million(2022)Annual
hourswatched:
22.4
million
(2022)Parent
company:
AmazonFounded:
2011Product:
VideolivestreamingplatformTwitch’sdigital
strategyTwitch
isavideo
streaming
service
mostly
known
foritsfocuson
video
gamelivestreaming
and
Esports
competitions
broadcasts.
Twitch
was
originally
aspin-off
ofJustin.tv,asinglechannelbroadcasting
JustinKan’slife,and
mostly
focused
onvideo
games.
In
2014,
afterTwitch’s
apparentsuccess,
Justin.tvwent
through
arebranding,changingitsnametoTwitch
Interactive.
Laterthatyear
Twitch
wasacquired
byAmazon.
Nowadays
Twitch
provides
itsusers
withallsorts
of
content,startingwith
Musicand
ending
withlive
streaming
ofspecial
eventsandtraveling,notlimiting
itself
to
video
gaming.Users
on
Twitch
aredivided
into
two
types:
followers
andsubscribers.
Followerscanwatch
the
streams
forfree
and
subscribers,
people
payingforTwitch
Prime,canwatch
streams
ad-free
and
with
additionalprivileges,
suchasemblems
andprivatechatswith
the
streamer.
Thestreamers
canearn
money
fromaffiliateprograms,
people
subscribingtotheirchannel,virtual
currencies,
sales
ofgamesandrelated
items,
andadvertising.
Twitch
itself
makes
most
of
itsmoney
with
helpof
Twitch
Prime
and
advertisement,
thelattermakingupmost
of
the
revenue.23
Notes:(1)
CAGR:
Compound
Annual
GrowthRate/average
growthrate
per
yearSources:
Company
informationDiscord
owns
the
niche
of
regulatedonline
community
spaceCompany
profiles:
DiscordDiscord
keyfactsCountriesthat
sentmosttraffic
toDiscord(2)Revenue:
US$428
million
(2022)Registered
accounts:>300
million
(2022)Annual
monthly
activeusers:
140
million(2022)Headquarters:
San
Francisco,
U.S.Launched:2015Product:
Social
mediaplatformDiscord’s
digitalstrategyDiscord
isaVoIP
and
instantmessaging
platform.
Itallows
itsusers
to
sendmessages,
make
video
and
audiocallsandbrowse
media
inprivate
chatscalled“servers”.
Oneserver
canconsist
of
various
chatrooms
andvoice
channels
and
canonly
beentered
viainvitation
links.Initiallycreated
to
serve
as
aplatformforvideogaming,
Discord
laterdeveloped
into
anall-inclusive
platformfordifferentpurposes
andcommunities,
as
well
asasocial
media
platformwith
nobuilt-inalgorithms
forbrandsto
buildadirect
connection
with
theirtarget
audience.Most
ofDiscord’s
revenue
comes
fromNitro,
the
premium
subscription
bundle.Discord
doesn’t
uselikesor
algorithms,
providing
users
with
aplatformto
connectwith
others
byusinginvitationsystem:
to
enter
adiscord
channelyou
need
toreceive
alinkfrom
the
channelcreator,
therefore
making
iteasier
forpeople
toconnect
withsomeone
from
theirinterest
circle.
Otherthanlinks,sometimes
toenter
achanneluser
mightneed
applications,memberships
or
referrals.
Thiscreates
astrictlyregulated
spaceforvarious
communities
and
companies,therefore
takingadvantageofthecreated
niche.24
Notes:(1)
CAGR:
Compound
Annual
GrowthRate/average
growthrate
per
yearSources:
Company
informationCHAPTER
2MarketsMARKETSEsports
Sponsorship
&
AdvertisingThe
Sponsorship
&
Advertising
marketis
witnessing
tremendous
growth
in
theupcoming
yearsOverview:
SummarySummaryIntherealm
of
Esports,thedimensions
of
Merchandise
and
Ticketing
weavetogether
acaptivatingnarrativethatresonates
across
theglobal
gaminglandscape.
Delving
intothesefacetsunveilsintriguinginsightsintocustomerpreferences,
market
trends,and
theunderlyingmacroeconomic
forces
thatdrivethedevelopment
of
Merchandise
andTicketing
inEsports.recognized
thepotential
ofbranded
merchandise
asaway
todeepen
fan
loyaltyandgenerate
revenue.
Limited
drops,exclusive
collaborations,
andpersonalizedcollectibles
cater
to
thepreferences
of
passionatefans,creating
athriving
marketthattranscendsthedigitalrealm.
Simultaneously,
Esportsevents
haveevolvedinto
grandspectacles
thatattractthousandsofattendees,
withticketingbecoming
acritical
revenue
stream
fororganizers.Esportsenthusiastsarenotonly
avidfollowers
ofvirtual
battlesbut
alsoavidcollectors
oftangibleexperiences.
Thedemand
forEsportsmerchandise,
rangingfrom
apparel
and
accessories
to
limited-edition
items,
reflects
fans'desire
toconnect
withtheirfavorite
teams
and
players
inthe
physical
world.
Additionally,attendingliveEsportsevents
offers
auniquesense
of
camaraderie
and
sharedexcitement,
asfansconverge
to
witness
theiridols
inaction,creating
memorableexperiences
thatmirror
traditionalsportsevents.Thegrowth
ofMerchandise
andTicketing
inEsports
isrooted
inthefusionofdigitaland
physical
worlds,
driven
bytechnological
advancements
and
shiftingconsumer
behaviors.
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