Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023

eスポーツの世界市場予測(~2023年)

◆タイトル:Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023
◆商品コード:SE-6383
◆調査・発行会社:MarketsandMarkets
◆発行日:2018年6月19日
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【レポートの概要】

MarketsandMarketsが発行した当調査レポートでは、eスポーツの世界市場について調査・分析し、エグゼクティブサマリー、市場インサイト、市場概観/市場動向、バリューチェーン分析、市場シェア分析、収益の流れ(メディア著作権、チケット・商品、スポンサーシップ・直接広告、広告料)別分析、eスポーツの世界市場規模及び予測、市場動向、競争状況、関連企業分析などの情報をお届けいたします。

Esports market to grow at 18.61% CAGR during forecast periodAccording to the new market research report, the esports market is expected to reach USD 2,174.8 million by 2023 from USD 926.3 million by 2018, at a CAGR of 18.61% between 2018 and 2023. The growth of this market is attributed to the increasing popularity of video games and growing awareness about esports. However, the threat from esports gambling/betting is restraining the growth of the market.
Revenue contribution from media rights to grow at highest CAGR during 2018–2023
This report covers the following revenue streams: media rights (subscription and online advertisement), tickets and merchandise, sponsorship and direct advertisement, and publisher fees. Currently, media rights are significantly contributing to the global esports industry. In recent years, the sale of broadcasting and media rights has been the largest source of revenue for most of the esports organizers. The revenue generated from the trade of media rights is used to finance major sporting events, renovate stadiums, and contribute to the development of esports at the grassroots level.
Esports market in APAC to grow at highest CAGR between 2018 and 2023
This report covers the esports market segmented on the basis of following regions: North America, Europe, APAC, and RoW. The market in APAC is expected to grow at the highest CAGR between 2018 and 2023. In 2017, Rest of APAC accounted for a substantial share of the esports market in APAC. The growth of this industry can be attributed to the increasing number of esports competitions in the region. Further, the increasing investment from sponsors and advertisers is fueling the demand for esports in the region.

Breakdown of profiles of primary participants
• By Company Type: Tier 1—55%, Tier 2—25%, and Tier 3—20%
• By Designation: C-Level Executives—50%, Directors—20%, and Others—30%
• By Region: North America—40%, APAC—15%, Europe—35%, and RoW—10%

The major companies profiled in the report are Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Nintendo (Japan), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US), Tencent (China), and Electronic Arts (EA) (US). This report also covers the following prominent players: Hi-Rez Studios (US), KaBuM (Canada), Wargaming Public (Cyprus), Rovio Entertainment (Finland), GungHo Online Entertainment (Japan), and Alisports (China). The roles of online streaming companies such as YouTube (US), Twitch (US), Facebook (US), and Beyond the Summit (BTS) (US) have also been included in this report.

Research coverage
Esports mainly generates revenue through streams such as media rights (subscription and online advertisement), tickets and merchandise, sponsorships and direct advertisements, and publisher fees. The market has been segmented, on the basis of region, into North America, Europe, APAC, and RoW.
Reasons to buy the report
• The market statistics pertaining to revenue streams of esports and region have been provided in the report.
• The value chain analysis has been provided with an in-depth insight into the esports market.
• Major drivers, restraints, challenges, and opportunities pertaining to the esports market have been detailed in this report.
• Illustrative segmentation, analysis, and forecast for the esports market based on revenue streams and geography have been carried out to provide an overall view of the esports market.
• A detailed competitive landscape has been provided for the top 5 companies, including their revenues.

【レポートの目次】

TABLE OF CONTENTS

1 INTRODUCTION 13
1.1 OBJECTIVES OF STUDY 13
1.2 DEFINITION 13
1.3 SCOPE OF STUDY 14
1.3.1 MARKETS COVERED 14
1.3.2 GEOGRAPHIC SCOPE 14
1.3.3 YEARS CONSIDERED FOR STUDY 15
1.4 CURRENCY 15
1.5 MARKET STAKEHOLDERS 15
2 RESEARCH METHODOLOGY 16
2.1 RESEARCH DATA 16
2.1.1 SECONDARY DATA 17
2.1.1.1 List of major secondary sources 17
2.1.1.2 Secondary sources 18
2.1.2 PRIMARY DATA 18
2.1.2.1 Primary interviews with experts 18
2.1.2.2 Breakdown of primaries 19
2.1.2.3 Key data from primary sources 19
2.1.3 SECONDARY AND PRIMARY RESEARCH 20
2.1.3.1 Key industry insights 20
2.2 MARKET SIZE ESTIMATION 21
2.2.1 BOTTOM-UP APPROACH 21
2.2.1.1 Approach for capturing market size by bottom-up analysis
(demand side) 21
2.2.1.2 Approach for capturing market size with the help of various players in the value chain of esports market 22
2.2.2 TOP-DOWN APPROACH 22
2.2.2.1 Approach for capturing market share by top-down analysis
(supply side) 23
2.3 MARKET BREAKDOWN AND DATA TRIANGULATION 24
2.4 RESEARCH ASSUMPTIONS 25
3 EXECUTIVE SUMMARY 26
4 PREMIUM INSIGHTS 29
4.1 ATTRACTIVE OPPORTUNITIES IN ESPORTS MARKET (2018–2023) 29
4.2 MEDIA RIGHTS: ESPORTS MARKET, BY REGION 30
4.3 ESPORTS MARKET IN NORTH AMERICA, BY REVENUE STREAM 30
4.4 ESPORTS MARKET IN EUROPE, BY COUNTRY 31
4.5 ESPORTS MARKET IN ROW, BY REVENUE STREAM 31
5 MARKET OVERVIEW 32
5.1 INTRODUCTION 32
5.2 MARKET DYNAMICS 33
5.2.1 DRIVERS 33
5.2.1.1 Increasing popularity of video games 33
5.2.1.2 Growing awareness about esports 34
5.2.2 RESTRAINT 34
5.2.2.1 Threat from esport gambling/betting 34
5.2.3 OPPORTUNITIES 35
5.2.3.1 Increasing number of events with large prize pools 35
5.2.3.2 Long-term investment opportunity 36
5.2.4 CHALLENGE 36
5.2.4.1 Lack of standardization 36
5.3 VALUE CHAIN ANALYSIS 37
6 ESPORTS MARKET, BY REVENUE STREAM 38
6.1 INTRODUCTION 39
6.2 MEDIA RIGHTS 40
6.2.1 SUBSCRIPTIONS 43
6.2.2 ONLINE ADVERTISEMENTS 43
6.3 TICKETS AND MERCHANDISE 43
6.4 SPONSORSHIPS AND DIRECT ADVERTISEMENTS 46
6.5 PUBLISHER FEES 49
7 GEOGRAPHIC ANALYSIS 52
7.1 INTRODUCTION 53
7.2 ASIA PACIFIC 55
7.2.1 CHINA 58
7.2.2 JAPAN 58
7.2.3 SOUTH KOREA 59
7.2.4 AUSTRALIA 60
7.2.5 MALAYSIA 60
7.2.6 TAIWAN 61
7.2.7 PHILIPPINES 62
7.2.8 REST OF APAC 63
7.3 NORTH AMERICA 64
7.3.1 US 66
7.3.2 CANADA 67
7.3.3 MEXICO 68
7.4 EUROPE 68
7.4.1 UK 71
7.4.2 GERMANY 71
7.4.3 FRANCE 72
7.4.4 SWEDEN 73
7.4.5 SPAIN 73
7.4.6 ITALY 74
7.4.7 POLAND 74
7.4.8 DENMARK 75
7.4.9 REST OF EUROPE 76
7.5 REST OF THE WORLD (ROW) 77
7.5.1 SOUTH AMERICA 78
7.5.2 MIDDLE EAST AND AFRICA 78
8 COMPETITIVE LANDSCAPE 80
8.1 INTRODUCTION 80
8.2 RANKING ANALYSIS 81
8.3 COMPETITIVE SCENARIO 83
8.3.1 EVENTS AND GAME LAUNCH 83
8.3.2 EXPANSIONS AND SPONSORSHIPS 84
8.3.3 PARTNERSHIP, INVESTMENT, ACQUISITION, AND CONTRACT 84
8.3.4 OTHERS (FRANCHISES) 85
9 COMPANY PROFILES 86
(Business Overview, Products Offered, Recent Developments, Key Relationships, SWOT Analysis, and MnM View)*
9.1 KEY PLAYERS 86
9.1.1 MODERN TIMES GROUP 86
9.1.2 ACTIVISION BLIZZARD 91
9.1.3 VALVE CORPORATION 95
9.1.4 TENCENT 98
9.1.5 CJ CORPORATION 101
9.1.6 ELECTRONIC ARTS 104
9.1.7 NINTENDO 108
9.1.8 TURNER BROADCASTING SYSTEM 110
9.1.9 FACEIT 112
9.1.10 GFINITY 114
9.2 OTHER KEY COMPANIES 117
9.2.1 HI REZ STUDIOS 117
9.2.2 KABUM 117
9.2.3 WARGAMING PUBLIC 118
9.2.4 ROVIO ENTERTAINMENT 118
9.2.5 GUNGHO ONLINE ENTERTAINMENT 119
9.2.6 ALISPORTS 119
9.3 ONLINE STREAMING COMPANIES 120
9.3.1 YOUTUBE 120
9.3.2 TWITCH.TV 120
9.3.3 FACEBOOK 121
9.3.4 BEYOND THE SUMMIT (BTS) 121
*Details on Business Overview, Products Offered, Recent Developments, Key Relationships, SWOT Analysis, and MnM View might not be captured in case of unlisted companies.
10 APPENDIX 122
10.1 INSIGHTS FROM INDUSTRY EXPERTS 122
10.2 DISCUSSION GUIDE 123
10.3 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 127
10.4 INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE 129
10.5 AVAILABLE CUSTOMIZATIONS 131
10.6 RELATED REPORTS 131
10.7 AUTHOR DETAILS 132

LIST OF TABLES

TABLE 1 TOP 10 LARGEST PRIZE POOLS IN ESPORTS (2014–2017) 35
TABLE 2 ESPORTS MARKET, BY REVENUE STREAM, 2016–2023 (USD MILLION) 39
TABLE 3 MEDIA RIGHTS: ESPORTS MARKET, BY REGION, 2016–2023 (USD MILLION) 40
TABLE 4 NORTH AMERICA: REVENUE GENERATION THROUGH MEDIA RIGHTS IN ESPORTS MARKET, BY COUNTRY, 2016–2023 (USD MILLION) 41
TABLE 5 EUROPE: REVENUE GENERATION THROUGH MEDIA RIGHTS IN ESPORTS MARKET, BY COUNTRY, 2016–2023 (USD MILLION) 41
TABLE 6 APAC: REVENUE GENERATION THROUGH MEDIA RIGHTS IN ESPORTS MARKET,
BY COUNTRY, 2016–2023 (USD MILLION) 42
TABLE 7 ROW: REVENUE GENERATION THROUGH MEDIA RIGHTS IN ESPORTS MARKET,
BY REGION, 2016–2023 (USD MILLION) 42
TABLE 8 TICKETS AND MERCHANDISE: ESPORTS MARKET, BY REGION,
2016–2023 (USD MILLION) 43
TABLE 9 NORTH AMERICA: REVENUE GENERATION THROUGH TICKETS AND MERCHANDISE IN ESPORTS MARKET, BY COUNTRY, 2016–2023 (USD MILLION) 44
TABLE 10 EUROPE: REVENUE GENERATION THROUGH TICKETS AND MERCHANDISE IN ESPORTS MARKET, BY COUNTRY, 2016–2023 (USD MILLION) 44
TABLE 11 APAC: REVENUE GENERATION THROUGH TICKETS AND MERCHANDISE IN ESPORTS MARKET, BY COUNTRY, 2016–2023 (USD MILLION) 45
TABLE 12 ROW: REVENUE GENERATION THROUGH TICKETS AND MERCHANDISE IN ESPORTS MARKET, BY REGION, 2016–2023 (USD MILLION) 46
TABLE 13 SPONSORSHIPS AND ADVERTISEMENTS: ESPORTS MARKET, BY REGION,
2016–2023 (USD MILLION) 46
TABLE 14 NORTH AMERICA: REVENUE GENERATED THROUGH SPONSORSHIPS AND ADVERTISEMENTS IN ESPORTS MARKET, BY COUNTRY,
2016–2023 (USD MILLION) 47
TABLE 15 EUROPE: REVENUE GENERATED THROUGH SPONSORSHIPS AND ADVERTISEMENTS IN ESPORTS MARKET, BY COUNTRY,
2016–2023 (USD MILLION) 47
TABLE 16 APAC: REVENUE GENERATED THROUGH SPONSORSHIPS AND ADVERTISEMENTS IN ESPORTS MARKET, BY COUNTRY, 2016–2023 (USD MILLION) 48
TABLE 17 ROW: REVENUE GENERATED THROUGH SPONSORSHIPS AND ADVERTISEMENTS IN ESPORTS MARKET, BY REGION, 2016–2023 (USD MILLION) 48
TABLE 18 PUBLISHER FEES: ESPORTS MARKET, BY REGION, 2016–2023 (USD MILLION) 49
TABLE 19 NORTH AMERICA: REVENUE GENERATED THROUGH PUBLISHER FEES IN ESPORTS MARKET, BY COUNTRY, 2016–2023 (USD MILLION) 50
TABLE 20 EUROPE: REVENUE GENERATED THROUGH PUBLISHER FEES IN ESPORTS MARKET, BY COUNTRY, 2016–2023 (USD MILLION) 50
TABLE 21 APAC: REVENUE GENERATED THROUGH PUBLISHER FEES IN ESPORTS MARKET, BY COUNTRY, 2016–2023 (USD MILLION) 51
TABLE 22 ROW: REVENUE GENERATED THROUGH PUBLISHER FEES IN ESPORTS MARKET,
BY REGION, 2016–2023 (USD MILLION) 51
TABLE 23 ESPORTS MARKET, BY REGION, 2016–2023 (USD MILLION) 54
TABLE 24 ESPORTS VIEWERS, BY REGION, 2016–2023 (MILLION) 54
TABLE 25 ESPORTS MARKET IN APAC, BY COUNTRY, 2016–2023 (USD MILLION) 57
TABLE 26 ESPORTS MARKET IN APAC, BY REVENUE STREAM, 2016–2023 (USD MILLION) 57
TABLE 27 ESPORTS MARKET IN CHINA, BY REVENUE STREAM, 2016–2023 (USD MILLION) 58
TABLE 28 ESPORTS MARKET IN JAPAN, BY REVENUE STREAM, 2016–2023 (USD MILLION) 59
TABLE 29 ESPORTS MARKET IN SOUTH KOREA, BY REVENUE STREAM,
2016–2023 (USD MILLION) 59
TABLE 30 ESPORTS MARKET IN AUSTRALIA, BY REVENUE STREAM,
2016–2023 (USD MILLION) 60
TABLE 31 ESPORTS MARKET IN MALAYSIA, BY REVENUE STREAM,
2016–2023 (USD MILLION) 61
TABLE 32 ESPORTS MARKET IN TAIWAN, BY REVENUE STREAM, 2016–2023 (USD MILLION) 61
TABLE 33 ESPORTS MARKET IN PHILIPPINES, BY REVENUE STREAM,
2016–2023 (USD MILLION) 62
TABLE 34 ESPORTS MARKET IN REST OF APAC, BY REVENUE STREAM,
2016–2023 (USD MILLION) 63
TABLE 35 ESPORTS MARKET IN NORTH AMERICA, BY COUNTRY, 2016–2023 (USD MILLION) 66
TABLE 36 ESPORTS MARKET IN NORTH AMERICA, BY REVENUE STREAM,
2016–2023 (USD MILLION) 66
TABLE 37 ESPORTS MARKET IN US, BY REVENUE STREAM, 2016–2023 (USD MILLION) 67
TABLE 38 ESPORTS MARKET IN CANADA, BY REVENUE STREAM, 2016–2023 (USD MILLION) 67
TABLE 39 ESPORTS MARKET IN MEXICO, BY REVENUE STREAM, 2016–2023 (USD MILLION) 68
TABLE 40 ESPORTS MARKET IN EUROPE, BY COUNTRY, 2016–2023 (USD MILLION) 70
TABLE 41 ESPORTS MARKET IN EUROPE, BY REVENUE STREAM, 2016–2023 (USD MILLION) 70
TABLE 42 ESPORTS MARKET IN UK, BY REVENUE STREAM, 2016–2023 (USD MILLION) 71
TABLE 43 GERMANY ESPORTS MARKET, BY REVENUE STREAM, 2016–2023 (USD MILLION) 72
TABLE 44 FRANCE ESPORTS MARKET, BY REVENUE STREAM, 2016–2023 (USD MILLION) 72
TABLE 45 SWEDEN ESPORTS MARKET, BY REVENUE STREAM, 2016–2023 (USD MILLION) 73
TABLE 46 ESPORTS MARKET IN SPAIN, BY REVENUE STREAM, 2016–2023 (USD MILLION) 73
TABLE 47 ESPORTS MARKET ITALY, BY REVENUE STREAM, 2016–2023 (USD MILLION) 74
TABLE 48 ESPORTS MARKET IN POLAND, BY REVENUE STREAM, 2016–2023 (USD MILLION) 75
TABLE 49 ESPORTS MARKET IN DENMARK, BY REVENUE STREAM,
2016–2023 (USD MILLION) 76
TABLE 50 ESPORTS MARKET IN REST OF EUROPE, BY REVENUE STREAM,
2016–2023 (USD MILLION) 76
TABLE 51 ESPORTS MARKET IN ROW, BY REGION, 2016–2023 (USD MILLION) 77
TABLE 52 ESPORTS MARKET IN ROW, BY REVENUE STREAM, 2016–2023 (USD MILLION) 77
TABLE 53 ESPORTS MARKET IN SOUTH AMERICA, BY REVENUE STREAM,
2016–2023 (USD MILLION) 78
TABLE 54 ESPORTS MARKET IN MIDDLE EAST AND AFRICA, BY REVENUE STREAM,
2016–2023 (USD MILLION) 79
TABLE 55 RANKING OF TOP 5 PLAYERS IN ESPORTS MARKET (2017) 81
TABLE 56 HIGHEST PRIZE POOL EVENTS (2010–2018) 81
TABLE 57 EVENTS AND GAME LAUNCHES (2015–2018) 83
TABLE 58 EXPANSIONS AND SPONSORSHIP (2015–2017) 84
TABLE 59 PARTNERSHIP, INVESTMENT, ACQUISITION, AND CONTRACT (2016–2018) 84
TABLE 60 OTHERS (2017) 85


LIST OF FIGURES

FIGURE 1 ESPORTS MARKET: RESEARCH DESIGN 16
FIGURE 2 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH 22
FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH 23
FIGURE 4 DATA TRIANGULATION 24
FIGURE 5 MEDIA RIGHTS IN ESPORTS MARKET TO GROW AT HIGHEST CAGR BETWEEN
2018 AND 2023 26
FIGURE 6 APAC HELD LARGEST SHARE OF ESPORTS MARKET IN 2017 27
FIGURE 7 ESPORTS MARKET IN PHILIPPINES TO GROW AT HIGHEST CAGR IN APAC BETWEEN 2018 AND 2023 28
FIGURE 8 GROWING MARKET FOR VIDEO GAMES AND AWARENESS ABOUT ESPORTS FUELING ESPORTS MARKET WORLDWIDE 29
FIGURE 9 APAC TO GENERATE HIGHEST REVENUE IN ESPORTS MARKET THROUGH MEDIA RIGHTS BY 2023 30
FIGURE 10 SPONSORSHIPS AND ADVERTISEMENTS TO BE LARGEST CONTRIBUTOR TO REVENUE OF ESPORTS MARKET IN NORTH AMERICA BY 2023 30
FIGURE 11 GERMANY TO HOLD LARGER SIZE OF EUROPEAN ESPORTS MARKET BY 2023 31
FIGURE 12 REVENUE GENERATION THROUGH MEDIA RIGHTS TO GROW AT HIGHEST CAGR
IN ESPORTS MARKET IN ROW BETWEEN 2018 AND 2023 31
FIGURE 13 INCREASING POPULARITY OF VIDEO GAMES AND GROWING AWARENESS ABOUT ESPORTS DRIVE GROWTH OF ESPORTS MARKET 33
FIGURE 14 VALUE CHAIN: PLAYERS/TEAMS AND LEAGUE OPERATORS/CONTENT PRODUCERS ADD MAJOR VALUE TO ESPORTS 37
FIGURE 15 MEDIA RIGHTS TO EXHIBIT HIGHEST CAGR IN ESPORTS MARKET DURING FORECAST PERIOD 39
FIGURE 16 SOUTH AMERICA TO BE LARGER CONTRIBUTOR TO ESPORTS MARKET REVENUE GENERATED THROUGH TICKETS AND MERCHANDISE IN ROW BY 2023 45
FIGURE 17 REVENUE GENERATION THROUGH PUBLISHER FEES IN APAC IN ESPORTS MARKET TO GROW AT HIGHEST CAGR DURING 2018–2023 49
FIGURE 18 GEOGRAPHIC SNAPSHOT OF ESPORTS MARKET, 2018–2023 53
FIGURE 19 APAC: ESPORTS MARKET SNAPSHOT 56
FIGURE 20 REVENUE GENERATION THROUGH MEDIA RIGHTS IN ESPORTS MARKET IN REST OF APAC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 63
FIGURE 21 NORTH AMERICA: ESPORTS MARKET SNAPSHOT 65
FIGURE 22 EUROPE: ESPORTS MARKET SNAPSHOT 69
FIGURE 23 REVENUE GENERATION FROM MEDIA RIGHTS IN ESPORTS MARKET IN DENMARK TO GROW AT HIGHEST CAGR BETWEEN 2018 AND 2023 75
FIGURE 24 SPONSORSHIP AND ADVERTISEMENT TO ADD LARGEST REVENUE TO ESPROTS MARKET IN MIDDLE EAST AND AFRICA BY 2023 79
FIGURE 25 EVENT AND GAME LAUNCH AS KEY STRATEGY ADOPTED BY PLAYERS IN ESPORTS MARKET (2015–2018) 80
FIGURE 26 MODERN TIMES GROUP: COMPANY SNAPSHOT 87
FIGURE 27 ACTIVISION BLIZZARD: COMPANY SNAPSHOT 91
FIGURE 28 TENCENT: COMPANY SNAPSHOT 98

FIGURE 29 CJ CORPORATION: COMPANY SNAPSHOT 101
FIGURE 30 ELECTRONIC ARTS : COMPANY SNAPSHOT 105
FIGURE 31 NINTENDO: COMPANY SNAPSHOT 108
FIGURE 32 GFINITY: COMPANY SNAPSHOT 114


★調査レポート[eスポーツの世界市場予測(~2023年)] ( Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023 / SE-6383) 販売に関する免責事項
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