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Global E-sports Market 2022 by Company, Regions, Type and Application, Forecast to 2028

Report ID: GIR2201040327 | Category: Service & Software | Pages: 101 | Format: PDF | Published Date: October 06,2022


Table of Contents

1 Market Overview
    1.1 Product Overview and Scope of E-sports
    1.2 Classification of E-sports by Type
        1.2.1 Overview: Global E-sports Market Size by Type: 2017 Versus 2021 Versus 2028
        1.2.2 Global E-sports Revenue Market Share by Type in 2021
        1.2.3 Online Competition
        1.2.4 Offline Competition
    1.3 Global E-sports Market by Application
        1.3.1 Overview: Global E-sports Market Size by Application: 2017 Versus 2021 Versus 2028
        1.3.2 Professional
        1.3.3 Amateur
    1.4 Global E-sports Market Size & Forecast
    1.5 Global E-sports Market Size and Forecast by Region
        1.5.1 Global E-sports Market Size by Region: 2017 VS 2021 VS 2028
        1.5.2 Global E-sports Market Size by Region, (2017-2022)
        1.5.3 North America E-sports Market Size and Prospect (2017-2028)
        1.5.4 Europe E-sports Market Size and Prospect (2017-2028)
        1.5.5 Asia-Pacific E-sports Market Size and Prospect (2017-2028)
        1.5.6 South America E-sports Market Size and Prospect (2017-2028)
        1.5.7 Middle East and Africa E-sports Market Size and Prospect (2017-2028)
    1.6 Market Drivers, Restraints and Trends
        1.6.1 E-sports Market Drivers
        1.6.2 E-sports Market Restraints
        1.6.3 E-sports Trends Analysis
2 Company Profiles
    2.1 YouTube Gaming
        2.1.1 YouTube Gaming Details
        2.1.2 YouTube Gaming Major Business
        2.1.3 YouTube Gaming E-sports Product and Solutions
        2.1.4 YouTube Gaming E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.1.5 YouTube Gaming Recent Developments and Future Plans
    2.2 Facebook
        2.2.1 Facebook Details
        2.2.2 Facebook Major Business
        2.2.3 Facebook E-sports Product and Solutions
        2.2.4 Facebook E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.2.5 Facebook Recent Developments and Future Plans
    2.3 Twitch
        2.3.1 Twitch Details
        2.3.2 Twitch Major Business
        2.3.3 Twitch E-sports Product and Solutions
        2.3.4 Twitch E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.3.5 Twitch Recent Developments and Future Plans
    2.4 Snapchat
        2.4.1 Snapchat Details
        2.4.2 Snapchat Major Business
        2.4.3 Snapchat E-sports Product and Solutions
        2.4.4 Snapchat E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.4.5 Snapchat Recent Developments and Future Plans
    2.5 TikTok
        2.5.1 TikTok Details
        2.5.2 TikTok Major Business
        2.5.3 TikTok E-sports Product and Solutions
        2.5.4 TikTok E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.5.5 TikTok Recent Developments and Future Plans
    2.6 Mixer
        2.6.1 Mixer Details
        2.6.2 Mixer Major Business
        2.6.3 Mixer E-sports Product and Solutions
        2.6.4 Mixer E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.6.5 Mixer Recent Developments and Future Plans
    2.7 ESL Play
        2.7.1 ESL Play Details
        2.7.2 ESL Play Major Business
        2.7.3 ESL Play E-sports Product and Solutions
        2.7.4 ESL Play E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.7.5 ESL Play Recent Developments and Future Plans
    2.8 Tencent
        2.8.1 Tencent Details
        2.8.2 Tencent Major Business
        2.8.3 Tencent E-sports Product and Solutions
        2.8.4 Tencent E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.8.5 Tencent Recent Developments and Future Plans
    2.9 NetEase
        2.9.1 NetEase Details
        2.9.2 NetEase Major Business
        2.9.3 NetEase E-sports Product and Solutions
        2.9.4 NetEase E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.9.5 NetEase Recent Developments and Future Plans
    2.10 bilibili 
        2.10.1 bilibili Details
        2.10.2 bilibili Major Business
        2.10.3 bilibili E-sports Product and Solutions
        2.10.4 bilibili E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.10.5 bilibili Recent Developments and Future Plans
    2.11 Kwai
        2.11.1 Kwai Details
        2.11.2 Kwai Major Business
        2.11.3 Kwai E-sports Product and Solutions
        2.11.4 Kwai E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.11.5 Kwai Recent Developments and Future Plans
    2.12 Huomao
        2.12.1 Huomao Details
        2.12.2 Huomao Major Business
        2.12.3 Huomao E-sports Product and Solutions
        2.12.4 Huomao E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
        2.12.5 Huomao Recent Developments and Future Plans
3 Market Competition, by Players
    3.1 Global E-sports Revenue and Share by Players (2019, 2020, 2021, and 2022)
    3.2 Market Concentration Rate
        3.2.1 Top 3 E-sports Players Market Share in 2021
        3.2.2 Top 10 E-sports Players Market Share in 2021
        3.2.3 Market Competition Trend
    3.3 E-sports Players Head Office, Products and Services Provided
    3.4 E-sports Mergers & Acquisitions
    3.5 E-sports New Entrants and Expansion Plans
4 Market Size Segment by Type
    4.1 Global E-sports Revenue and Market Share by Type (2017-2022)
    4.2 Global E-sports Market Forecast by Type (2023-2028)
5 Market Size Segment by Application
    5.1 Global E-sports Revenue Market Share by Application (2017-2022)
    5.2 Global E-sports Market Forecast by Application (2023-2028)
6 North America by Country, by Type, and by Application
    6.1 North America E-sports Revenue by Type (2017-2028)
    6.2 North America E-sports Revenue by Application (2017-2028)
    6.3 North America E-sports Market Size by Country
        6.3.1 North America E-sports Revenue by Country (2017-2028)
        6.3.2 United States E-sports Market Size and Forecast (2017-2028)
        6.3.3 Canada E-sports Market Size and Forecast (2017-2028)
        6.3.4 Mexico E-sports Market Size and Forecast (2017-2028)
7 Europe by Country, by Type, and by Application
    7.1 Europe E-sports Revenue by Type (2017-2028)
    7.2 Europe E-sports Revenue by Application (2017-2028)
    7.3 Europe E-sports Market Size by Country
        7.3.1 Europe E-sports Revenue by Country (2017-2028)
        7.3.2 Germany E-sports Market Size and Forecast (2017-2028)
        7.3.3 France E-sports Market Size and Forecast (2017-2028)
        7.3.4 United Kingdom E-sports Market Size and Forecast (2017-2028)
        7.3.5 Russia E-sports Market Size and Forecast (2017-2028)
        7.3.6 Italy E-sports Market Size and Forecast (2017-2028)
8 Asia-Pacific by Region, by Type, and by Application
    8.1 Asia-Pacific E-sports Revenue by Type (2017-2028)
    8.2 Asia-Pacific E-sports Revenue by Application (2017-2028)
    8.3 Asia-Pacific E-sports Market Size by Region
        8.3.1 Asia-Pacific E-sports Revenue by Region (2017-2028)
        8.3.2 China E-sports Market Size and Forecast (2017-2028)
        8.3.3 Japan E-sports Market Size and Forecast (2017-2028)
        8.3.4 South Korea E-sports Market Size and Forecast (2017-2028)
        8.3.5 India E-sports Market Size and Forecast (2017-2028)
        8.3.6 Southeast Asia E-sports Market Size and Forecast (2017-2028)
        8.3.7 Australia E-sports Market Size and Forecast (2017-2028)
9 South America by Country, by Type, and by Application
    9.1 South America E-sports Revenue by Type (2017-2028)
    9.2 South America E-sports Revenue by Application (2017-2028)
    9.3 South America E-sports Market Size by Country
        9.3.1 South America E-sports Revenue by Country (2017-2028)
        9.3.2 Brazil E-sports Market Size and Forecast (2017-2028)
        9.3.3 Argentina E-sports Market Size and Forecast (2017-2028)
10 Middle East & Africa by Country, by Type, and by Application
    10.1 Middle East & Africa E-sports Revenue by Type (2017-2028)
    10.2 Middle East & Africa E-sports Revenue by Application (2017-2028)
    10.3 Middle East & Africa E-sports Market Size by Country
        10.3.1 Middle East & Africa E-sports Revenue by Country (2017-2028)
        10.3.2 Turkey E-sports Market Size and Forecast (2017-2028)
        10.3.3 Saudi Arabia E-sports Market Size and Forecast (2017-2028)
        10.3.4 UAE E-sports Market Size and Forecast (2017-2028)
11 Research Findings and Conclusion
12 Appendix
    12.1 Methodology
    12.2 Research Process and Data Source
    12.3 Disclaimer

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