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