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