Global E-sports Industry Research Report, Growth Trends and Competitive Analysis 2022-2028

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Date: 23-Sep-2022
No. of pages: 113
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Report Scope

This latest report researches the industry structure, revenue and gross margin. Major players' headquarters, market shares, industry ranking and profiles are presented. The primary and secondary research is done in order to access up-to-date government regulations, market information and industry data. Data were collected from the E-sports companies, distributors, end users, industry associations, governments' industry bureaus, industry publications, industry experts, third party database, and our in-house databases.

This report also includes a discussion of the major players across each regional E-sports market. Further, it explains the major drivers and regional dynamics of the global E-sports market and current trends within the industry.

Key Companies Covered

In this section of the report, the researchers have done a comprehensive analysis of the prominent players operating and the strategies they are focusing on to combat the intense competition. Company profiles and market share analysis of the prominent players are also provided in this section. Additionally, the specialists have done an all-encompassing analysis of each player. They have also provided reliable revenue, market share and rank data of the companies for the period 2017-2022. With the assistance of this report, key players, stakeholders, and other participants will be able to stay abreast of the recent and upcoming developments in the business, further enabling them to make efficient choices. Mentioned below are the prime players taken into account in this research report:

- YouTube Gaming

- Facebook

- Twitch

- Snapchat

- TikTok

- Mixer

- ESL Play

- Tencent

- NetEase

- bilibili

- Kwai

- Huomao

Market Segments

This report has explored the key segments: by Type and by Application. The lucrativeness and growth potential have been looked into by the industry experts in this report. This report also provides revenue forecast data by type and by application segments based on value for the period 2017-2028.

E-sports Segment by Type

- Online Competition

- Offline Competition

E-sports Segment by Application

- Professional

- Amateur

Key Regions & Countries

This section of the report provides key insights regarding various regions and the key players operating in each region. Economic, social, environmental, technological, and political factors have been taken into consideration while assessing the growth of the particular region/country. The readers will also get their hands on the value data of each region and country for the period 2017-2028.

- North America

- - United States

- - Canada

- Europe

- - Germany

- - France

- - UK

- - Italy

- - Russia

- - Nordic Countries

- - Rest of Europe

- Asia-Pacific

- - China

- - Japan

- - South Korea

- - Southeast Asia

- - India

- - Australia

- - Rest of Asia

- Latin America

- - Mexico

- - Brazil

- - Rest of Latin America

- Middle East & Africa

- - Turkey

- - Saudi Arabia

- - UAE

- - Rest of MEA

Key Drivers & Barriers

High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.

COVID-19 and Russia-Ukraine War Influence Analysis

The readers in the section will understand how the E-sports market scenario changed across the globe during the pandemic, post-pandemic and Russia-Ukraine War. The study is done keeping in view the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management, export and import, and production. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come.

Report Includes:

This report presents an overview of global market for E-sports market size. Analyses of the global market trends, with historic market revenue data for 2017 - 2021, estimates for 2022, and projections of CAGR through 2028.

This report researches the key producers of E-sports, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for E-sports, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the E-sports revenue, market share and industry ranking of main companies, data from 2017 to 2022. Identification of the major stakeholders in the global E-sports market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by type and by application, revenue, and growth rate, from 2017 to 2028. Evaluation and forecast the market size for E-sports revenue, projected growth trends, production technology, application and end-user industry.

Descriptive company profiles of the major global players, including YouTube Gaming, Facebook, Twitch, Snapchat, TikTok, Mixer, ESL Play, Tencent and NetEase, etc.

Global E-sports Industry Research Report, Growth Trends and Competitive Analysis 2022-2028

Table of Contents
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: 2017 VS 2021 VS 2028
1.2.2 Online Competition
1.2.3 Offline Competition
1.3 Market by Application
1.3.1 Global E-sports Market Growth Rate by Application: 2017 VS 2021 VS 2028
1.3.2 Professional
1.3.3 Amateur
1.4 Study Objectives
1.5 Years Considered
2 Market Perspective
2.1 Global E-sports Market Size (2017-2028)
2.2 E-sports Market Size across Key Geographies Worldwide: 2017 VS 2021 VS 2028
2.3 Global E-sports Market Size by Region (2017-2022)
2.4 Global E-sports Market Size Forecast by Region (2023-2028)
2.5 Global Top E-sports Countries Ranking by Market Size
3 E-sports Competitive by Company
3.1 Global E-sports Revenue by Players
3.1.1 Global E-sports Revenue by Players (2017-2022)
3.1.2 Global E-sports Market Share by Players (2017-2022)
3.2 Global E-sports Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Company 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 2021
3.5 Global E-sports Key Players Head office and 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 Global E-sports Breakdown Data by Type
4.1 Global E-sports Historic Revenue by Type (2017-2022)
4.2 Global E-sports Forecasted Revenue by Type (2023-2028)
5 Global E-sports Breakdown Data by Application
5.1 Global E-sports Historic Market Size by Application (2017-2022)
5.2 Global E-sports Forecasted Market Size by Application (2023-2028)
6 North America
6.1 North America E-sports Revenue by Company (2020-2022)
6.2 North America E-sports Revenue by Type (2017-2028)
6.3 North America E-sports Revenue by Application (2017-2028)
6.4 North America E-sports Revenue by Country (2017-2028)
6.4.1 U.S.
6.4.2 Canada
7 Europe
7.1 Europe E-sports Revenue by Company (2020-2022)
7.2 Europe E-sports Revenue by Type (2017-2028)
7.3 Europe E-sports Revenue by Application (2017-2028)
7.4 Europe E-sports Revenue by Country (2017-2028)
7.4.1 Germany
7.4.2 France
7.4.3 U.K.
7.4.4 Italy
7.4.5 Russia
8 Asia Pacific
8.1 Asia Pacific E-sports Revenue by Company (2020-2022)
8.2 Asia Pacific E-sports Revenue by Type (2017-2028)
8.3 Asia Pacific E-sports Revenue by Application (2017-2028)
8.4 Asia Pacific E-sports Revenue by Region (2017-2028)
8.4.1 China
8.4.2 Japan
8.4.3 South Korea
8.4.4 India
8.4.5 Australia
8.4.6 Taiwan
8.4.7 Indonesia
8.4.8 Thailand
8.4.9 Malaysia
8.4.10 Philippines
8.4.11 Vietnam
9 Latin America
9.1 Latin America E-sports Revenue by Company (2020-2022)
9.2 Latin America E-sports Revenue by Type (2017-2028)
9.3 Latin America E-sports Revenue by Application (2017-2028)
9.4 Latin America E-sports Revenue by Country (2017-2028)
9.4.1 Mexico
9.4.2 Brazil
9.4.3 Argentina
10 Middle East and Africa
10.1 Middle East and Africa E-sports Revenue by Company (2020-2022)
10.2 Middle East and Africa E-sports Revenue by Type (2017-2028)
10.3 Middle East and Africa E-sports Revenue by Application (2017-2028)
10.4 Middle East and Africa E-sports Revenue by Country (2017-2028)
10.4.1 Turkey
10.4.2 Saudi Arabia
10.4.3 UAE
11 Company 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 Products and Services
11.1.4 YouTube Gaming E-sports Revenue in E-sports Business (2017-2022)
11.1.5 YouTube Gaming E-sports SWOT Analysis
11.1.6 YouTube Gaming Recent Developments
11.2 Facebook
11.2.1 Facebook Company Details
11.2.2 Facebook Business Overview
11.2.3 Facebook E-sports Products and Services
11.2.4 Facebook E-sports Revenue in E-sports Business (2017-2022)
11.2.5 Facebook E-sports SWOT Analysis
11.2.6 Facebook Recent Developments
11.3 Twitch
11.3.1 Twitch Company Details
11.3.2 Twitch Business Overview
11.3.3 Twitch E-sports Products and Services
11.3.4 Twitch E-sports Revenue in E-sports Business (2017-2022)
11.3.5 Twitch E-sports SWOT Analysis
11.3.6 Twitch Recent Developments
11.4 Snapchat
11.4.1 Snapchat Company Details
11.4.2 Snapchat Business Overview
11.4.3 Snapchat E-sports Products and Services
11.4.4 Snapchat E-sports Revenue in E-sports Business (2017-2022)
11.4.5 Snapchat E-sports SWOT Analysis
11.4.6 Snapchat Recent Developments
11.5 TikTok
11.5.1 TikTok Company Details
11.5.2 TikTok Business Overview
11.5.3 TikTok E-sports Products and Services
11.5.4 TikTok E-sports Revenue in E-sports Business (2017-2022)
11.5.5 TikTok E-sports SWOT Analysis
11.5.6 TikTok Recent Developments
11.6 Mixer
11.6.1 Mixer Company Details
11.6.2 Mixer Business Overview
11.6.3 Mixer E-sports Products and Services
11.6.4 Mixer E-sports Revenue in E-sports Business (2017-2022)
11.6.5 Mixer E-sports SWOT Analysis
11.6.6 Mixer Recent Developments
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 Products and Services
11.7.4 ESL Play E-sports Revenue in E-sports Business (2017-2022)
11.7.5 ESL Play E-sports SWOT Analysis
11.7.6 ESL Play Recent Developments
11.8 Tencent
11.8.1 Tencent Company Details
11.8.2 Tencent Business Overview
11.8.3 Tencent E-sports Products and Services
11.8.4 Tencent E-sports Revenue in E-sports Business (2017-2022)
11.8.5 Tencent E-sports SWOT Analysis
11.8.6 Tencent Recent Developments
11.9 NetEase
11.9.1 NetEase Company Details
11.9.2 NetEase Business Overview
11.9.3 NetEase E-sports Products and Services
11.9.4 NetEase E-sports Revenue in E-sports Business (2017-2022)
11.9.5 NetEase E-sports SWOT Analysis
11.9.6 NetEase Recent Developments
11.10 bilibili
11.10.1 bilibili Company Details
11.10.2 bilibili Business Overview
11.10.3 bilibili E-sports Products and Services
11.10.4 bilibili E-sports Revenue in E-sports Business (2017-2022)
11.10.5 bilibili E-sports SWOT Analysis
11.10.6 bilibili Recent Developments
11.11 Kwai
11.11.1 Kwai Company Details
11.11.2 Kwai Business Overview
11.11.3 Kwai E-sports Products and Services
11.11.4 Kwai E-sports Revenue in E-sports Business (2017-2022)
11.11.5 Kwai Recent Developments
11.12 Huomao
11.12.1 Huomao Company Details
11.12.2 Huomao Business Overview
11.12.3 Huomao E-sports Products and Services
11.12.4 Huomao E-sports Revenue in E-sports Business (2017-2022)
11.12.5 Huomao Recent Developments
12 E-sports Market Dynamics
12.1 E-sports Market Trends
12.2 E-sports Market Drivers
12.3 E-sports Market Challenges
12.4 E-sports Market Restraints
13 Research Findings and Conclusion
14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.2 Data Source
14.2 Author Details
List of Tables
Table 1. Global E-sports Market Size Growth Rate by Type (US$ Million), 2017 VS 2021 VS 2028
Table 2. Key Players of Online Competition
Table 3. Key Players of Offline Competition
Table 4. Global E-sports Market Size Growth Rate by Application (US$ Million), 2017 VS 2021 VS 2028
Table 5. Global E-sports Market Size (US$ Million) by Region: 2017 VS 2021 VS 2028
Table 6. Global E-sports Revenue by Region (2017-2022) & (US$ Million)
Table 7. Global E-sports Revenue Market Share by Region (2017-2022)
Table 8. Global E-sports Revenue by Players (2017-2022) & (US$ Million)
Table 9. Global E-sports Market Share by Players (2017-2022)
Table 10. Global Top E-sports Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in E-sports as of 2021)
Table 11. Ranking of Global Top E-sports Companies by Revenue (US$ Million) in 2021
Table 12. Global 5 Largest Players Market Share by E-sports Revenue (CR5 and HHI) & (2017-2022)
Table 13. Key Players Headquarters and Area Served
Table 14. Key Players E-sports Product Solution and Service
Table 15. Date of Key Manufacturers Enter into E-sports Market
Table 16. Mergers & Acquisitions, Expansion Plans
Table 17. Global E-sports Market Size by Type (2017-2022) & (US$ Million)
Table 18. Global E-sports Revenue Market Share by Type (2017-2022)
Table 19. Global E-sports Forecasted Market Size by Type (2023-2028) & (US$ Million)
Table 20. Global E-sports Revenue Market Share by Type (2023-2028)
Table 21. Global E-sports Market Size by Application (2017-2022) & (US$ Million)
Table 22. Global E-sports Revenue Market Share by Application (2017-2022)
Table 23. Global E-sports Forecasted Market Size by Application (2023-2028) & (US$ Million)
Table 24. Global E-sports Revenue Market Share by Application (2023-2028)
Table 25. North America E-sports Revenue by Company (2020-2022) & (US$ Million)
Table 26. North America E-sports Revenue by Type (2017-2022) & (US$ Million)
Table 27. North America E-sports Revenue by Type (2023-2028) & (US$ Million)
Table 28. North America E-sports Revenue by Application (2017-2022) & (US$ Million)
Table 29. North America E-sports Revenue by Application (2023-2028) & (US$ Million)
Table 30. North America E-sports Revenue by Country (2017-2022) & (US$ Million)
Table 31. North America E-sports Revenue by Country (2023-2028) & (US$ Million)
Table 32. Europe E-sports Revenue by Company (2020-2022) & (US$ Million)
Table 33. Europe E-sports Revenue by Type (2017-2022) & (US$ Million)
Table 34. Europe E-sports Revenue by Type (2023-2028) & (US$ Million)
Table 35. Europe E-sports Revenue by Application (2017-2022) & (US$ Million)
Table 36. Europe E-sports Revenue by Application (2023-2028) & (US$ Million)
Table 37. Europe E-sports Revenue by Country (2017-2022) & (US$ Million)
Table 38. Europe E-sports Revenue by Country (2023-2028) & (US$ Million)
Table 39. Asia Pacific E-sports Revenue by Company (2020-2022) & (US$ Million)
Table 40. Asia Pacific E-sports Revenue by Type (2017-2022) & (US$ Million)
Table 41. Asia Pacific E-sports Revenue by Type (2023-2028) & (US$ Million)
Table 42. Asia Pacific E-sports Revenue by Application (2017-2022) & (US$ Million)
Table 43. Asia Pacific E-sports Revenue by Application (2023-2028) & (US$ Million)
Table 44. Asia Pacific E-sports Revenue by Region (2017-2022) & (US$ Million)
Table 45. Asia Pacific E-sports Revenue by Region (2023-2028) & (US$ Million)
Table 46. Latin America E-sports Revenue by Company (2020-2022) & (US$ Million)
Table 47. Latin America E-sports Revenue by Type (2017-2022) & (US$ Million)
Table 48. Latin America E-sports Revenue by Type (2023-2028) & (US$ Million)
Table 49. Latin America E-sports Revenue by Application (2017-2022) & (US$ Million)
Table 50. Latin America E-sports Revenue by Application (2023-2028) & (US$ Million)
Table 51. Latin America E-sports Revenue by Country (2017-2022) & (US$ Million)
Table 52. Latin America E-sports Revenue by Country (2023-2028) & (US$ Million)
Table 53. Middle East and Africa E-sports Revenue by Company (2020-2022) & (US$ Million)
Table 54. Middle East and Africa E-sports Revenue by Type (2017-2022) & (US$ Million)
Table 55. Middle East and Africa E-sports Revenue by Type (2023-2028) & (US$ Million)
Table 56. Middle East and Africa E-sports Revenue by Application (2017-2022) & (US$ Million)
Table 57. Middle East and Africa E-sports Revenue by Application (2023-2028) & (US$ Million)
Table 58. Middle East and Africa E-sports Revenue by Country (2017-2022) & (US$ Million)
Table 59. Middle East and Africa E-sports Revenue by Country (2023-2028) & (US$ Million)
Table 60. YouTube Gaming Company Details
Table 61. YouTube Gaming Business Overview
Table 62. YouTube Gaming E-sports Product and Services
Table 63. YouTube Gaming E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 64. YouTube Gaming E-sports SWOT Analysis
Table 65. YouTube Gaming Recent Developments
Table 66. Facebook Company Details
Table 67. Facebook Business Overview
Table 68. Facebook E-sports Product and Services
Table 69. Facebook E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 70. Facebook E-sports SWOT Analysis
Table 71. Facebook Recent Developments
Table 72. Twitch Company Details
Table 73. Twitch Business Overview
Table 74. Twitch E-sports Product and Services
Table 75. Twitch E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 76. Twitch E-sports SWOT Analysis
Table 77. Twitch Recent Developments
Table 78. Snapchat Company Details
Table 79. Snapchat Business Overview
Table 80. Snapchat E-sports Product and Services
Table 81. Snapchat E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 82. Snapchat E-sports SWOT Analysis
Table 83. Snapchat Recent Developments
Table 84. TikTok Company Details
Table 85. TikTok Business Overview
Table 86. TikTok E-sports Product and Services
Table 87. TikTok E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 88. TikTok E-sports SWOT Analysis
Table 89. TikTok Recent Developments
Table 90. Mixer Company Details
Table 91. Mixer Business Overview
Table 92. Mixer E-sports Product and Services
Table 93. Mixer E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 94. Mixer E-sports SWOT Analysis
Table 95. Mixer Recent Developments
Table 96. ESL Play Company Details
Table 97. ESL Play Business Overview
Table 98. ESL Play E-sports Product and Services
Table 99. ESL Play E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 100. ESL Play E-sports SWOT Analysis
Table 101. ESL Play Recent Developments
Table 102. Tencent Company Details
Table 103. Tencent Business Overview
Table 104. Tencent E-sports Product and Services
Table 105. Tencent E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 106. Tencent E-sports SWOT Analysis
Table 107. Tencent Recent Developments
Table 108. NetEase Company Details
Table 109. NetEase Business Overview
Table 110. NetEase E-sports Product and Services
Table 111. NetEase E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 112. NetEase E-sports SWOT Analysis
Table 113. NetEase Recent Developments
Table 114. bilibili Company Details
Table 115. bilibili Business Overview
Table 116. bilibili E-sports Product and Services
Table 117. bilibili E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 118. bilibili E-sports SWOT Analysis
Table 119. bilibili Recent Developments
Table 120. Kwai Company Details
Table 121. Kwai Business Overview
Table 122. Kwai E-sports Product and Services
Table 123. Kwai E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 124. Kwai Recent Developments
Table 125. Huomao Company Details
Table 126. Huomao Business Overview
Table 127. Huomao E-sports Product and Services
Table 128. Huomao E-sports Revenue in E-sports Business (2017-2022) & (US$ Million)
Table 129. Huomao Recent Developments
Table 130. E-sports Market Trends
Table 131. E-sports Market Drivers
Table 132. E-sports Market Challenges
Table 133. E-sports Market Restraints
Table 134. Research Programs/Design for This Report
Table 135. Key Data Information from Secondary Sources
Table 136. Key Data Information from Primary Sources
List of Figures
Figure 1. Global E-sports Sales Market Share by Type: 2021 VS 2028
Figure 2. Online Competition Features
Figure 3. Offline Competition Features
Figure 4. Global E-sports Sales Market Share by Application: 2021 VS 2028
Figure 5. Professional Case Studies
Figure 6. Amateur Case Studies
Figure 7. E-sports Report Years Considered
Figure 8. Global E-sports Revenue, (US$ Million), 2017 VS 2021 VS 2028
Figure 9. Global E-sports Market Size 2017-2028 (US$ Million)
Figure 10. Global E-sports Market Size Market Share by Region: 2021 VS 2028
Figure 11. Global E-sports Revenue Market Share by Region in 2017 VS 2022
Figure 12. Global Top 10 E-sports Countries Ranking by Market Size (US$ Million) in 2021
Figure 13. Global E-sports Market Share by Players in 2021
Figure 14. Global Top E-sports Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in E-sports as of 2021)
Figure 15. The Top 10 and 5 Players Market Share by E-sports Revenue in 2021
Figure 16. North America E-sports Revenue Market Share by Company in 2021
Figure 17. North America E-sports Revenue Market Share by Type (2017-2028)
Figure 18. North America E-sports Revenue Market Share by Application (2017-2028)
Figure 19. North America E-sports Revenue Share by Country (2017-2028)
Figure 20. U.S. E-sports Revenue (2017-2028) & (US$ Million)
Figure 21. Canada E-sports Revenue (2017-2028) & (US$ Million)
Figure 22. Europe E-sports Revenue Market Share by Company in 2021
Figure 23. Europe E-sports Revenue Market Share by Type (2017-2028)
Figure 24. Europe E-sports Revenue Market Share by Application (2017-2028)
Figure 25. Europe E-sports Revenue Share by Country (2017-2028)
Figure 26. Germany E-sports Revenue (2017-2028) & (US$ Million)
Figure 27. France E-sports Revenue (2017-2028) & (US$ Million)
Figure 28. U.K. E-sports Revenue (2017-2028) & (US$ Million)
Figure 29. Italy E-sports Revenue (2017-2028) & (US$ Million)
Figure 30. Russia E-sports Revenue (2017-2028) & (US$ Million)
Figure 31. Asia Pacific E-sports Revenue Market Share by Company in 2021
Figure 32. Asia Pacific E-sports Revenue Market Share by Type (2017-2028)
Figure 33. Asia Pacific E-sports Revenue Market Share by Application (2017-2028)
Figure 34. Asia Pacific E-sports Revenue Share by Region (2017-2028)
Figure 35. China E-sports Revenue (2017-2028) & (US$ Million)
Figure 36. Japan E-sports Revenue (2017-2028) & (US$ Million)
Figure 37. South Korea E-sports Revenue (2017-2028) & (US$ Million)
Figure 38. India E-sports Revenue (2017-2028) & (US$ Million)
Figure 39. Australia E-sports Revenue (2017-2028) & (US$ Million)
Figure 40. Taiwan E-sports Revenue (2017-2028) & (US$ Million)
Figure 41. Indonesia E-sports Revenue (2017-2028) & (US$ Million)
Figure 42. Thailand E-sports Revenue (2017-2028) & (US$ Million)
Figure 43. Malaysia E-sports Revenue (2017-2028) & (US$ Million)
Figure 44. Philippines E-sports Revenue (2017-2028) & (US$ Million)
Figure 45. Vietnam E-sports Revenue (2017-2028) & (US$ Million)
Figure 46. Latin America E-sports Revenue Market Share by Company in 2021
Figure 47. Latin America E-sports Revenue Market Share by Type (2017-2028)
Figure 48. Latin America E-sports Revenue Market Share by Application (2017-2028)
Figure 49. Latin America E-sports Revenue Share by Country (2017-2028)
Figure 50. Mexico E-sports Revenue (2017-2028) & (US$ Million)
Figure 51. Brazil E-sports Revenue (2017-2028) & (US$ Million)
Figure 52. Argentina E-sports Revenue (2017-2028) & (US$ Million)
Figure 53. Middle East and Africa E-sports Revenue Market Share by Company in 2021
Figure 54. Middle East and Africa E-sports Revenue Market Share by Type (2017-2028)
Figure 55. Middle East and Africa E-sports Revenue Market Share by Application (2017-2028)
Figure 56. Middle East and Africa E-sports Revenue Share by Country (2017-2028)
Figure 57. Turkey E-sports Revenue (2017-2028) & (US$ Million)
Figure 58. Saudi Arabia E-sports Revenue (2017-2028) & (US$ Million)
Figure 59. UAE E-sports Revenue (2017-2028) & (US$ Million)
Figure 60. YouTube Gaming Revenue Growth Rate in E-sports Business (2017-2022)
Figure 61. Facebook Revenue Growth Rate in E-sports Business (2017-2022)
Figure 62. Twitch Revenue Growth Rate in E-sports Business (2017-2022)
Figure 63. Snapchat Revenue Growth Rate in E-sports Business (2017-2022)
Figure 64. TikTok Revenue Growth Rate in E-sports Business (2017-2022)
Figure 65. Mixer Revenue Growth Rate in E-sports Business (2017-2022)
Figure 66. ESL Play Revenue Growth Rate in E-sports Business (2017-2022)
Figure 67. Tencent Revenue Growth Rate in E-sports Business (2017-2022)
Figure 68. NetEase Revenue Growth Rate in E-sports Business (2017-2022)
Figure 69. bilibili Revenue Growth Rate in E-sports Business (2017-2022)
Figure 70. Kwai Revenue Growth Rate in E-sports Business (2017-2022)
Figure 71. Huomao Revenue Growth Rate in E-sports Business (2017-2022)
Figure 72. Bottom-up and Top-down Approaches for This Report
Figure 73. Data Triangulation
Figure 74. Key Executives Interviewed
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  • Global Gaming Simulators Market Growth (Status and Outlook) 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 93
    According to our LPI (LP Information) latest study, the global Gaming Simulators market size was valued at US$ million in 2023. With growing demand in downstream market, the Gaming Simulators is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during review period. The research report highlights the growth potential of the global Gaming Simulators market. Gaming Simulators are expected to show stable growth in the future market. However, product differentiation, reduc......
  • Global Serious Games Market Research Report 2024
    Published: 04-Jan-2024        Price: US 2900 Onwards        Pages: 81
    The Serious Games market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Serious Games market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided. For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key co......
  • Global Gaming Headset Market Growth 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 157
    According to our LPI (LP Information) latest study, the global Gaming Headset market size was valued at US$ 2120 million in 2023. With growing demand in downstream market, the Gaming Headset is forecast to a readjusted size of US$ 3581.8 million by 2030 with a CAGR of 7.8% during review period. The research report highlights the growth potential of the global Gaming Headset market. Gaming Headset are expected to show stable growth in the future market. However, product differentiation, r......
  • Global Cloud Gaming Market Growth (Status and Outlook) 2024-2030
    Published: 04-Jan-2024        Price: US 3660 Onwards        Pages: 124
    According to our LPI (LP Information) latest study, the global Cloud Gaming market size was valued at US$ 184.9 million in 2023. With growing demand in downstream market, the Cloud Gaming is forecast to a readjusted size of US$ 1651.2 million by 2030 with a CAGR of 36.7% during review period. The research report highlights the growth potential of the global Cloud Gaming market. Cloud Gaming are expected to show stable growth in the future market. However, product differentiation, reducin......
  • Global Console Game Industry Research Report, In-depth Analysis of Current Status and Outlook of Key Countries 2023-2028
    Published: 02-Jan-2024        Price: US 3380 Onwards        Pages: 112
    Market Overview of Global Console Game market: According to our latest research, the global Console Game market looks promising in the next 5 years. As of 2022, the global Console Game market was estimated at USD XX million, and it's anticipated to reach USD XX million in 2028, with a CAGR of XX% during the forecast years. This report covers a research time span from 2018 to 2028, and presents a deep and comprehensive analysis of the global Console Game market, with a systema......
  • Global Cloud Gaming Market 2024 by Company, Regions, Type and Application, Forecast to 2030
    Published: 01-Jan-2024        Price: US 3480 Onwards        Pages: 127
    According to our (Global Info Research) latest study, the global Cloud Gaming market size was valued at USD 194.5 million in 2023 and is forecast to a readjusted size of USD 1499 million by 2030 with a CAGR of 33.9% during review period. Since the rapid growth of the cloud computing, data collection and information sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of inform......
  • Global TV Gaming Market Status and Outlook 2023-2028
    Published: 26-Dec-2023        Price: US 3160 Onwards        Pages: 121
    Our market research experts provide qualitative and quantitative analysis of the market based on involving economic and non-economic factors in the same report with market value (million USD) data for each segment and sub-segment. This way, clients can achieve all their goals while taking advantage of emerging opportunities. Technological advancements, new product launches, and market capital flows are compared across scenarios to demonstrate their impact over the forecast period. D......
  • Global Mmo Games Industry Research Report, In-depth Analysis of Current Status and Outlook of Key Countries 2023-2028
    Published: 21-Dec-2023        Price: US 3380 Onwards        Pages: 123
    Market Overview of Global Mmo Games market: According to our latest research, the global Mmo Games market looks promising in the next 5 years. As of 2022, the global Mmo Games market was estimated at USD XX million, and it's anticipated to reach USD XX million in 2028, with a CAGR of XX% during the forecast years. This report covers a research time span from 2018 to 2028, and presents a deep and comprehensive analysis of the global Mmo Games market, with a systematical descri......
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