The global E-sports market size was valued at USD 1365.1 million in 2023 and is forecast to a readjusted size of USD 3741.7 million by 2030 with a CAGR of 15.5% during review period.
This report includes an overview of the development of the E-sports industry chain, the market status of Professional (Online Competition, Offline Competition), Amateur (Online Competition, Offline Competition), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of E-sports.
Regionally, the report analyzes the E-sports markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global E-sports market, with robust domestic demand, supportive policies, and a strong manufacturing base.
Key Features:
The report presents comprehensive understanding of the E-sports market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the E-sports industry.
The report involves analyzing the market at a macro level:
麻豆原创 Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Online Competition, Offline Competition).
Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the E-sports market.
Regional Analysis: The report involves examining the E-sports market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.
麻豆原创 Projections: Report covers the gathered data and analysis to make future projections and forecasts for the E-sports market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.
The report also involves a more granular approach to E-sports:
Company Analysis: Report covers individual E-sports players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.
Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards E-sports This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Professional, Amateur).
Technology Analysis: Report covers specific technologies relevant to E-sports. It assesses the current state, advancements, and potential future developments in E-sports areas.
Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the E-sports market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.
麻豆原创 Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.
麻豆原创 Segmentation
E-sports market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.
麻豆原创 segment by Type
Online Competition
Offline Competition
麻豆原创 segment by Application
Professional
Amateur
麻豆原创 segment by players, this report covers
YouTube Gaming
Facebook
Twitch
Snapchat
TikTok
Mixer
ESL Play
Tencent
NetEase
bilibili
Kwai
Huomao
麻豆原创 segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe E-sports product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of E-sports, with revenue, gross margin and global market share of E-sports from 2019 to 2024.
Chapter 3, the E-sports competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and E-sports market forecast, by regions, type and application, with consumption value, from 2025 to 2030.
Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of E-sports.
Chapter 13, to describe E-sports research findings and conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 Hours) post payment.
1 麻豆原创 Overview
1.1 Product Overview and Scope of E-sports
1.2 麻豆原创 Estimation Caveats and Base Year
1.3 Classification of E-sports by Type
1.3.1 Overview: Global E-sports 麻豆原创 Size by Type: 2019 Versus 2023 Versus 2030
1.3.2 Global E-sports Consumption Value 麻豆原创 Share by Type in 2023
1.3.3 Online Competition
1.3.4 Offline Competition
1.4 Global E-sports 麻豆原创 by Application
1.4.1 Overview: Global E-sports 麻豆原创 Size by Application: 2019 Versus 2023 Versus 2030
1.4.2 Professional
1.4.3 Amateur
1.5 Global E-sports 麻豆原创 Size & Forecast
1.6 Global E-sports 麻豆原创 Size and Forecast by Region
1.6.1 Global E-sports 麻豆原创 Size by Region: 2019 VS 2023 VS 2030
1.6.2 Global E-sports 麻豆原创 Size by Region, (2019-2030)
1.6.3 North America E-sports 麻豆原创 Size and Prospect (2019-2030)
1.6.4 Europe E-sports 麻豆原创 Size and Prospect (2019-2030)
1.6.5 Asia-Pacific E-sports 麻豆原创 Size and Prospect (2019-2030)
1.6.6 South America E-sports 麻豆原创 Size and Prospect (2019-2030)
1.6.7 Middle East and Africa E-sports 麻豆原创 Size and Prospect (2019-2030)
2 Company Profiles
2.1 YouTube Gaming
2.1.1 YouTube Gaming Details
2.1.2 YouTube Gaming Major Business
2.1.3 YouTube Gaming E-sports Product and Solutions
2.1.4 YouTube Gaming E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.1.5 YouTube Gaming Recent Developments and Future Plans
2.2 Facebook
2.2.1 Facebook Details
2.2.2 Facebook Major Business
2.2.3 Facebook E-sports Product and Solutions
2.2.4 Facebook E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.2.5 Facebook Recent Developments and Future Plans
2.3 Twitch
2.3.1 Twitch Details
2.3.2 Twitch Major Business
2.3.3 Twitch E-sports Product and Solutions
2.3.4 Twitch E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.3.5 Twitch Recent Developments and Future Plans
2.4 Snapchat
2.4.1 Snapchat Details
2.4.2 Snapchat Major Business
2.4.3 Snapchat E-sports Product and Solutions
2.4.4 Snapchat E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.4.5 Snapchat Recent Developments and Future Plans
2.5 TikTok
2.5.1 TikTok Details
2.5.2 TikTok Major Business
2.5.3 TikTok E-sports Product and Solutions
2.5.4 TikTok E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.5.5 TikTok Recent Developments and Future Plans
2.6 Mixer
2.6.1 Mixer Details
2.6.2 Mixer Major Business
2.6.3 Mixer E-sports Product and Solutions
2.6.4 Mixer E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.6.5 Mixer Recent Developments and Future Plans
2.7 ESL Play
2.7.1 ESL Play Details
2.7.2 ESL Play Major Business
2.7.3 ESL Play E-sports Product and Solutions
2.7.4 ESL Play E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.7.5 ESL Play Recent Developments and Future Plans
2.8 Tencent
2.8.1 Tencent Details
2.8.2 Tencent Major Business
2.8.3 Tencent E-sports Product and Solutions
2.8.4 Tencent E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.8.5 Tencent Recent Developments and Future Plans
2.9 NetEase
2.9.1 NetEase Details
2.9.2 NetEase Major Business
2.9.3 NetEase E-sports Product and Solutions
2.9.4 NetEase E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.9.5 NetEase Recent Developments and Future Plans
2.10 bilibili
2.10.1 bilibili Details
2.10.2 bilibili Major Business
2.10.3 bilibili E-sports Product and Solutions
2.10.4 bilibili E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.10.5 bilibili Recent Developments and Future Plans
2.11 Kwai
2.11.1 Kwai Details
2.11.2 Kwai Major Business
2.11.3 Kwai E-sports Product and Solutions
2.11.4 Kwai E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.11.5 Kwai Recent Developments and Future Plans
2.12 Huomao
2.12.1 Huomao Details
2.12.2 Huomao Major Business
2.12.3 Huomao E-sports Product and Solutions
2.12.4 Huomao E-sports Revenue, Gross Margin and 麻豆原创 Share (2019-2024)
2.12.5 Huomao Recent Developments and Future Plans
3 麻豆原创 Competition, by Players
3.1 Global E-sports Revenue and Share by Players (2019-2024)
3.2 麻豆原创 Share Analysis (2023)
3.2.1 麻豆原创 Share of E-sports by Company Revenue
3.2.2 Top 3 E-sports Players 麻豆原创 Share in 2023
3.2.3 Top 6 E-sports Players 麻豆原创 Share in 2023
3.3 E-sports 麻豆原创: Overall Company Footprint Analysis
3.3.1 E-sports 麻豆原创: Region Footprint
3.3.2 E-sports 麻豆原创: Company Product Type Footprint
3.3.3 E-sports 麻豆原创: Company Product Application Footprint
3.4 New 麻豆原创 Entrants and Barriers to 麻豆原创 Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations
4 麻豆原创 Size Segment by Type
4.1 Global E-sports Consumption Value and 麻豆原创 Share by Type (2019-2024)
4.2 Global E-sports 麻豆原创 Forecast by Type (2025-2030)
5 麻豆原创 Size Segment by Application
5.1 Global E-sports Consumption Value 麻豆原创 Share by Application (2019-2024)
5.2 Global E-sports 麻豆原创 Forecast by Application (2025-2030)
6 North America
6.1 North America E-sports Consumption Value by Type (2019-2030)
6.2 North America E-sports Consumption Value by Application (2019-2030)
6.3 North America E-sports 麻豆原创 Size by Country
6.3.1 North America E-sports Consumption Value by Country (2019-2030)
6.3.2 United States E-sports 麻豆原创 Size and Forecast (2019-2030)
6.3.3 Canada E-sports 麻豆原创 Size and Forecast (2019-2030)
6.3.4 Mexico E-sports 麻豆原创 Size and Forecast (2019-2030)
7 Europe
7.1 Europe E-sports Consumption Value by Type (2019-2030)
7.2 Europe E-sports Consumption Value by Application (2019-2030)
7.3 Europe E-sports 麻豆原创 Size by Country
7.3.1 Europe E-sports Consumption Value by Country (2019-2030)
7.3.2 Germany E-sports 麻豆原创 Size and Forecast (2019-2030)
7.3.3 France E-sports 麻豆原创 Size and Forecast (2019-2030)
7.3.4 United Kingdom E-sports 麻豆原创 Size and Forecast (2019-2030)
7.3.5 Russia E-sports 麻豆原创 Size and Forecast (2019-2030)
7.3.6 Italy E-sports 麻豆原创 Size and Forecast (2019-2030)
8 Asia-Pacific
8.1 Asia-Pacific E-sports Consumption Value by Type (2019-2030)
8.2 Asia-Pacific E-sports Consumption Value by Application (2019-2030)
8.3 Asia-Pacific E-sports 麻豆原创 Size by Region
8.3.1 Asia-Pacific E-sports Consumption Value by Region (2019-2030)
8.3.2 China E-sports 麻豆原创 Size and Forecast (2019-2030)
8.3.3 Japan E-sports 麻豆原创 Size and Forecast (2019-2030)
8.3.4 South Korea E-sports 麻豆原创 Size and Forecast (2019-2030)
8.3.5 India E-sports 麻豆原创 Size and Forecast (2019-2030)
8.3.6 Southeast Asia E-sports 麻豆原创 Size and Forecast (2019-2030)
8.3.7 Australia E-sports 麻豆原创 Size and Forecast (2019-2030)
9 South America
9.1 South America E-sports Consumption Value by Type (2019-2030)
9.2 South America E-sports Consumption Value by Application (2019-2030)
9.3 South America E-sports 麻豆原创 Size by Country
9.3.1 South America E-sports Consumption Value by Country (2019-2030)
9.3.2 Brazil E-sports 麻豆原创 Size and Forecast (2019-2030)
9.3.3 Argentina E-sports 麻豆原创 Size and Forecast (2019-2030)
10 Middle East & Africa
10.1 Middle East & Africa E-sports Consumption Value by Type (2019-2030)
10.2 Middle East & Africa E-sports Consumption Value by Application (2019-2030)
10.3 Middle East & Africa E-sports 麻豆原创 Size by Country
10.3.1 Middle East & Africa E-sports Consumption Value by Country (2019-2030)
10.3.2 Turkey E-sports 麻豆原创 Size and Forecast (2019-2030)
10.3.3 Saudi Arabia E-sports 麻豆原创 Size and Forecast (2019-2030)
10.3.4 UAE E-sports 麻豆原创 Size and Forecast (2019-2030)
11 麻豆原创 Dynamics
11.1 E-sports 麻豆原创 Drivers
11.2 E-sports 麻豆原创 Restraints
11.3 E-sports Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry
12 Industry Chain Analysis
12.1 E-sports Industry Chain
12.2 E-sports Upstream Analysis
12.3 E-sports Midstream Analysis
12.4 E-sports Downstream Analysis
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
YouTube Gaming
Facebook
Twitch
Snapchat
TikTok
Mixer
ESL Play
Tencent
NetEase
bilibili
Kwai
Huomao
听
听
*If Applicable.