电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx

上传人:王** 文档编号:1050333 上传时间:2024-03-22 格式:DOCX 页数:19 大小:510.54KB
下载 相关 举报
电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx_第1页
第1页 / 共19页
电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx_第2页
第2页 / 共19页
电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx_第3页
第3页 / 共19页
电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx_第4页
第4页 / 共19页
电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx_第5页
第5页 / 共19页
电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx_第6页
第6页 / 共19页
电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx_第7页
第7页 / 共19页
电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx_第8页
第8页 / 共19页
电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx_第9页
第9页 / 共19页
电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx_第10页
第10页 / 共19页
亲,该文档总共19页,到这儿已超出免费预览范围,如果喜欢就下载吧!
资源描述

《电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx》由会员分享,可在线阅读,更多相关《电子竞技一种经济上可行的模式?(英)_市场营销策划_重点报告202301202_doc.docx(19页珍藏版)》请在优知文库上搜索。

1、NATIXlSCORPORATEANDINVESTMENTBANKING21November2023WRIEN BYC Micaella FELDSTEINTel. +33 1 58 55 05 29micaella.feldsteinGROUPE BPCETHEMATICRESEARCHTech&DataESport:strategyinneedofoverhaulEsportsisexperiencinggrowingsuccess,linkedtothemassiveadoptionoftheInternet,thedevelopmentofmultiplayeronlinegamesa

2、nditsfreedistributiononstreamingplatforms,includingtheleaderTwitch.However,therevenuesgeneratedbyesportsorganizationsareminimalrelativetothegrowthoftheglobalaudienceandthecolossalsumscollectedbyvideogamestudios,revealingaveryfragilebusinessmodelsufferingfromunder-monetizationoffans,thevirtualabsence

3、ofpaymentofbroadcastingrightsandaboveallahugedependenceonsponsorship(between60and70%).Discovermoreofourresearch.Marketingcommunication:Thisdocumentisamarketingpresentation.Ithasnotbeenpreparedinaccordancewithlegalrequirementsdesignedtopromotetheindependenceofinvestmentresearch;anditisnotsubjecttoany

4、prohibitionondealingaheadofthedisseminationofinvestmentresearch.ContentsExecutivesummary3Theriseofanewformofentertainment4Increasingpopularity4Agrowingaudience5ESport,srootsareinAsia6ESportecosystem7Teams/clubs7TournamentZcompetitionorganisers9Broadcastingplatforms10Audience11Videogamestudios(publis

5、hersand/ordevelopers)11Sponsorsandadvertisers12Revenuesgeneratedinmajoritybysponsorship12Insearchofaneconomicallyviablemodel13Franchiseacquisition13Fanengagementandmonetisation13Publicandprivateinvestment15Conclusion:asectorinconstantflux17ExecutivesummaryESport(shortforelectronicsport)referstocompe

6、titionsbetweenvideogamersstagedonlineorinarenas.Competitivegaminghasbecomehugelypopular,generatinggrowingaudiencesandrevenuesbeyonditshistoricalbaseinAsia.ThisdemocratisationofeSportislinkedtothemassiveadoptionoftheInternet,theadventofbroadband,thedevelopmentofmassivelymultiplayeronlinegames(MMOGs)a

7、ndfreebroadcastbyonlinestreamingmediaplatforms,notablyTwitch,whichisthemarketleader.AvibrantecosystemhasevolvedaroundeSport,populatedbyeSportclubs,tournamentorganisers,broadcasters,gamingstudios,sponsors,advertisersand,ofcourse,avastaudience,thattakentogethergenerated$1.38bninrevenuein2022.However,t

8、hisrevenueisminimalcomparedtothegrowthintheeSportaudienceandthecolossalrevenuesearnedbyvideogamestudios,particularlyviamicrotransactions.ThebusinessmodelofeSportorganisationssuffersfromanundermonetisationoffans,thenearabsenceofbroadcastingrightspaymentsand,aboveall,ahugedependenceonsponsorship(betwe

9、en60%and70%).Revenuediversificationisthereforeinev计QbIe,throughthedevelopmentoffranchisesasinAmericansport,alongwithincreasedfaninvolvementandmonetisation.Finally,privateinvestmentandtheinvolvementofpublicauthoritieswillhavetoaccompanythesectorseconomicdevelopment.Technologicalinnovation,inherentfro

10、mtheoutsetinthissectoratthecrossroadsoftheentertainmentandsportstechnologies,shouldcontinuetoshapeeSportincomingyears,enablingittosetoutontheroadtoprofitability.Enjoytheread,MicaellaFeldstein,Tech&DataResearchTheriseofnewformofentertainmentAccordingtotheFranceEsportsassociation,eSport(sometimese-spo

11、rtoreSport)referstol,allpracticesenablingplayerstocomparetheirskilllevelusinganelectronicmedium,essentiallyvideogames,whateverthetypeofgameorplatform(computer,consoleortablet).Thesevideogamecompetitions,whichareplayedindifferentformats(1vlor2v2z3v3,etc.),canbestagedonlineoratspectatoreventsinstadium

12、sorarenasoveralocalnetwork,becomingshowsintheirownright,insomecasescomparabletotheSuperBowl,thefinalofthechampionshiporganisedbytheNationalFootballLeague(NFL)beingthemostwatchedsportingeventintheUrdtedStates.IncreasingpopularityESportisenjoyinggrowingsuccessasasportandaformofentertainment.Thisfastgr

13、owingnewformofpopularentertainmentislinkedtothemassiveadoptionoftheInternet,theadventofbroadband,andthedevelopmentofmassivelymultiplayeronlinegames(MMOGs).Inparallel,arealugamingculturehasdevelopedwiththedevelopmentofvideogamesasaleisureorentertainmentactivityrivallingmusicandcinema:videogameenthusi

14、astssimplylovetoplay,buttheyalsolovetowatchotherplayerscompeteinvideogamecompetitions.ThepopularityofeSportisdirectlylinkedtotheonlinestreamingmediaplatforms,notablythebest-knownTwitch,whichbroadcastthesegames,makingeSportcontenteasilyaccessible,audienceshavingexplodedduringtheCOVIDpandemic(whenther

15、ewasanaccelerationinalldigitaluses:remoteworking,e-commerce,videoconferencing,SVODplatforms,mealdelivery,telemedicine,e忙J.Change in the number of Internet users worldwide between 2005 and 2022 (in billions)Change in the number of average annual concurrent Twitch viewers between 2015 and 2022 (in millions)Sources: Stafeta1 Natixis CIBSources:BusinessofApps,Twitchtracker1NatixisCIBCorporatkanoINVESTMENTBANKING AllmultiplayervideogamescanhaveeSportcontent,butcertaingamesaremorepopular: 1.eagueofLegends(LoL):amultiplayeronlinebattlearena(MBOA)game,whichisanonlinevideogamegenre; Counter

展开阅读全文
相关资源
猜你喜欢
相关搜索

当前位置:首页 > 管理/人力资源 > 市场营销

copyright@ 2008-2023 yzwku网站版权所有

经营许可证编号:宁ICP备2022001189号-2

本站为文档C2C交易模式,即用户上传的文档直接被用户下载,本站只是中间服务平台,本站所有文档下载所得的收益归上传人(含作者)所有。装配图网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对上载内容本身不做任何修改或编辑。若文档所含内容侵犯了您的版权或隐私,请立即通知装配图网,我们立即给予删除!