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LPI (LP Information)' newest research report, the "E-sports Industry Forecast" looks at past sales and reviews total world E-sports sales in 2022, providing a comprehensive analysis by region and market sector of projected E-sports sales for 2023 through 2029. With E-sports sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world E-sports industry.
This Insight Report provides a comprehensive analysis of the global E-sports landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on E-sports portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms' unique position in an accelerating global E-sports market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for E-sports and breaks down the forecast by type, by application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global E-sports.
The global E-sports market size is projected to grow from US$ 1297.8 million in 2022 to US$ 3847.6 million in 2029; it is expected to grow at a CAGR of 16.8% from 2023 to 2029.
United States market for E-sports is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.
China market for E-sports is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.
Europe market for E-sports is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.
Global key E-sports players cover YouTube Gaming, Facebook, Twitch, Snapchat, TikTok, Mixer, ESL Play, Tencent and NetEase, etc. In terms of revenue, the global two largest companies occupied for a share nearly % in 2022.
This report presents a comprehensive overview, market shares, and growth opportunities of E-sports market by product type, application, key players and key regions and countries.
Market Segmentation:
Segmentation by type
- Online Competition
- Offline Competition
Segmentation by application
- Professional
- Amateur
This report also splits the market by region:
- Americas
- - United States
- - Canada
- - Mexico
- - Brazil
- APAC
- - China
- - Japan
- - Korea
- - Southeast Asia
- - India
- - Australia
- Europe
- - Germany
- - France
- - UK
- - Italy
- - Russia
- Middle East & Africa
- - Egypt
- - South Africa
- - Israel
- - Turkey
- - GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
- YouTube Gaming
- Twitch
- Snapchat
- TikTok
- Mixer
- ESL Play
- Tencent
- NetEase
- bilibili
- Kwai
- Huomao