This research report provides a comprehensive analysis of the E-sports market, focusing on the current trends, market dynamics, and future prospects. The report explores the global E-sports market, including major regions such as North America, Europe, Asia-Pacific, and emerging markets. It also examines key factors driving the growth of E-sports, challenges faced by the industry, and potential opportunities for market players.
The global E-sports market has witnessed rapid growth in recent years, driven by increasing environmental concerns, government incentives, and advancements in technology. The E-sports market presents opportunities for various stakeholders, including Professional, Amateur. Collaboration between the private sector and governments can accelerate the development of supportive policies, research and development efforts, and investment in E-sports market. Additionally, the growing consumer demand present avenues for market expansion.
The global E-sports market was valued at US$ 1251.3 million in 2023 and is projected to reach US$ 3806.7 million by 2030, at a CAGR of 17.1% during the forecast period.
Key Features:
The research report on the E-sports market includes several key features to provide comprehensive insights and facilitate decision-making for stakeholders.
Executive Summary: The report provides overview of the key findings, market trends, and major insights of the E-sports market.
Market Overview: The report provides a comprehensive overview of the E-sports market, including its definition, historical development, and current market size. It covers market segmentation by Type (e.g., Online Competition, Offline Competition), region, and application, highlighting the key drivers, challenges, and opportunities within each segment.
Market Dynamics: The report analyses the market dynamics driving the growth and development of the E-sports market. The report includes an assessment of government policies and regulations, technological advancements, consumer trends and preferences, infrastructure development, and industry collaborations. This analysis helps stakeholders understand the factors influencing the E-sports market's trajectory.
Competitive Landscape: The report provides an in-depth analysis of the competitive landscape within the E-sports market. It includes profiles of major market players, their market share, strategies, product portfolios, and recent developments.
Market Segmentation and Forecast: The report segment the E-sports market based on various parameters, such as by Type, region, and by Application. It provides market size and growth forecasts for each segment, supported by quantitative data and analysis. This helps stakeholders identify growth opportunities and make informed investment decisions.
Technological Trends: The report should highlight the key technological trends shaping the E-sports market, such as advancements in Type One technology and emerging substitutes. It analyses the impact of these trends on market growth, adoption rates, and consumer preferences.
Market Challenges and Opportunities: The report identify and analyses the major challenges faced by the E-sports market, such as technical bottleneck, cost limitations, and high entry barrier. It also highlights the opportunities for market growth, such as government incentives, emerging markets, and collaborations between stakeholders.
Regulatory and Policy Analysis: The report should assess the regulatory and policy landscape for E-sports, including government incentives, emission standards, and infrastructure development plans. It should analyse the impact of these policies on market growth and provide insights into future regulatory developments.
Recommendations and Conclusion: The report conclude with actionable recommendations for stakeholders, such as Application One Consumer, policymakers, investors, and infrastructure providers. These recommendations should be based on the research findings and address key challenges and opportunities within the E-sports market.
Supporting Data and Appendices: The report include supporting data, charts, and graphs to substantiate the analysis and findings. It also includes appendices with additional detailed information, such as data sources, survey questionnaires, and detailed market forecasts.
Market Segmentation
E-sports market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.
Market segment by Type
Online Competition
Offline Competition
Market segment by Application
Professional
Amateur
Global E-sports Market Segment Percentages, By Region and Country, 2023 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Major players covered
YouTube Gaming
Facebook
Twitch
Snapchat
TikTok
Mixer
ESL Play
Tencent
NetEase
bilibili
Kwai
Huomao
Outline of Major Chapters:
Chapter 1: Introduces the definition of E-sports, market overview.
Chapter 2: Global E-sports market size in revenue.
Chapter 3: Detailed analysis of E-sports company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6: Sales of E-sports in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.
TABLE OF CONTENTS
1 Introduction to Research & Analysis Reports
1.1 E-sports Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global E-sports Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global E-sports Overall Market Size
2.1 Global E-sports Market Size: 2023 VS 2030
2.2 Global E-sports Market Size, Prospects & Forecasts: 2019-2030
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top E-sports Players in Global Market
3.2 Top Global E-sports Companies Ranked by Revenue
3.3 Global E-sports Revenue by Companies
3.4 Top 3 and Top 5 E-sports Companies in Global Market, by Revenue in 2023
3.5 Global Companies E-sports Product Type
3.6 Tier 1, Tier 2 and Tier 3 E-sports Players in Global Market
3.6.1 List of Global Tier 1 E-sports Companies
3.6.2 List of Global Tier 2 and Tier 3 E-sports Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global E-sports Market Size Markets, 2023 & 2030
4.1.2 Online Competition
4.1.3 Offline Competition
4.2 By Type - Global E-sports Revenue & Forecasts
4.2.1 By Type - Global E-sports Revenue, 2019-2024
4.2.2 By Type - Global E-sports Revenue, 2025-2030
4.2.3 By Type - Global E-sports Revenue Market Share, 2019-2030
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global E-sports Market Size, 2023 & 2030
5.1.2 Professional
5.1.3 Amateur
5.2 By Application - Global E-sports Revenue & Forecasts
5.2.1 By Application - Global E-sports Revenue, 2019-2024
5.2.2 By Application - Global E-sports Revenue, 2025-2030
5.2.3 By Application - Global E-sports Revenue Market Share, 2019-2030
6 Sights by Region
6.1 By Region - Global E-sports Market Size, 2023 & 2030
6.2 By Region - Global E-sports Revenue & Forecasts
6.2.1 By Region - Global E-sports Revenue, 2019-2024
6.2.2 By Region - Global E-sports Revenue, 2025-2030
6.2.3 By Region - Global E-sports Revenue Market Share, 2019-2030
6.3 North America
6.3.1 By Country - North America E-sports Revenue, 2019-2030
6.3.2 US E-sports Market Size, 2019-2030
6.3.3 Canada E-sports Market Size, 2019-2030
6.3.4 Mexico E-sports Market Size, 2019-2030
6.4 Europe
6.4.1 By Country - Europe E-sports Revenue, 2019-2030
6.4.2 Germany E-sports Market Size, 2019-2030
6.4.3 France E-sports Market Size, 2019-2030
6.4.4 U.K. E-sports Market Size, 2019-2030
6.4.5 Italy E-sports Market Size, 2019-2030
6.4.6 Russia E-sports Market Size, 2019-2030
6.4.7 Nordic Countries E-sports Market Size, 2019-2030
6.4.8 Benelux E-sports Market Size, 2019-2030
6.5 Asia
6.5.1 By Region - Asia E-sports Revenue, 2019-2030
6.5.2 China E-sports Market Size, 2019-2030
6.5.3 Japan E-sports Market Size, 2019-2030
6.5.4 South Korea E-sports Market Size, 2019-2030
6.5.5 Southeast Asia E-sports Market Size, 2019-2030
6.5.6 India E-sports Market Size, 2019-2030
6.6 South America
6.6.1 By Country - South America E-sports Revenue, 2019-2030
6.6.2 Brazil E-sports Market Size, 2019-2030
6.6.3 Argentina E-sports Market Size, 2019-2030
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa E-sports Revenue, 2019-2030
6.7.2 Turkey E-sports Market Size, 2019-2030
6.7.3 Israel E-sports Market Size, 2019-2030
6.7.4 Saudi Arabia E-sports Market Size, 2019-2030
6.7.5 UAE E-sports Market Size, 2019-2030
7 E-sports Companies Profiles
7.1 YouTube Gaming
7.1.1 YouTube Gaming Company Summary
7.1.2 YouTube Gaming Business Overview
7.1.3 YouTube Gaming E-sports Major Product Offerings
7.1.4 YouTube Gaming E-sports Revenue in Global Market (2019-2024)
7.1.5 YouTube Gaming Key News & Latest Developments
7.2 Facebook
7.2.1 Facebook Company Summary
7.2.2 Facebook Business Overview
7.2.3 Facebook E-sports Major Product Offerings
7.2.4 Facebook E-sports Revenue in Global Market (2019-2024)
7.2.5 Facebook Key News & Latest Developments
7.3 Twitch
7.3.1 Twitch Company Summary
7.3.2 Twitch Business Overview
7.3.3 Twitch E-sports Major Product Offerings
7.3.4 Twitch E-sports Revenue in Global Market (2019-2024)
7.3.5 Twitch Key News & Latest Developments
7.4 Snapchat
7.4.1 Snapchat Company Summary
7.4.2 Snapchat Business Overview
7.4.3 Snapchat E-sports Major Product Offerings
7.4.4 Snapchat E-sports Revenue in Global Market (2019-2024)
7.4.5 Snapchat Key News & Latest Developments
7.5 TikTok
7.5.1 TikTok Company Summary
7.5.2 TikTok Business Overview
7.5.3 TikTok E-sports Major Product Offerings
7.5.4 TikTok E-sports Revenue in Global Market (2019-2024)
7.5.5 TikTok Key News & Latest Developments
7.6 Mixer
7.6.1 Mixer Company Summary
7.6.2 Mixer Business Overview
7.6.3 Mixer E-sports Major Product Offerings
7.6.4 Mixer E-sports Revenue in Global Market (2019-2024)
7.6.5 Mixer Key News & Latest Developments
7.7 ESL Play
7.7.1 ESL Play Company Summary
7.7.2 ESL Play Business Overview
7.7.3 ESL Play E-sports Major Product Offerings
7.7.4 ESL Play E-sports Revenue in Global Market (2019-2024)
7.7.5 ESL Play Key News & Latest Developments
7.8 Tencent
7.8.1 Tencent Company Summary
7.8.2 Tencent Business Overview
7.8.3 Tencent E-sports Major Product Offerings
7.8.4 Tencent E-sports Revenue in Global Market (2019-2024)
7.8.5 Tencent Key News & Latest Developments
7.9 NetEase
7.9.1 NetEase Company Summary
7.9.2 NetEase Business Overview
7.9.3 NetEase E-sports Major Product Offerings
7.9.4 NetEase E-sports Revenue in Global Market (2019-2024)
7.9.5 NetEase Key News & Latest Developments
7.10 bilibili
7.10.1 bilibili Company Summary
7.10.2 bilibili Business Overview
7.10.3 bilibili E-sports Major Product Offerings
7.10.4 bilibili E-sports Revenue in Global Market (2019-2024)
7.10.5 bilibili Key News & Latest Developments
7.11 Kwai
7.11.1 Kwai Company Summary
7.11.2 Kwai Business Overview
7.11.3 Kwai E-sports Major Product Offerings
7.11.4 Kwai E-sports Revenue in Global Market (2019-2024)
7.11.5 Kwai Key News & Latest Developments
7.12 Huomao
7.12.1 Huomao Company Summary
7.12.2 Huomao Business Overview
7.12.3 Huomao E-sports Major Product Offerings
7.12.4 Huomao E-sports Revenue in Global Market (2019-2024)
7.12.5 Huomao Key News & Latest Developments
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
LIST OF TABLES & FIGURES
List of Tables
Table 1. E-sports Market Opportunities & Trends in Global Market
Table 2. E-sports Market Drivers in Global Market
Table 3. E-sports Market Restraints in Global Market
Table 4. Key Players of E-sports in Global Market
Table 5. Top E-sports Players in Global Market, Ranking by Revenue (2023)
Table 6. Global E-sports Revenue by Companies, (US$, Mn), 2019-2024
Table 7. Global E-sports Revenue Share by Companies, 2019-2024
Table 8. Global Companies E-sports Product Type
Table 9. List of Global Tier 1 E-sports Companies, Revenue (US$, Mn) in 2023 and Market Share
Table 10. List of Global Tier 2 and Tier 3 E-sports Companies, Revenue (US$, Mn) in 2023 and Market Share
Table 11. By Type ? Global E-sports Revenue, (US$, Mn), 2023 & 2030
Table 12. By Type - E-sports Revenue in Global (US$, Mn), 2019-2024
Table 13. By Type - E-sports Revenue in Global (US$, Mn), 2025-2030
Table 14. By Application ? Global E-sports Revenue, (US$, Mn), 2023 & 2030
Table 15. By Application - E-sports Revenue in Global (US$, Mn), 2019-2024
Table 16. By Application - E-sports Revenue in Global (US$, Mn), 2025-2030
Table 17. By Region ? Global E-sports Revenue, (US$, Mn), 2023 & 2030
Table 18. By Region - Global E-sports Revenue (US$, Mn), 2019-2024
Table 19. By Region - Global E-sports Revenue (US$, Mn), 2025-2030
Table 20. By Country - North America E-sports Revenue, (US$, Mn), 2019-2024
Table 21. By Country - North America E-sports Revenue, (US$, Mn), 2025-2030
Table 22. By Country - Europe E-sports Revenue, (US$, Mn), 2019-2024
Table 23. By Country - Europe E-sports Revenue, (US$, Mn), 2025-2030
Table 24. By Region - Asia E-sports Revenue, (US$, Mn), 2019-2024
Table 25. By Region - Asia E-sports Revenue, (US$, Mn), 2025-2030
Table 26. By Country - South America E-sports Revenue, (US$, Mn), 2019-2024
Table 27. By Country - South America E-sports Revenue, (US$, Mn), 2025-2030
Table 28. By Country - Middle East & Africa E-sports Revenue, (US$, Mn), 2019-2024
Table 29. By Country - Middle East & Africa E-sports Revenue, (US$, Mn), 2025-2030
Table 30. YouTube Gaming Company Summary
Table 31. YouTube Gaming E-sports Product Offerings
Table 32. YouTube Gaming E-sports Revenue (US$, Mn) & (2019-2024)
Table 33. YouTube Gaming Key News & Latest Developments
Table 34. Facebook Company Summary
Table 35. Facebook E-sports Product Offerings
Table 36. Facebook E-sports Revenue (US$, Mn) & (2019-2024)
Table 37. Facebook Key News & Latest Developments
Table 38. Twitch Company Summary
Table 39. Twitch E-sports Product Offerings
Table 40. Twitch E-sports Revenue (US$, Mn) & (2019-2024)
Table 41. Twitch Key News & Latest Developments
Table 42. Snapchat Company Summary
Table 43. Snapchat E-sports Product Offerings
Table 44. Snapchat E-sports Revenue (US$, Mn) & (2019-2024)
Table 45. Snapchat Key News & Latest Developments
Table 46. TikTok Company Summary
Table 47. TikTok E-sports Product Offerings
Table 48. TikTok E-sports Revenue (US$, Mn) & (2019-2024)
Table 49. TikTok Key News & Latest Developments
Table 50. Mixer Company Summary
Table 51. Mixer E-sports Product Offerings
Table 52. Mixer E-sports Revenue (US$, Mn) & (2019-2024)
Table 53. Mixer Key News & Latest Developments
Table 54. ESL Play Company Summary
Table 55. ESL Play E-sports Product Offerings
Table 56. ESL Play E-sports Revenue (US$, Mn) & (2019-2024)
Table 57. ESL Play Key News & Latest Developments
Table 58. Tencent Company Summary
Table 59. Tencent E-sports Product Offerings
Table 60. Tencent E-sports Revenue (US$, Mn) & (2019-2024)
Table 61. Tencent Key News & Latest Developments
Table 62. NetEase Company Summary
Table 63. NetEase E-sports Product Offerings
Table 64. NetEase E-sports Revenue (US$, Mn) & (2019-2024)
Table 65. NetEase Key News & Latest Developments
Table 66. bilibili Company Summary
Table 67. bilibili E-sports Product Offerings
Table 68. bilibili E-sports Revenue (US$, Mn) & (2019-2024)
Table 69. bilibili Key News & Latest Developments
Table 70. Kwai Company Summary
Table 71. Kwai E-sports Product Offerings
Table 72. Kwai E-sports Revenue (US$, Mn) & (2019-2024)
Table 73. Kwai Key News & Latest Developments
Table 74. Huomao Company Summary
Table 75. Huomao E-sports Product Offerings
Table 76. Huomao E-sports Revenue (US$, Mn) & (2019-2024)
Table 77. Huomao Key News & Latest Developments
List of Figures
Figure 1. E-sports Segment by Type in 2023
Figure 2. E-sports Segment by Application in 2023
Figure 3. Global E-sports Market Overview: 2023
Figure 4. Key Caveats
Figure 5. Global E-sports Market Size: 2023 VS 2030 (US$, Mn)
Figure 6. Global E-sports Revenue, 2019-2030 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by E-sports Revenue in 2023
Figure 8. By Type - Global E-sports Revenue Market Share, 2019-2030
Figure 9. By Application - Global E-sports Revenue Market Share, 2019-2030
Figure 10. By Type - Global E-sports Revenue, (US$, Mn), 2023 & 2030
Figure 11. By Type - Global E-sports Revenue Market Share, 2019-2030
Figure 12. By Application - Global E-sports Revenue, (US$, Mn), 2023 & 2030
Figure 13. By Application - Global E-sports Revenue Market Share, 2019-2030
Figure 14. By Region - Global E-sports Revenue Market Share, 2019-2030
Figure 15. By Country - North America E-sports Revenue Market Share, 2019-2030
Figure 16. US E-sports Revenue, (US$, Mn), 2019-2030
Figure 17. Canada E-sports Revenue, (US$, Mn), 2019-2030
Figure 18. Mexico E-sports Revenue, (US$, Mn), 2019-2030
Figure 19. By Country - Europe E-sports Revenue Market Share, 2019-2030
Figure 20. Germany E-sports Revenue, (US$, Mn), 2019-2030
Figure 21. France E-sports Revenue, (US$, Mn), 2019-2030
Figure 22. U.K. E-sports Revenue, (US$, Mn), 2019-2030
Figure 23. Italy E-sports Revenue, (US$, Mn), 2019-2030
Figure 24. Russia E-sports Revenue, (US$, Mn), 2019-2030
Figure 25. Nordic Countries E-sports Revenue, (US$, Mn), 2019-2030
Figure 26. Benelux E-sports Revenue, (US$, Mn), 2019-2030
Figure 27. By Region - Asia E-sports Revenue Market Share, 2019-2030
Figure 28. China E-sports Revenue, (US$, Mn), 2019-2030
Figure 29. Japan E-sports Revenue, (US$, Mn), 2019-2030
Figure 30. South Korea E-sports Revenue, (US$, Mn), 2019-2030
Figure 31. Southeast Asia E-sports Revenue, (US$, Mn), 2019-2030
Figure 32. India E-sports Revenue, (US$, Mn), 2019-2030
Figure 33. By Country - South America E-sports Revenue Market Share, 2019-2030
Figure 34. Brazil E-sports Revenue, (US$, Mn), 2019-2030
Figure 35. Argentina E-sports Revenue, (US$, Mn), 2019-2030
Figure 36. By Country - Middle East & Africa E-sports Revenue Market Share, 2019-2030
Figure 37. Turkey E-sports Revenue, (US$, Mn), 2019-2030
Figure 38. Israel E-sports Revenue, (US$, Mn), 2019-2030
Figure 39. Saudi Arabia E-sports Revenue, (US$, Mn), 2019-2030
Figure 40. UAE E-sports Revenue, (US$, Mn), 2019-2030
Figure 41. YouTube Gaming E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 42. Facebook E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 43. Twitch E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 44. Snapchat E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 45. TikTok E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 46. Mixer E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 47. ESL Play E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 48. Tencent E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 49. NetEase E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 50. bilibili E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 51. Kwai E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 52. Huomao E-sports Revenue Year Over Year Growth (US$, Mn) & (2019-2024)