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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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