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Global E-sports Industry Research Report, Growth Trends and Competitive Analysis 2022-2028
Published Date: October 2022
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Report Code: QYRE-Auto-25Q3987
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Global E sports Market Size Status and Forecast 2021 2027
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Global E-sports Industry Research Report, Growth Trends and Competitive Analysis 2022-2028

Code: QYRE-Auto-25Q3987
Report
October 2022
Pages:113
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES
Report Overview

Due to the COVID-19 pandemic and Russia-Ukraine War Influence, the global market for E-sports estimated at US$ 1568.9 million in the year 2022, is projected to reach a revised size of US$ 3860.3 million by 2028, growing at a CAGR of 16.2% during the forecast period 2022-2028.

The USA market for E-sports is estimated to increase from $ million in 2022 to reach $ million by 2028, at a CAGR of % during the forecast period of 2023 through 2028.

The China market for E-sports is estimated to increase from $ million in 2022 to reach $ million by 2028, at a CAGR of % during the forecast period of 2023 through 2028.

The Europe market for E-sports is estimated to increase from $ million in 2022 to reach $ million by 2028, at a CAGR of % during the forecast period of 2023 through 2028.

The global key companies of E-sports include YouTube Gaming, Facebook, Twitch, Snapchat, TikTok, Mixer, ESL Play, Tencent and NetEase, etc. In 2021, the global top five players had a share approximately % in terms of revenue.
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.
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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