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Product Code LP091091046FXS
Published Date 2023/2/2
English103 PagesGlobal

Global E-sports Market Growth (Status and Outlook) 2023-2029ConsumerGoods_Retail Market


Report Thumbnail
Product Code LP091091046FXS◆The Feb 2026 edition is also likely available. We will check with the publisher immediately.
Published Date 2023/2/2
English 103 PagesGlobal

Global E-sports Market Growth (Status and Outlook) 2023-2029ConsumerGoods_Retail Market



Abstract


Summary

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 Facebook Twitch Snapchat TikTok Mixer ESL Play Tencent NetEase bilibili Kwai Huomao

Table of Contents

  • 1 Scope of the Report

    • 1.1 Market Introduction
    • 1.2 Years Considered
    • 1.3 Research Objectives
    • 1.4 Market Research Methodology
    • 1.5 Research Process and Data Source
    • 1.6 Economic Indicators
    • 1.7 Currency Considered
    • 1.8 Market Estimation Caveats
  • 2 Executive Summary

    • 2.1 World Market Overview
      • 2.1.1 Global E-sports Market Size 2018-2029
      • 2.1.2 E-sports Market Size CAGR by Region 2018 VS 2022 VS 2029
    • 2.2 E-sports Segment by Type
      • 2.2.1 Online Competition
      • 2.2.2 Offline Competition
    • 2.3 E-sports Market Size by Type
      • 2.3.1 E-sports Market Size CAGR by Type (2018 VS 2022 VS 2029)
      • 2.3.2 Global E-sports Market Size Market Share by Type (2018-2023)
    • 2.4 E-sports Segment by Application
      • 2.4.1 Professional
      • 2.4.2 Amateur
    • 2.5 E-sports Market Size by Application
      • 2.5.1 E-sports Market Size CAGR by Application (2018 VS 2022 VS 2029)
      • 2.5.2 Global E-sports Market Size Market Share by Application (2018-2023)
  • 3 E-sports Market Size by Player

    • 3.1 E-sports Market Size Market Share by Players
      • 3.1.1 Global E-sports Revenue by Players (2018-2023)
      • 3.1.2 Global E-sports Revenue Market Share by Players (2018-2023)
    • 3.2 Global E-sports Key Players Head office and Products Offered
    • 3.3 Market Concentration Rate Analysis
      • 3.3.1 Competition Landscape Analysis
      • 3.3.2 Concentration Ratio (CR3, CR5 and CR10) & (2021-2023)
    • 3.4 New Products and Potential Entrants
    • 3.5 Mergers & Acquisitions, Expansion
  • 4 E-sports by Regions

    • 4.1 E-sports Market Size by Regions (2018-2023)
    • 4.2 Americas E-sports Market Size Growth (2018-2023)
    • 4.3 APAC E-sports Market Size Growth (2018-2023)
    • 4.4 Europe E-sports Market Size Growth (2018-2023)
    • 4.5 Middle East & Africa E-sports Market Size Growth (2018-2023)
  • 5 Americas

    • 5.1 Americas E-sports Market Size by Country (2018-2023)
    • 5.2 Americas E-sports Market Size by Type (2018-2023)
    • 5.3 Americas E-sports Market Size by Application (2018-2023)
    • 5.4 United States
    • 5.5 Canada
    • 5.6 Mexico
    • 5.7 Brazil
  • 6 APAC

    • 6.1 APAC E-sports Market Size by Region (2018-2023)
    • 6.2 APAC E-sports Market Size by Type (2018-2023)
    • 6.3 APAC E-sports Market Size by Application (2018-2023)
    • 6.4 China
    • 6.5 Japan
    • 6.6 Korea
    • 6.7 Southeast Asia
    • 6.8 India
    • 6.9 Australia
  • 7 Europe

    • 7.1 Europe E-sports by Country (2018-2023)
    • 7.2 Europe E-sports Market Size by Type (2018-2023)
    • 7.3 Europe E-sports Market Size by Application (2018-2023)
    • 7.4 Germany
    • 7.5 France
    • 7.6 UK
    • 7.7 Italy
    • 7.8 Russia
  • 8 Middle East & Africa

    • 8.1 Middle East & Africa E-sports by Region (2018-2023)
    • 8.2 Middle East & Africa E-sports Market Size by Type (2018-2023)
    • 8.3 Middle East & Africa E-sports Market Size by Application (2018-2023)
    • 8.4 Egypt
    • 8.5 South Africa
    • 8.6 Israel
    • 8.7 Turkey
    • 8.8 GCC Countries
  • 9 Market Drivers, Challenges and Trends

    • 9.1 Market Drivers & Growth Opportunities
    • 9.2 Market Challenges & Risks
    • 9.3 Industry Trends
  • 10 Global E-sports Market Forecast

    • 10.1 Global E-sports Forecast by Regions (2024-2029)
      • 10.1.1 Global E-sports Forecast by Regions (2024-2029)
      • 10.1.2 Americas E-sports Forecast
      • 10.1.3 APAC E-sports Forecast
      • 10.1.4 Europe E-sports Forecast
      • 10.1.5 Middle East & Africa E-sports Forecast
    • 10.2 Americas E-sports Forecast by Country (2024-2029)
      • 10.2.1 United States E-sports Market Forecast
      • 10.2.2 Canada E-sports Market Forecast
      • 10.2.3 Mexico E-sports Market Forecast
      • 10.2.4 Brazil E-sports Market Forecast
    • 10.3 APAC E-sports Forecast by Region (2024-2029)
      • 10.3.1 China E-sports Market Forecast
      • 10.3.2 Japan E-sports Market Forecast
      • 10.3.3 Korea E-sports Market Forecast
      • 10.3.4 Southeast Asia E-sports Market Forecast
      • 10.3.5 India E-sports Market Forecast
      • 10.3.6 Australia E-sports Market Forecast
    • 10.4 Europe E-sports Forecast by Country (2024-2029)
      • 10.4.1 Germany E-sports Market Forecast
      • 10.4.2 France E-sports Market Forecast
      • 10.4.3 UK E-sports Market Forecast
      • 10.4.4 Italy E-sports Market Forecast
      • 10.4.5 Russia E-sports Market Forecast
    • 10.5 Middle East & Africa E-sports Forecast by Region (2024-2029)
      • 10.5.1 Egypt E-sports Market Forecast
      • 10.5.2 South Africa E-sports Market Forecast
      • 10.5.3 Israel E-sports Market Forecast
      • 10.5.4 Turkey E-sports Market Forecast
      • 10.5.5 GCC Countries E-sports Market Forecast
    • 10.6 Global E-sports Forecast by Type (2024-2029)
    • 10.7 Global E-sports Forecast by Application (2024-2029)
  • 11 Key Players Analysis

    • 11.1 YouTube Gaming
      • 11.1.1 YouTube Gaming Company Information
      • 11.1.2 YouTube Gaming E-sports Product Offered
      • 11.1.3 YouTube Gaming E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.1.4 YouTube Gaming Main Business Overview
      • 11.1.5 YouTube Gaming Latest Developments
    • 11.2 Facebook
      • 11.2.1 Facebook Company Information
      • 11.2.2 Facebook E-sports Product Offered
      • 11.2.3 Facebook E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.2.4 Facebook Main Business Overview
      • 11.2.5 Facebook Latest Developments
    • 11.3 Twitch
      • 11.3.1 Twitch Company Information
      • 11.3.2 Twitch E-sports Product Offered
      • 11.3.3 Twitch E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.3.4 Twitch Main Business Overview
      • 11.3.5 Twitch Latest Developments
    • 11.4 Snapchat
      • 11.4.1 Snapchat Company Information
      • 11.4.2 Snapchat E-sports Product Offered
      • 11.4.3 Snapchat E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.4.4 Snapchat Main Business Overview
      • 11.4.5 Snapchat Latest Developments
    • 11.5 TikTok
      • 11.5.1 TikTok Company Information
      • 11.5.2 TikTok E-sports Product Offered
      • 11.5.3 TikTok E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.5.4 TikTok Main Business Overview
      • 11.5.5 TikTok Latest Developments
    • 11.6 Mixer
      • 11.6.1 Mixer Company Information
      • 11.6.2 Mixer E-sports Product Offered
      • 11.6.3 Mixer E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.6.4 Mixer Main Business Overview
      • 11.6.5 Mixer Latest Developments
    • 11.7 ESL Play
      • 11.7.1 ESL Play Company Information
      • 11.7.2 ESL Play E-sports Product Offered
      • 11.7.3 ESL Play E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.7.4 ESL Play Main Business Overview
      • 11.7.5 ESL Play Latest Developments
    • 11.8 Tencent
      • 11.8.1 Tencent Company Information
      • 11.8.2 Tencent E-sports Product Offered
      • 11.8.3 Tencent E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.8.4 Tencent Main Business Overview
      • 11.8.5 Tencent Latest Developments
    • 11.9 NetEase
      • 11.9.1 NetEase Company Information
      • 11.9.2 NetEase E-sports Product Offered
      • 11.9.3 NetEase E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.9.4 NetEase Main Business Overview
      • 11.9.5 NetEase Latest Developments
    • 11.10 bilibili
      • 11.10.1 bilibili Company Information
      • 11.10.2 bilibili E-sports Product Offered
      • 11.10.3 bilibili E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.10.4 bilibili Main Business Overview
      • 11.10.5 bilibili Latest Developments
    • 11.11 Kwai
      • 11.11.1 Kwai Company Information
      • 11.11.2 Kwai E-sports Product Offered
      • 11.11.3 Kwai E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.11.4 Kwai Main Business Overview
      • 11.11.5 Kwai Latest Developments
    • 11.12 Huomao
      • 11.12.1 Huomao Company Information
      • 11.12.2 Huomao E-sports Product Offered
      • 11.12.3 Huomao E-sports Revenue, Gross Margin and Market Share (2018-2023)
      • 11.12.4 Huomao Main Business Overview
      • 11.12.5 Huomao Latest Developments
  • 12 Research Findings and Conclusion

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