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E-sports-Global Market Insights and Sales Trends 2025

E-sports-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1837153

No of Pages : 101

Synopsis
The global E-sports market size is expected to reach US$ 3860.3 million by 2029, growing at a CAGR of 16.2% from 2023 to 2029. The market is mainly driven by the significant applications of E-sports in various end use industries. The expanding demands from the Professional and Amateur, are propelling E-sports market. Online Competition, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Offline Competition segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for E-sports market, driven by demand from China, the second largest economy with some signs of stabilising, the E-sports market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for E-sports, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global E-sports market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global E-sports market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, E-sports sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of E-sports covered in this report include YouTube Gaming, Facebook, Twitch, Snapchat, TikTok, Mixer, ESL Play, Tencent and NetEase, etc.
The global E-sports market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
YouTube Gaming
Facebook
Twitch
Snapchat
TikTok
Mixer
ESL Play
Tencent
NetEase
bilibili
Kwai
Huomao
Global E-sports market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global E-sports market, Segment by Type:
Online Competition
Offline Competition
Global E-sports market, by Application
Professional
Amateur
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of E-sports companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of E-sports
1.1 E-sports Market Overview
1.1.1 E-sports Product Scope
1.1.2 E-sports Market Status and Outlook
1.2 Global E-sports Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global E-sports Market Size by Region (2018-2029)
1.4 Global E-sports Historic Market Size by Region (2018-2023)
1.5 Global E-sports Market Size Forecast by Region (2024-2029)
1.6 Key Regions, E-sports Market Size (2018-2029)
1.6.1 North America E-sports Market Size (2018-2029)
1.6.2 Europe E-sports Market Size (2018-2029)
1.6.3 Asia-Pacific E-sports Market Size (2018-2029)
1.6.4 Latin America E-sports Market Size (2018-2029)
1.6.5 Middle East & Africa E-sports Market Size (2018-2029)
2 E-sports Market by Type
2.1 Introduction
2.1.1 Online Competition
2.1.2 Offline Competition
2.2 Global E-sports Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global E-sports Historic Market Size by Type (2018-2023)
2.2.2 Global E-sports Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America E-sports Revenue Breakdown by Type (2018-2029)
2.3.2 Europe E-sports Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific E-sports Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America E-sports Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa E-sports Revenue Breakdown by Type (2018-2029)
3 E-sports Market Overview by Application
3.1 Introduction
3.1.1 Professional
3.1.2 Amateur
3.2 Global E-sports Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global E-sports Historic Market Size by Application (2018-2023)
3.2.2 Global E-sports Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America E-sports Revenue Breakdown by Application (2018-2029)
3.3.2 Europe E-sports Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific E-sports Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America E-sports Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa E-sports Revenue Breakdown by Application (2018-2029)
4 E-sports Competition Analysis by Players
4.1 Global E-sports Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in E-sports as of 2022)
4.3 Date of Key Players Enter into E-sports Market
4.4 Global Top Players E-sports Headquarters and Area Served
4.5 Key Players E-sports Product Solution and Service
4.6 Competitive Status
4.6.1 E-sports Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 YouTube Gaming
5.1.1 YouTube Gaming Profile
5.1.2 YouTube Gaming Main Business
5.1.3 YouTube Gaming E-sports Products, Services and Solutions
5.1.4 YouTube Gaming E-sports Revenue (US$ Million) & (2018-2023)
5.1.5 YouTube Gaming Recent Developments
5.2 Facebook
5.2.1 Facebook Profile
5.2.2 Facebook Main Business
5.2.3 Facebook E-sports Products, Services and Solutions
5.2.4 Facebook E-sports Revenue (US$ Million) & (2018-2023)
5.2.5 Facebook Recent Developments
5.3 Twitch
5.3.1 Twitch Profile
5.3.2 Twitch Main Business
5.3.3 Twitch E-sports Products, Services and Solutions
5.3.4 Twitch E-sports Revenue (US$ Million) & (2018-2023)
5.3.5 Snapchat Recent Developments
5.4 Snapchat
5.4.1 Snapchat Profile
5.4.2 Snapchat Main Business
5.4.3 Snapchat E-sports Products, Services and Solutions
5.4.4 Snapchat E-sports Revenue (US$ Million) & (2018-2023)
5.4.5 Snapchat Recent Developments
5.5 TikTok
5.5.1 TikTok Profile
5.5.2 TikTok Main Business
5.5.3 TikTok E-sports Products, Services and Solutions
5.5.4 TikTok E-sports Revenue (US$ Million) & (2018-2023)
5.5.5 TikTok Recent Developments
5.6 Mixer
5.6.1 Mixer Profile
5.6.2 Mixer Main Business
5.6.3 Mixer E-sports Products, Services and Solutions
5.6.4 Mixer E-sports Revenue (US$ Million) & (2018-2023)
5.6.5 Mixer Recent Developments
5.7 ESL Play
5.7.1 ESL Play Profile
5.7.2 ESL Play Main Business
5.7.3 ESL Play E-sports Products, Services and Solutions
5.7.4 ESL Play E-sports Revenue (US$ Million) & (2018-2023)
5.7.5 ESL Play Recent Developments
5.8 Tencent
5.8.1 Tencent Profile
5.8.2 Tencent Main Business
5.8.3 Tencent E-sports Products, Services and Solutions
5.8.4 Tencent E-sports Revenue (US$ Million) & (2018-2023)
5.8.5 Tencent Recent Developments
5.9 NetEase
5.9.1 NetEase Profile
5.9.2 NetEase Main Business
5.9.3 NetEase E-sports Products, Services and Solutions
5.9.4 NetEase E-sports Revenue (US$ Million) & (2018-2023)
5.9.5 NetEase Recent Developments
5.10 bilibili
5.10.1 bilibili Profile
5.10.2 bilibili Main Business
5.10.3 bilibili E-sports Products, Services and Solutions
5.10.4 bilibili E-sports Revenue (US$ Million) & (2018-2023)
5.10.5 bilibili Recent Developments
5.11 Kwai
5.11.1 Kwai Profile
5.11.2 Kwai Main Business
5.11.3 Kwai E-sports Products, Services and Solutions
5.11.4 Kwai E-sports Revenue (US$ Million) & (2018-2023)
5.11.5 Kwai Recent Developments
5.12 Huomao
5.12.1 Huomao Profile
5.12.2 Huomao Main Business
5.12.3 Huomao E-sports Products, Services and Solutions
5.12.4 Huomao E-sports Revenue (US$ Million) & (2018-2023)
5.12.5 Huomao Recent Developments
6 North America
6.1 North America E-sports Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe E-sports Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific E-sports Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America E-sports Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa E-sports Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 E-sports Market Dynamics
11.1 E-sports Industry Trends
11.2 E-sports Market Drivers
11.3 E-sports Market Challenges
11.4 E-sports Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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