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Global and China E-sports Market Size, Status and Forecast 2020-2026

Market Analysis and Insights: Global E-sports Market
The global E-sports market size is projected to reach US$ XX million by 2026, from US$ XX million in 2020, at a CAGR of XX% during 2021-2026.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global E-sports market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global E-sports market in terms of revenue.
On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global E-sports market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global E-sports market.
E-sports Breakdown Data by Type
Online Competition
Offline Competition
E-sports Breakdown Data by Application
Professional
Amateur
Based on regional and country-level analysis, the E-sports market has been segmented as follows:
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia-Pacific
Latin America
Mexico
Brazil
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of Middle East & Africa
In the competitive analysis section of the report, leading as well as prominent players of the global E-sports market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
The following players are covered in this report:
YouTube Gaming
Facebook
Twitch
Snapchat
TikTok
Mixer
ESL Play
Tencent
NetEase
bilibili
Kwai
Huomao
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global E-sports Market Size Growth Rate by Type: 2020 VS 2026
1.2.2 Online Competition
1.2.3 Offline Competition
1.3 Market by Application
1.3.1 Global E-sports Market Share by Application: 2020 VS 2026
1.3.2 Professional
1.3.3 Amateur
1.4 Study Objectives
1.5 Years Considered

2 Global Growth Trends
2.1 Global E-sports Market Perspective (2015-2026)
2.2 Global E-sports Growth Trends by Regions
2.2.1 E-sports Market Size by Regions: 2015 VS 2020 VS 2026
2.2.2 E-sports Historic Market Share by Regions (2015-2020)
2.2.3 E-sports Forecasted Market Size by Regions (2021-2026)
2.3 Industry Trends and Growth Strategy
2.3.1 Market Trends
2.3.2 Market Drivers
2.3.3 Market Challenges
2.3.4 Market Restraints

3 Competition Landscape by Key Players
3.1 Global Top E-sports Players by Market Size
3.1.1 Global Top E-sports Players by Revenue (2015-2020)
3.1.2 Global E-sports Revenue Market Share by Players (2015-2020)
3.2 Global E-sports Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.3 Players Covered: Ranking by E-sports Revenue
3.4 Global E-sports Market Concentration Ratio
3.4.1 Global E-sports Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by E-sports Revenue in 2019
3.5 Key Players E-sports Area Served
3.6 Key Players E-sports Product Solution and Service
3.7 Date of Enter into E-sports Market
3.8 Mergers & Acquisitions, Expansion Plans

4 E-sports Breakdown Data by Type (2015-2026)
4.1 Global E-sports Historic Market Size by Type (2015-2020)
4.2 Global E-sports Forecasted Market Size by Type (2021-2026)

5 E-sports Breakdown Data by Application (2015-2026)
5.1 Global E-sports Historic Market Size by Application (2015-2020)
5.2 Global E-sports Forecasted Market Size by Application (2021-2026)

6 North America
6.1 North America E-sports Market Size (2015-2026)
6.2 North America E-sports Market Size by Type (2015-2020)
6.3 North America E-sports Market Size by Application (2015-2020)
6.4 North America E-sports Market Size by Country (2015-2020)
6.4.1 United States
6.4.2 Canada

7 Europe
7.1 Europe E-sports Market Size (2015-2026)
7.2 Europe E-sports Market Size by Type (2015-2020)
7.3 Europe E-sports Market Size by Application (2015-2020)
7.4 Europe E-sports Market Size by Country (2015-2020)
7.4.1 Germany
7.4.2 France
7.4.3 U.K.
7.4.4 Italy
7.4.5 Russia
7.4.6 Nordic
7.4.7 Rest of Europe

8 China
8.1 China E-sports Market Size (2015-2026)
8.2 China E-sports Market Size by Type (2015-2020)
8.3 China E-sports Market Size by Application (2015-2020)
8.4 China E-sports Market Size by Region (2015-2020)
8.4.1 China
8.4.2 Japan
8.4.3 South Korea
8.4.4 Southeast Asia
8.4.5 India
8.4.6 Australia
8.4.7 Rest of Asia-Pacific

9 Japan
9.1 Japan E-sports Market Size (2015-2026)
9.2 Japan E-sports Market Size by Type (2015-2020)
9.3 Japan E-sports Market Size by Application (2015-2020)
9.4 Japan E-sports Market Size by Country (2015-2020)
9.4.1 Mexico
9.4.2 Brazil

10 Southeast Asia
10.1 Southeast Asia E-sports Market Size (2015-2026)
10.2 Southeast Asia E-sports Market Size by Type (2015-2020)
10.3 Southeast Asia E-sports Market Size by Application (2015-2020)
10.4 Southeast Asia E-sports Market Size by Country (2015-2020)
10.4.1 Turkey
10.4.2 Saudi Arabia
10.4.3 UAE
10.4.4 Rest of Middle East & Africa

11 Key Players Profiles
11.1 YouTube Gaming
11.1.1 YouTube Gaming Company Details
11.1.2 YouTube Gaming Business Overview
11.1.3 YouTube Gaming E-sports Introduction
11.1.4 YouTube Gaming Revenue in E-sports Business (2015-2020))
11.1.5 YouTube Gaming Recent Development
11.2 Facebook
11.2.1 Facebook Company Details
11.2.2 Facebook Business Overview
11.2.3 Facebook E-sports Introduction
11.2.4 Facebook Revenue in E-sports Business (2015-2020)
11.2.5 Facebook Recent Development
11.3 Twitch
11.3.1 Twitch Company Details
11.3.2 Twitch Business Overview
11.3.3 Twitch E-sports Introduction
11.3.4 Twitch Revenue in E-sports Business (2015-2020)
11.3.5 Twitch Recent Development
11.4 Snapchat
11.4.1 Snapchat Company Details
11.4.2 Snapchat Business Overview
11.4.3 Snapchat E-sports Introduction
11.4.4 Snapchat Revenue in E-sports Business (2015-2020)
11.4.5 Snapchat Recent Development
11.5 TikTok
11.5.1 TikTok Company Details
11.5.2 TikTok Business Overview
11.5.3 TikTok E-sports Introduction
11.5.4 TikTok Revenue in E-sports Business (2015-2020)
11.5.5 TikTok Recent Development
11.6 Mixer
11.6.1 Mixer Company Details
11.6.2 Mixer Business Overview
11.6.3 Mixer E-sports Introduction
11.6.4 Mixer Revenue in E-sports Business (2015-2020)
11.6.5 Mixer Recent Development
11.7 ESL Play
11.7.1 ESL Play Company Details
11.7.2 ESL Play Business Overview
11.7.3 ESL Play E-sports Introduction
11.7.4 ESL Play Revenue in E-sports Business (2015-2020)
11.7.5 ESL Play Recent Development
11.8 Tencent
11.8.1 Tencent Company Details
11.8.2 Tencent Business Overview
11.8.3 Tencent E-sports Introduction
11.8.4 Tencent Revenue in E-sports Business (2015-2020)
11.8.5 Tencent Recent Development
11.9 NetEase
11.9.1 NetEase Company Details
11.9.2 NetEase Business Overview
11.9.3 NetEase E-sports Introduction
11.9.4 NetEase Revenue in E-sports Business (2015-2020)
11.9.5 NetEase Recent Development
11.10 bilibili
11.10.1 bilibili Company Details
11.10.2 bilibili Business Overview
11.10.3 bilibili E-sports Introduction
11.10.4 bilibili Revenue in E-sports Business (2015-2020)
11.10.5 bilibili Recent Development
11.11 Kwai
10.11.1 Kwai Company Details
10.11.2 Kwai Business Overview
10.11.3 Kwai E-sports Introduction
10.11.4 Kwai Revenue in E-sports Business (2015-2020)
10.11.5 Kwai Recent Development
11.12 Huomao
10.12.1 Huomao Company Details
10.12.2 Huomao Business Overview
10.12.3 Huomao E-sports Introduction
10.12.4 Huomao Revenue in E-sports Business (2015-2020)
10.12.5 Huomao Recent Development

12 Analyst's Viewpoints/Conclusions

13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
  • FORMAT: PDF
  • PUBLISHED DATE: Jan, 2021
  • NO OF PAGES: 125