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科尔尼(A.T. Kearney):2022电子竞技报告-升级转型“进行时”(中译版)(16页).pdf

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1、Esports:leveling-upPhoto by Tarek AlKarsah Kearney,DubaiThe window is open for broad-casters and other investors to make smart,well-timed plays in online gaming.Esports has been growing in popularity and is now at an inflection point where the market structure and economics make it a mainstream plat

2、form for Millennials and those targeting them.Todays esports teams compete in front of massive global audiences.In fact,the most popular events attract the same size audiences as traditional top-tier sporting events.As far back as 2014,the NBA Finals drew an average of 15 million viewers while more

3、than 20 million people watched The International Dota 2 Championships,a multiplayer online video game tournament.By 2018,the global esports audience had reached 380 million people and in 2021 hit 474 million with an annual growth rate of 10 percent.And yet,many companies are still ignoring this grow

4、ing tidal wavedespite the worlds leading broadcasters losing hundreds of thousands of viewers each month as younger generations turn their attention to non-traditional sports.As the average age of viewers for mainstream sports creeps up,esports is rushing to fill that void.In the first 20 years of t

5、his century,the age of the average viewer has risen from 40 to 43 for the National Basketball Association,from 44 to 52 for the National Football League,and from 52 to 58 for Major League Baseball.Meanwhile,the average esports fan is 31.The pandemic has had a mixed impact on esports,which has not ex

6、perienced the unilateral uplift that might be expected from any digital-centric product.As with other sports,some esports events were cancelled,triggering a loss of revenues,and merchandise and ticketing revenues were down 30 percent in 2021 compared with 2018.However,sponsorship and media rights re

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本文主要讨论了电子竞技(Esports)的发展现状和未来趋势。电子竞技近年来增长迅速,2021年全球观众达到4.74亿,年增长率为10%。电子竞技的收入结构包括媒体权利、游戏发行商费用、赞助和广告等,2021年总收入超过10亿美元。与传统体育相比,电子竞技的观众更年轻,平均年龄为31岁,且观众群体中高收入人群比例较高。文章还指出,尽管疫情对电子竞技产生了一定影响,但预计未来几年将强劲反弹,2024年市场规模有望达到15亿美元。最后,文章提出了四种参与电子竞技的商业模式,包括内容提供商、赛事组织者、团队拥有者和综合平台。
电子竞技市场前景如何? 传统体育品牌如何进入电子竞技领域? 电子竞技如何吸引年轻观众?
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