Global eSports and Games Streaming Market 2023 by Company, Regions, Type and Application, Forecast to 2029

Global eSports and Games Streaming Market 2023 by Company, Regions, Type and Application, Forecast to 2029

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Published Date: 24 May 2023

Category: Service & Software

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Related Reports
  • sp_icon1 sp_icon1_b Product Tags
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Description

According to our (Global Info Research) latest study, the global eSports and Games Streaming market size was valued at USD million in 2022 and is forecast to a readjusted size of USD million by 2029 with a CAGR of % during review period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.

This report is a detailed and comprehensive analysis for global eSports and Games Streaming market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2023, are provided.

Key Features:
Global eSports and Games Streaming market size and forecasts, in consumption value ($ Million), 2018-2029
Global eSports and Games Streaming market size and forecasts by region and country, in consumption value ($ Million), 2018-2029
Global eSports and Games Streaming market size and forecasts, by Type and by Application, in consumption value ($ Million), 2018-2029
Global eSports and Games Streaming market shares of main players, in revenue ($ Million), 2018-2023
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for eSports and Games Streaming
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global eSports and Games Streaming market based on the following parameters - company overview, production, value, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Amazon.com, Inc., Douyu TV(Tencent Holdings Limited), YouTube Gaming (Alphabet Inc.), Facebook Gaming and Mixer (Microsoft Corporation). etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.

Market segmentation
eSports and Games Streaming market is split by Type and by Application. For the period 2018-2029, the growth among segments provide accurate calculations and forecasts for consumption value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type
Web Based
APP Based

Market segment by Application
Business
Residential

Market segment by players, this report covers
Amazon.com, Inc.
Douyu TV(Tencent Holdings Limited)
YouTube Gaming (Alphabet Inc.)
Facebook Gaming
Mixer (Microsoft Corporation)

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe eSports and Games Streaming product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of eSports and Games Streaming, with revenue, gross margin and global market share of eSports and Games Streaming from 2018 to 2023.
Chapter 3, the eSports and Games Streaming competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2018 to 2029.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2018 to 2023.and eSports and Games Streaming market forecast, by regions, type and application, with consumption value, from 2024 to 2029.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War
Chapter 12, the key raw materials and key suppliers, and industry chain of eSports and Games Streaming.
Chapter 13, to describe eSports and Games Streaming research findings and conclusion.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of eSports and Games Streaming
1.2 Market Estimation Caveats and Base Year
1.3 Classification of eSports and Games Streaming by Type
1.3.1 Overview: Global eSports and Games Streaming Market Size by Type: 2018 Versus 2022 Versus 2029
1.3.2 Global eSports and Games Streaming Consumption Value Market Share by Type in 2022
1.3.3 Web Based
1.3.4 APP Based
1.4 Global eSports and Games Streaming Market by Application
1.4.1 Overview: Global eSports and Games Streaming Market Size by Application: 2018 Versus 2022 Versus 2029
1.4.2 Business
1.4.3 Residential
1.5 Global eSports and Games Streaming Market Size & Forecast
1.6 Global eSports and Games Streaming Market Size and Forecast by Region
1.6.1 Global eSports and Games Streaming Market Size by Region: 2018 VS 2022 VS 2029
1.6.2 Global eSports and Games Streaming Market Size by Region, (2018-2029)
1.6.3 North America eSports and Games Streaming Market Size and Prospect (2018-2029)
1.6.4 Europe eSports and Games Streaming Market Size and Prospect (2018-2029)
1.6.5 Asia-Pacific eSports and Games Streaming Market Size and Prospect (2018-2029)
1.6.6 South America eSports and Games Streaming Market Size and Prospect (2018-2029)
1.6.7 Middle East and Africa eSports and Games Streaming Market Size and Prospect (2018-2029)

2 Company Profiles
2.1 Amazon.com, Inc.
2.1.1 Amazon.com, Inc. Details
2.1.2 Amazon.com, Inc. Major Business
2.1.3 Amazon.com, Inc. eSports and Games Streaming Product and Solutions
2.1.4 Amazon.com, Inc. eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
2.1.5 Amazon.com, Inc. Recent Developments and Future Plans
2.2 Douyu TV(Tencent Holdings Limited)
2.2.1 Douyu TV(Tencent Holdings Limited) Details
2.2.2 Douyu TV(Tencent Holdings Limited) Major Business
2.2.3 Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Product and Solutions
2.2.4 Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
2.2.5 Douyu TV(Tencent Holdings Limited) Recent Developments and Future Plans
2.3 YouTube Gaming (Alphabet Inc.)
2.3.1 YouTube Gaming (Alphabet Inc.) Details
2.3.2 YouTube Gaming (Alphabet Inc.) Major Business
2.3.3 YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Product and Solutions
2.3.4 YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
2.3.5 YouTube Gaming (Alphabet Inc.) Recent Developments and Future Plans
2.4 Facebook Gaming
2.4.1 Facebook Gaming Details
2.4.2 Facebook Gaming Major Business
2.4.3 Facebook Gaming eSports and Games Streaming Product and Solutions
2.4.4 Facebook Gaming eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
2.4.5 Facebook Gaming Recent Developments and Future Plans
2.5 Mixer (Microsoft Corporation)
2.5.1 Mixer (Microsoft Corporation) Details
2.5.2 Mixer (Microsoft Corporation) Major Business
2.5.3 Mixer (Microsoft Corporation) eSports and Games Streaming Product and Solutions
2.5.4 Mixer (Microsoft Corporation) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
2.5.5 Mixer (Microsoft Corporation) Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global eSports and Games Streaming Revenue and Share by Players (2018-2023)
3.2 Market Share Analysis (2022)
3.2.1 Market Share of eSports and Games Streaming by Company Revenue
3.2.2 Top 3 eSports and Games Streaming Players Market Share in 2022
3.2.3 Top 6 eSports and Games Streaming Players Market Share in 2022
3.3 eSports and Games Streaming Market: Overall Company Footprint Analysis
3.3.1 eSports and Games Streaming Market: Region Footprint
3.3.2 eSports and Games Streaming Market: Company Product Type Footprint
3.3.3 eSports and Games Streaming Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type
4.1 Global eSports and Games Streaming Consumption Value and Market Share by Type (2018-2023)
4.2 Global eSports and Games Streaming Market Forecast by Type (2024-2029)

5 Market Size Segment by Application
5.1 Global eSports and Games Streaming Consumption Value Market Share by Application (2018-2023)
5.2 Global eSports and Games Streaming Market Forecast by Application (2024-2029)

6 North America
6.1 North America eSports and Games Streaming Consumption Value by Type (2018-2029)
6.2 North America eSports and Games Streaming Consumption Value by Application (2018-2029)
6.3 North America eSports and Games Streaming Market Size by Country
6.3.1 North America eSports and Games Streaming Consumption Value by Country (2018-2029)
6.3.2 United States eSports and Games Streaming Market Size and Forecast (2018-2029)
6.3.3 Canada eSports and Games Streaming Market Size and Forecast (2018-2029)
6.3.4 Mexico eSports and Games Streaming Market Size and Forecast (2018-2029)

7 Europe
7.1 Europe eSports and Games Streaming Consumption Value by Type (2018-2029)
7.2 Europe eSports and Games Streaming Consumption Value by Application (2018-2029)
7.3 Europe eSports and Games Streaming Market Size by Country
7.3.1 Europe eSports and Games Streaming Consumption Value by Country (2018-2029)
7.3.2 Germany eSports and Games Streaming Market Size and Forecast (2018-2029)
7.3.3 France eSports and Games Streaming Market Size and Forecast (2018-2029)
7.3.4 United Kingdom eSports and Games Streaming Market Size and Forecast (2018-2029)
7.3.5 Russia eSports and Games Streaming Market Size and Forecast (2018-2029)
7.3.6 Italy eSports and Games Streaming Market Size and Forecast (2018-2029)

8 Asia-Pacific
8.1 Asia-Pacific eSports and Games Streaming Consumption Value by Type (2018-2029)
8.2 Asia-Pacific eSports and Games Streaming Consumption Value by Application (2018-2029)
8.3 Asia-Pacific eSports and Games Streaming Market Size by Region
8.3.1 Asia-Pacific eSports and Games Streaming Consumption Value by Region (2018-2029)
8.3.2 China eSports and Games Streaming Market Size and Forecast (2018-2029)
8.3.3 Japan eSports and Games Streaming Market Size and Forecast (2018-2029)
8.3.4 South Korea eSports and Games Streaming Market Size and Forecast (2018-2029)
8.3.5 India eSports and Games Streaming Market Size and Forecast (2018-2029)
8.3.6 Southeast Asia eSports and Games Streaming Market Size and Forecast (2018-2029)
8.3.7 Australia eSports and Games Streaming Market Size and Forecast (2018-2029)

9 South America
9.1 South America eSports and Games Streaming Consumption Value by Type (2018-2029)
9.2 South America eSports and Games Streaming Consumption Value by Application (2018-2029)
9.3 South America eSports and Games Streaming Market Size by Country
9.3.1 South America eSports and Games Streaming Consumption Value by Country (2018-2029)
9.3.2 Brazil eSports and Games Streaming Market Size and Forecast (2018-2029)
9.3.3 Argentina eSports and Games Streaming Market Size and Forecast (2018-2029)

10 Middle East & Africa
10.1 Middle East & Africa eSports and Games Streaming Consumption Value by Type (2018-2029)
10.2 Middle East & Africa eSports and Games Streaming Consumption Value by Application (2018-2029)
10.3 Middle East & Africa eSports and Games Streaming Market Size by Country
10.3.1 Middle East & Africa eSports and Games Streaming Consumption Value by Country (2018-2029)
10.3.2 Turkey eSports and Games Streaming Market Size and Forecast (2018-2029)
10.3.3 Saudi Arabia eSports and Games Streaming Market Size and Forecast (2018-2029)
10.3.4 UAE eSports and Games Streaming Market Size and Forecast (2018-2029)

11 Market Dynamics
11.1 eSports and Games Streaming Market Drivers
11.2 eSports and Games Streaming Market Restraints
11.3 eSports and Games Streaming Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry
11.5 Influence of COVID-19 and Russia-Ukraine War
11.5.1 Influence of COVID-19
11.5.2 Influence of Russia-Ukraine War

12 Industry Chain Analysis
12.1 eSports and Games Streaming Industry Chain
12.2 eSports and Games Streaming Upstream Analysis
12.3 eSports and Games Streaming Midstream Analysis
12.4 eSports and Games Streaming Downstream Analysis

13 Research Findings and Conclusion

14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global eSports and Games Streaming Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Table 2. Global eSports and Games Streaming Consumption Value by Application, (USD Million), 2018 & 2022 & 2029
Table 3. Global eSports and Games Streaming Consumption Value by Region (2018-2023) & (USD Million)
Table 4. Global eSports and Games Streaming Consumption Value by Region (2024-2029) & (USD Million)
Table 5. Amazon.com, Inc. Company Information, Head Office, and Major Competitors
Table 6. Amazon.com, Inc. Major Business
Table 7. Amazon.com, Inc. eSports and Games Streaming Product and Solutions
Table 8. Amazon.com, Inc. eSports and Games Streaming Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 9. Amazon.com, Inc. Recent Developments and Future Plans
Table 10. Douyu TV(Tencent Holdings Limited) Company Information, Head Office, and Major Competitors
Table 11. Douyu TV(Tencent Holdings Limited) Major Business
Table 12. Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Product and Solutions
Table 13. Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 14. Douyu TV(Tencent Holdings Limited) Recent Developments and Future Plans
Table 15. YouTube Gaming (Alphabet Inc.) Company Information, Head Office, and Major Competitors
Table 16. YouTube Gaming (Alphabet Inc.) Major Business
Table 17. YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Product and Solutions
Table 18. YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 19. YouTube Gaming (Alphabet Inc.) Recent Developments and Future Plans
Table 20. Facebook Gaming Company Information, Head Office, and Major Competitors
Table 21. Facebook Gaming Major Business
Table 22. Facebook Gaming eSports and Games Streaming Product and Solutions
Table 23. Facebook Gaming eSports and Games Streaming Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 24. Facebook Gaming Recent Developments and Future Plans
Table 25. Mixer (Microsoft Corporation) Company Information, Head Office, and Major Competitors
Table 26. Mixer (Microsoft Corporation) Major Business
Table 27. Mixer (Microsoft Corporation) eSports and Games Streaming Product and Solutions
Table 28. Mixer (Microsoft Corporation) eSports and Games Streaming Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 29. Mixer (Microsoft Corporation) Recent Developments and Future Plans
Table 30. Global eSports and Games Streaming Revenue (USD Million) by Players (2018-2023)
Table 31. Global eSports and Games Streaming Revenue Share by Players (2018-2023)
Table 32. Breakdown of eSports and Games Streaming by Company Type (Tier 1, Tier 2, and Tier 3)
Table 33. Market Position of Players in eSports and Games Streaming, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2022
Table 34. Head Office of Key eSports and Games Streaming Players
Table 35. eSports and Games Streaming Market: Company Product Type Footprint
Table 36. eSports and Games Streaming Market: Company Product Application Footprint
Table 37. eSports and Games Streaming New Market Entrants and Barriers to Market Entry
Table 38. eSports and Games Streaming Mergers, Acquisition, Agreements, and Collaborations
Table 39. Global eSports and Games Streaming Consumption Value (USD Million) by Type (2018-2023)
Table 40. Global eSports and Games Streaming Consumption Value Share by Type (2018-2023)
Table 41. Global eSports and Games Streaming Consumption Value Forecast by Type (2024-2029)
Table 42. Global eSports and Games Streaming Consumption Value by Application (2018-2023)
Table 43. Global eSports and Games Streaming Consumption Value Forecast by Application (2024-2029)
Table 44. North America eSports and Games Streaming Consumption Value by Type (2018-2023) & (USD Million)
Table 45. North America eSports and Games Streaming Consumption Value by Type (2024-2029) & (USD Million)
Table 46. North America eSports and Games Streaming Consumption Value by Application (2018-2023) & (USD Million)
Table 47. North America eSports and Games Streaming Consumption Value by Application (2024-2029) & (USD Million)
Table 48. North America eSports and Games Streaming Consumption Value by Country (2018-2023) & (USD Million)
Table 49. North America eSports and Games Streaming Consumption Value by Country (2024-2029) & (USD Million)
Table 50. Europe eSports and Games Streaming Consumption Value by Type (2018-2023) & (USD Million)
Table 51. Europe eSports and Games Streaming Consumption Value by Type (2024-2029) & (USD Million)
Table 52. Europe eSports and Games Streaming Consumption Value by Application (2018-2023) & (USD Million)
Table 53. Europe eSports and Games Streaming Consumption Value by Application (2024-2029) & (USD Million)
Table 54. Europe eSports and Games Streaming Consumption Value by Country (2018-2023) & (USD Million)
Table 55. Europe eSports and Games Streaming Consumption Value by Country (2024-2029) & (USD Million)
Table 56. Asia-Pacific eSports and Games Streaming Consumption Value by Type (2018-2023) & (USD Million)
Table 57. Asia-Pacific eSports and Games Streaming Consumption Value by Type (2024-2029) & (USD Million)
Table 58. Asia-Pacific eSports and Games Streaming Consumption Value by Application (2018-2023) & (USD Million)
Table 59. Asia-Pacific eSports and Games Streaming Consumption Value by Application (2024-2029) & (USD Million)
Table 60. Asia-Pacific eSports and Games Streaming Consumption Value by Region (2018-2023) & (USD Million)
Table 61. Asia-Pacific eSports and Games Streaming Consumption Value by Region (2024-2029) & (USD Million)
Table 62. South America eSports and Games Streaming Consumption Value by Type (2018-2023) & (USD Million)
Table 63. South America eSports and Games Streaming Consumption Value by Type (2024-2029) & (USD Million)
Table 64. South America eSports and Games Streaming Consumption Value by Application (2018-2023) & (USD Million)
Table 65. South America eSports and Games Streaming Consumption Value by Application (2024-2029) & (USD Million)
Table 66. South America eSports and Games Streaming Consumption Value by Country (2018-2023) & (USD Million)
Table 67. South America eSports and Games Streaming Consumption Value by Country (2024-2029) & (USD Million)
Table 68. Middle East & Africa eSports and Games Streaming Consumption Value by Type (2018-2023) & (USD Million)
Table 69. Middle East & Africa eSports and Games Streaming Consumption Value by Type (2024-2029) & (USD Million)
Table 70. Middle East & Africa eSports and Games Streaming Consumption Value by Application (2018-2023) & (USD Million)
Table 71. Middle East & Africa eSports and Games Streaming Consumption Value by Application (2024-2029) & (USD Million)
Table 72. Middle East & Africa eSports and Games Streaming Consumption Value by Country (2018-2023) & (USD Million)
Table 73. Middle East & Africa eSports and Games Streaming Consumption Value by Country (2024-2029) & (USD Million)
Table 74. eSports and Games Streaming Raw Material
Table 75. Key Suppliers of eSports and Games Streaming Raw Materials
List of Figures
Figure 1. eSports and Games Streaming Picture
Figure 2. Global eSports and Games Streaming Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Figure 3. Global eSports and Games Streaming Consumption Value Market Share by Type in 2022
Figure 4. Web Based
Figure 5. APP Based
Figure 6. Global eSports and Games Streaming Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Figure 7. eSports and Games Streaming Consumption Value Market Share by Application in 2022
Figure 8. Business Picture
Figure 9. Residential Picture
Figure 10. Global eSports and Games Streaming Consumption Value, (USD Million): 2018 & 2022 & 2029
Figure 11. Global eSports and Games Streaming Consumption Value and Forecast (2018-2029) & (USD Million)
Figure 12. Global Market eSports and Games Streaming Consumption Value (USD Million) Comparison by Region (2018 & 2022 & 2029)
Figure 13. Global eSports and Games Streaming Consumption Value Market Share by Region (2018-2029)
Figure 14. Global eSports and Games Streaming Consumption Value Market Share by Region in 2022
Figure 15. North America eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 16. Europe eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 17. Asia-Pacific eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 18. South America eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 19. Middle East and Africa eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 20. Global eSports and Games Streaming Revenue Share by Players in 2022
Figure 21. eSports and Games Streaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2022
Figure 22. Global Top 3 Players eSports and Games Streaming Market Share in 2022
Figure 23. Global Top 6 Players eSports and Games Streaming Market Share in 2022
Figure 24. Global eSports and Games Streaming Consumption Value Share by Type (2018-2023)
Figure 25. Global eSports and Games Streaming Market Share Forecast by Type (2024-2029)
Figure 26. Global eSports and Games Streaming Consumption Value Share by Application (2018-2023)
Figure 27. Global eSports and Games Streaming Market Share Forecast by Application (2024-2029)
Figure 28. North America eSports and Games Streaming Consumption Value Market Share by Type (2018-2029)
Figure 29. North America eSports and Games Streaming Consumption Value Market Share by Application (2018-2029)
Figure 30. North America eSports and Games Streaming Consumption Value Market Share by Country (2018-2029)
Figure 31. United States eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 32. Canada eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 33. Mexico eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 34. Europe eSports and Games Streaming Consumption Value Market Share by Type (2018-2029)
Figure 35. Europe eSports and Games Streaming Consumption Value Market Share by Application (2018-2029)
Figure 36. Europe eSports and Games Streaming Consumption Value Market Share by Country (2018-2029)
Figure 37. Germany eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 38. France eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 39. United Kingdom eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 40. Russia eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 41. Italy eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 42. Asia-Pacific eSports and Games Streaming Consumption Value Market Share by Type (2018-2029)
Figure 43. Asia-Pacific eSports and Games Streaming Consumption Value Market Share by Application (2018-2029)
Figure 44. Asia-Pacific eSports and Games Streaming Consumption Value Market Share by Region (2018-2029)
Figure 45. China eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 46. Japan eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 47. South Korea eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 48. India eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 49. Southeast Asia eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 50. Australia eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 51. South America eSports and Games Streaming Consumption Value Market Share by Type (2018-2029)
Figure 52. South America eSports and Games Streaming Consumption Value Market Share by Application (2018-2029)
Figure 53. South America eSports and Games Streaming Consumption Value Market Share by Country (2018-2029)
Figure 54. Brazil eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 55. Argentina eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 56. Middle East and Africa eSports and Games Streaming Consumption Value Market Share by Type (2018-2029)
Figure 57. Middle East and Africa eSports and Games Streaming Consumption Value Market Share by Application (2018-2029)
Figure 58. Middle East and Africa eSports and Games Streaming Consumption Value Market Share by Country (2018-2029)
Figure 59. Turkey eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 60. Saudi Arabia eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 61. UAE eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 62. eSports and Games Streaming Market Drivers
Figure 63. eSports and Games Streaming Market Restraints
Figure 64. eSports and Games Streaming Market Trends
Figure 65. Porters Five Forces Analysis
Figure 66. Manufacturing Cost Structure Analysis of eSports and Games Streaming in 2022
Figure 67. Manufacturing Process Analysis of eSports and Games Streaming
Figure 68. eSports and Games Streaming Industrial Chain
Figure 69. Methodology
Figure 70. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

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Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

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    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

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    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

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    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

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    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Amazon.com, Inc.
Douyu TV(Tencent Holdings Limited)
YouTube Gaming (Alphabet Inc.)
Facebook Gaming
Mixer (Microsoft Corporation)
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Global eSports and Games Streaming Market 2023 by Company, Regions, Type and Application, Forecast to 2029

Global eSports and Games Streaming Market 2023 by Company, Regions, Type and Application, Forecast to 2029

Page: 87

Published Date: 24 May 2023

Category: Service & Software

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Description

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Description

According to our (Global Info Research) latest study, the global eSports and Games Streaming market size was valued at USD million in 2022 and is forecast to a readjusted size of USD million by 2029 with a CAGR of % during review period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.

This report is a detailed and comprehensive analysis for global eSports and Games Streaming market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2023, are provided.

Key Features:
Global eSports and Games Streaming market size and forecasts, in consumption value ($ Million), 2018-2029
Global eSports and Games Streaming market size and forecasts by region and country, in consumption value ($ Million), 2018-2029
Global eSports and Games Streaming market size and forecasts, by Type and by Application, in consumption value ($ Million), 2018-2029
Global eSports and Games Streaming market shares of main players, in revenue ($ Million), 2018-2023
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for eSports and Games Streaming
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global eSports and Games Streaming market based on the following parameters - company overview, production, value, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Amazon.com, Inc., Douyu TV(Tencent Holdings Limited), YouTube Gaming (Alphabet Inc.), Facebook Gaming and Mixer (Microsoft Corporation). etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.

Market segmentation
eSports and Games Streaming market is split by Type and by Application. For the period 2018-2029, the growth among segments provide accurate calculations and forecasts for consumption value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type
Web Based
APP Based

Market segment by Application
Business
Residential

Market segment by players, this report covers
Amazon.com, Inc.
Douyu TV(Tencent Holdings Limited)
YouTube Gaming (Alphabet Inc.)
Facebook Gaming
Mixer (Microsoft Corporation)

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe eSports and Games Streaming product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of eSports and Games Streaming, with revenue, gross margin and global market share of eSports and Games Streaming from 2018 to 2023.
Chapter 3, the eSports and Games Streaming competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2018 to 2029.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2018 to 2023.and eSports and Games Streaming market forecast, by regions, type and application, with consumption value, from 2024 to 2029.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War
Chapter 12, the key raw materials and key suppliers, and industry chain of eSports and Games Streaming.
Chapter 13, to describe eSports and Games Streaming research findings and conclusion.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of eSports and Games Streaming
1.2 Market Estimation Caveats and Base Year
1.3 Classification of eSports and Games Streaming by Type
1.3.1 Overview: Global eSports and Games Streaming Market Size by Type: 2018 Versus 2022 Versus 2029
1.3.2 Global eSports and Games Streaming Consumption Value Market Share by Type in 2022
1.3.3 Web Based
1.3.4 APP Based
1.4 Global eSports and Games Streaming Market by Application
1.4.1 Overview: Global eSports and Games Streaming Market Size by Application: 2018 Versus 2022 Versus 2029
1.4.2 Business
1.4.3 Residential
1.5 Global eSports and Games Streaming Market Size & Forecast
1.6 Global eSports and Games Streaming Market Size and Forecast by Region
1.6.1 Global eSports and Games Streaming Market Size by Region: 2018 VS 2022 VS 2029
1.6.2 Global eSports and Games Streaming Market Size by Region, (2018-2029)
1.6.3 North America eSports and Games Streaming Market Size and Prospect (2018-2029)
1.6.4 Europe eSports and Games Streaming Market Size and Prospect (2018-2029)
1.6.5 Asia-Pacific eSports and Games Streaming Market Size and Prospect (2018-2029)
1.6.6 South America eSports and Games Streaming Market Size and Prospect (2018-2029)
1.6.7 Middle East and Africa eSports and Games Streaming Market Size and Prospect (2018-2029)

2 Company Profiles
2.1 Amazon.com, Inc.
2.1.1 Amazon.com, Inc. Details
2.1.2 Amazon.com, Inc. Major Business
2.1.3 Amazon.com, Inc. eSports and Games Streaming Product and Solutions
2.1.4 Amazon.com, Inc. eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
2.1.5 Amazon.com, Inc. Recent Developments and Future Plans
2.2 Douyu TV(Tencent Holdings Limited)
2.2.1 Douyu TV(Tencent Holdings Limited) Details
2.2.2 Douyu TV(Tencent Holdings Limited) Major Business
2.2.3 Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Product and Solutions
2.2.4 Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
2.2.5 Douyu TV(Tencent Holdings Limited) Recent Developments and Future Plans
2.3 YouTube Gaming (Alphabet Inc.)
2.3.1 YouTube Gaming (Alphabet Inc.) Details
2.3.2 YouTube Gaming (Alphabet Inc.) Major Business
2.3.3 YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Product and Solutions
2.3.4 YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
2.3.5 YouTube Gaming (Alphabet Inc.) Recent Developments and Future Plans
2.4 Facebook Gaming
2.4.1 Facebook Gaming Details
2.4.2 Facebook Gaming Major Business
2.4.3 Facebook Gaming eSports and Games Streaming Product and Solutions
2.4.4 Facebook Gaming eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
2.4.5 Facebook Gaming Recent Developments and Future Plans
2.5 Mixer (Microsoft Corporation)
2.5.1 Mixer (Microsoft Corporation) Details
2.5.2 Mixer (Microsoft Corporation) Major Business
2.5.3 Mixer (Microsoft Corporation) eSports and Games Streaming Product and Solutions
2.5.4 Mixer (Microsoft Corporation) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
2.5.5 Mixer (Microsoft Corporation) Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global eSports and Games Streaming Revenue and Share by Players (2018-2023)
3.2 Market Share Analysis (2022)
3.2.1 Market Share of eSports and Games Streaming by Company Revenue
3.2.2 Top 3 eSports and Games Streaming Players Market Share in 2022
3.2.3 Top 6 eSports and Games Streaming Players Market Share in 2022
3.3 eSports and Games Streaming Market: Overall Company Footprint Analysis
3.3.1 eSports and Games Streaming Market: Region Footprint
3.3.2 eSports and Games Streaming Market: Company Product Type Footprint
3.3.3 eSports and Games Streaming Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type
4.1 Global eSports and Games Streaming Consumption Value and Market Share by Type (2018-2023)
4.2 Global eSports and Games Streaming Market Forecast by Type (2024-2029)

5 Market Size Segment by Application
5.1 Global eSports and Games Streaming Consumption Value Market Share by Application (2018-2023)
5.2 Global eSports and Games Streaming Market Forecast by Application (2024-2029)

6 North America
6.1 North America eSports and Games Streaming Consumption Value by Type (2018-2029)
6.2 North America eSports and Games Streaming Consumption Value by Application (2018-2029)
6.3 North America eSports and Games Streaming Market Size by Country
6.3.1 North America eSports and Games Streaming Consumption Value by Country (2018-2029)
6.3.2 United States eSports and Games Streaming Market Size and Forecast (2018-2029)
6.3.3 Canada eSports and Games Streaming Market Size and Forecast (2018-2029)
6.3.4 Mexico eSports and Games Streaming Market Size and Forecast (2018-2029)

7 Europe
7.1 Europe eSports and Games Streaming Consumption Value by Type (2018-2029)
7.2 Europe eSports and Games Streaming Consumption Value by Application (2018-2029)
7.3 Europe eSports and Games Streaming Market Size by Country
7.3.1 Europe eSports and Games Streaming Consumption Value by Country (2018-2029)
7.3.2 Germany eSports and Games Streaming Market Size and Forecast (2018-2029)
7.3.3 France eSports and Games Streaming Market Size and Forecast (2018-2029)
7.3.4 United Kingdom eSports and Games Streaming Market Size and Forecast (2018-2029)
7.3.5 Russia eSports and Games Streaming Market Size and Forecast (2018-2029)
7.3.6 Italy eSports and Games Streaming Market Size and Forecast (2018-2029)

8 Asia-Pacific
8.1 Asia-Pacific eSports and Games Streaming Consumption Value by Type (2018-2029)
8.2 Asia-Pacific eSports and Games Streaming Consumption Value by Application (2018-2029)
8.3 Asia-Pacific eSports and Games Streaming Market Size by Region
8.3.1 Asia-Pacific eSports and Games Streaming Consumption Value by Region (2018-2029)
8.3.2 China eSports and Games Streaming Market Size and Forecast (2018-2029)
8.3.3 Japan eSports and Games Streaming Market Size and Forecast (2018-2029)
8.3.4 South Korea eSports and Games Streaming Market Size and Forecast (2018-2029)
8.3.5 India eSports and Games Streaming Market Size and Forecast (2018-2029)
8.3.6 Southeast Asia eSports and Games Streaming Market Size and Forecast (2018-2029)
8.3.7 Australia eSports and Games Streaming Market Size and Forecast (2018-2029)

9 South America
9.1 South America eSports and Games Streaming Consumption Value by Type (2018-2029)
9.2 South America eSports and Games Streaming Consumption Value by Application (2018-2029)
9.3 South America eSports and Games Streaming Market Size by Country
9.3.1 South America eSports and Games Streaming Consumption Value by Country (2018-2029)
9.3.2 Brazil eSports and Games Streaming Market Size and Forecast (2018-2029)
9.3.3 Argentina eSports and Games Streaming Market Size and Forecast (2018-2029)

10 Middle East & Africa
10.1 Middle East & Africa eSports and Games Streaming Consumption Value by Type (2018-2029)
10.2 Middle East & Africa eSports and Games Streaming Consumption Value by Application (2018-2029)
10.3 Middle East & Africa eSports and Games Streaming Market Size by Country
10.3.1 Middle East & Africa eSports and Games Streaming Consumption Value by Country (2018-2029)
10.3.2 Turkey eSports and Games Streaming Market Size and Forecast (2018-2029)
10.3.3 Saudi Arabia eSports and Games Streaming Market Size and Forecast (2018-2029)
10.3.4 UAE eSports and Games Streaming Market Size and Forecast (2018-2029)

11 Market Dynamics
11.1 eSports and Games Streaming Market Drivers
11.2 eSports and Games Streaming Market Restraints
11.3 eSports and Games Streaming Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry
11.5 Influence of COVID-19 and Russia-Ukraine War
11.5.1 Influence of COVID-19
11.5.2 Influence of Russia-Ukraine War

12 Industry Chain Analysis
12.1 eSports and Games Streaming Industry Chain
12.2 eSports and Games Streaming Upstream Analysis
12.3 eSports and Games Streaming Midstream Analysis
12.4 eSports and Games Streaming Downstream Analysis

13 Research Findings and Conclusion

14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global eSports and Games Streaming Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Table 2. Global eSports and Games Streaming Consumption Value by Application, (USD Million), 2018 & 2022 & 2029
Table 3. Global eSports and Games Streaming Consumption Value by Region (2018-2023) & (USD Million)
Table 4. Global eSports and Games Streaming Consumption Value by Region (2024-2029) & (USD Million)
Table 5. Amazon.com, Inc. Company Information, Head Office, and Major Competitors
Table 6. Amazon.com, Inc. Major Business
Table 7. Amazon.com, Inc. eSports and Games Streaming Product and Solutions
Table 8. Amazon.com, Inc. eSports and Games Streaming Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 9. Amazon.com, Inc. Recent Developments and Future Plans
Table 10. Douyu TV(Tencent Holdings Limited) Company Information, Head Office, and Major Competitors
Table 11. Douyu TV(Tencent Holdings Limited) Major Business
Table 12. Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Product and Solutions
Table 13. Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 14. Douyu TV(Tencent Holdings Limited) Recent Developments and Future Plans
Table 15. YouTube Gaming (Alphabet Inc.) Company Information, Head Office, and Major Competitors
Table 16. YouTube Gaming (Alphabet Inc.) Major Business
Table 17. YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Product and Solutions
Table 18. YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 19. YouTube Gaming (Alphabet Inc.) Recent Developments and Future Plans
Table 20. Facebook Gaming Company Information, Head Office, and Major Competitors
Table 21. Facebook Gaming Major Business
Table 22. Facebook Gaming eSports and Games Streaming Product and Solutions
Table 23. Facebook Gaming eSports and Games Streaming Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 24. Facebook Gaming Recent Developments and Future Plans
Table 25. Mixer (Microsoft Corporation) Company Information, Head Office, and Major Competitors
Table 26. Mixer (Microsoft Corporation) Major Business
Table 27. Mixer (Microsoft Corporation) eSports and Games Streaming Product and Solutions
Table 28. Mixer (Microsoft Corporation) eSports and Games Streaming Revenue (USD Million), Gross Margin and Market Share (2018-2023)
Table 29. Mixer (Microsoft Corporation) Recent Developments and Future Plans
Table 30. Global eSports and Games Streaming Revenue (USD Million) by Players (2018-2023)
Table 31. Global eSports and Games Streaming Revenue Share by Players (2018-2023)
Table 32. Breakdown of eSports and Games Streaming by Company Type (Tier 1, Tier 2, and Tier 3)
Table 33. Market Position of Players in eSports and Games Streaming, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2022
Table 34. Head Office of Key eSports and Games Streaming Players
Table 35. eSports and Games Streaming Market: Company Product Type Footprint
Table 36. eSports and Games Streaming Market: Company Product Application Footprint
Table 37. eSports and Games Streaming New Market Entrants and Barriers to Market Entry
Table 38. eSports and Games Streaming Mergers, Acquisition, Agreements, and Collaborations
Table 39. Global eSports and Games Streaming Consumption Value (USD Million) by Type (2018-2023)
Table 40. Global eSports and Games Streaming Consumption Value Share by Type (2018-2023)
Table 41. Global eSports and Games Streaming Consumption Value Forecast by Type (2024-2029)
Table 42. Global eSports and Games Streaming Consumption Value by Application (2018-2023)
Table 43. Global eSports and Games Streaming Consumption Value Forecast by Application (2024-2029)
Table 44. North America eSports and Games Streaming Consumption Value by Type (2018-2023) & (USD Million)
Table 45. North America eSports and Games Streaming Consumption Value by Type (2024-2029) & (USD Million)
Table 46. North America eSports and Games Streaming Consumption Value by Application (2018-2023) & (USD Million)
Table 47. North America eSports and Games Streaming Consumption Value by Application (2024-2029) & (USD Million)
Table 48. North America eSports and Games Streaming Consumption Value by Country (2018-2023) & (USD Million)
Table 49. North America eSports and Games Streaming Consumption Value by Country (2024-2029) & (USD Million)
Table 50. Europe eSports and Games Streaming Consumption Value by Type (2018-2023) & (USD Million)
Table 51. Europe eSports and Games Streaming Consumption Value by Type (2024-2029) & (USD Million)
Table 52. Europe eSports and Games Streaming Consumption Value by Application (2018-2023) & (USD Million)
Table 53. Europe eSports and Games Streaming Consumption Value by Application (2024-2029) & (USD Million)
Table 54. Europe eSports and Games Streaming Consumption Value by Country (2018-2023) & (USD Million)
Table 55. Europe eSports and Games Streaming Consumption Value by Country (2024-2029) & (USD Million)
Table 56. Asia-Pacific eSports and Games Streaming Consumption Value by Type (2018-2023) & (USD Million)
Table 57. Asia-Pacific eSports and Games Streaming Consumption Value by Type (2024-2029) & (USD Million)
Table 58. Asia-Pacific eSports and Games Streaming Consumption Value by Application (2018-2023) & (USD Million)
Table 59. Asia-Pacific eSports and Games Streaming Consumption Value by Application (2024-2029) & (USD Million)
Table 60. Asia-Pacific eSports and Games Streaming Consumption Value by Region (2018-2023) & (USD Million)
Table 61. Asia-Pacific eSports and Games Streaming Consumption Value by Region (2024-2029) & (USD Million)
Table 62. South America eSports and Games Streaming Consumption Value by Type (2018-2023) & (USD Million)
Table 63. South America eSports and Games Streaming Consumption Value by Type (2024-2029) & (USD Million)
Table 64. South America eSports and Games Streaming Consumption Value by Application (2018-2023) & (USD Million)
Table 65. South America eSports and Games Streaming Consumption Value by Application (2024-2029) & (USD Million)
Table 66. South America eSports and Games Streaming Consumption Value by Country (2018-2023) & (USD Million)
Table 67. South America eSports and Games Streaming Consumption Value by Country (2024-2029) & (USD Million)
Table 68. Middle East & Africa eSports and Games Streaming Consumption Value by Type (2018-2023) & (USD Million)
Table 69. Middle East & Africa eSports and Games Streaming Consumption Value by Type (2024-2029) & (USD Million)
Table 70. Middle East & Africa eSports and Games Streaming Consumption Value by Application (2018-2023) & (USD Million)
Table 71. Middle East & Africa eSports and Games Streaming Consumption Value by Application (2024-2029) & (USD Million)
Table 72. Middle East & Africa eSports and Games Streaming Consumption Value by Country (2018-2023) & (USD Million)
Table 73. Middle East & Africa eSports and Games Streaming Consumption Value by Country (2024-2029) & (USD Million)
Table 74. eSports and Games Streaming Raw Material
Table 75. Key Suppliers of eSports and Games Streaming Raw Materials
List of Figures
Figure 1. eSports and Games Streaming Picture
Figure 2. Global eSports and Games Streaming Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Figure 3. Global eSports and Games Streaming Consumption Value Market Share by Type in 2022
Figure 4. Web Based
Figure 5. APP Based
Figure 6. Global eSports and Games Streaming Consumption Value by Type, (USD Million), 2018 & 2022 & 2029
Figure 7. eSports and Games Streaming Consumption Value Market Share by Application in 2022
Figure 8. Business Picture
Figure 9. Residential Picture
Figure 10. Global eSports and Games Streaming Consumption Value, (USD Million): 2018 & 2022 & 2029
Figure 11. Global eSports and Games Streaming Consumption Value and Forecast (2018-2029) & (USD Million)
Figure 12. Global Market eSports and Games Streaming Consumption Value (USD Million) Comparison by Region (2018 & 2022 & 2029)
Figure 13. Global eSports and Games Streaming Consumption Value Market Share by Region (2018-2029)
Figure 14. Global eSports and Games Streaming Consumption Value Market Share by Region in 2022
Figure 15. North America eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 16. Europe eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 17. Asia-Pacific eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 18. South America eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 19. Middle East and Africa eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 20. Global eSports and Games Streaming Revenue Share by Players in 2022
Figure 21. eSports and Games Streaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2022
Figure 22. Global Top 3 Players eSports and Games Streaming Market Share in 2022
Figure 23. Global Top 6 Players eSports and Games Streaming Market Share in 2022
Figure 24. Global eSports and Games Streaming Consumption Value Share by Type (2018-2023)
Figure 25. Global eSports and Games Streaming Market Share Forecast by Type (2024-2029)
Figure 26. Global eSports and Games Streaming Consumption Value Share by Application (2018-2023)
Figure 27. Global eSports and Games Streaming Market Share Forecast by Application (2024-2029)
Figure 28. North America eSports and Games Streaming Consumption Value Market Share by Type (2018-2029)
Figure 29. North America eSports and Games Streaming Consumption Value Market Share by Application (2018-2029)
Figure 30. North America eSports and Games Streaming Consumption Value Market Share by Country (2018-2029)
Figure 31. United States eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 32. Canada eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 33. Mexico eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 34. Europe eSports and Games Streaming Consumption Value Market Share by Type (2018-2029)
Figure 35. Europe eSports and Games Streaming Consumption Value Market Share by Application (2018-2029)
Figure 36. Europe eSports and Games Streaming Consumption Value Market Share by Country (2018-2029)
Figure 37. Germany eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 38. France eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 39. United Kingdom eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 40. Russia eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 41. Italy eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 42. Asia-Pacific eSports and Games Streaming Consumption Value Market Share by Type (2018-2029)
Figure 43. Asia-Pacific eSports and Games Streaming Consumption Value Market Share by Application (2018-2029)
Figure 44. Asia-Pacific eSports and Games Streaming Consumption Value Market Share by Region (2018-2029)
Figure 45. China eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 46. Japan eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 47. South Korea eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 48. India eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 49. Southeast Asia eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 50. Australia eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 51. South America eSports and Games Streaming Consumption Value Market Share by Type (2018-2029)
Figure 52. South America eSports and Games Streaming Consumption Value Market Share by Application (2018-2029)
Figure 53. South America eSports and Games Streaming Consumption Value Market Share by Country (2018-2029)
Figure 54. Brazil eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 55. Argentina eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 56. Middle East and Africa eSports and Games Streaming Consumption Value Market Share by Type (2018-2029)
Figure 57. Middle East and Africa eSports and Games Streaming Consumption Value Market Share by Application (2018-2029)
Figure 58. Middle East and Africa eSports and Games Streaming Consumption Value Market Share by Country (2018-2029)
Figure 59. Turkey eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 60. Saudi Arabia eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 61. UAE eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 62. eSports and Games Streaming Market Drivers
Figure 63. eSports and Games Streaming Market Restraints
Figure 64. eSports and Games Streaming Market Trends
Figure 65. Porters Five Forces Analysis
Figure 66. Manufacturing Cost Structure Analysis of eSports and Games Streaming in 2022
Figure 67. Manufacturing Process Analysis of eSports and Games Streaming
Figure 68. eSports and Games Streaming Industrial Chain
Figure 69. Methodology
Figure 70. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

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Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

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    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

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    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

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    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

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    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Amazon.com, Inc.
Douyu TV(Tencent Holdings Limited)
YouTube Gaming (Alphabet Inc.)
Facebook Gaming
Mixer (Microsoft Corporation)
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