Global eSports and Games Streaming Supply, Demand and Key Producers, 2023-2029

Global eSports and Games Streaming Supply, Demand and Key Producers, 2023-2029

Page: 102

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
btl

Description

The global eSports and Games Streaming market size is expected to reach $ million by 2029, rising at a market growth of % CAGR during the forecast period (2023-2029).

This report studies the global eSports and Games Streaming demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for eSports and Games Streaming, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2022 as the base year. This report explores demand trends and competition, as well as details the characteristics of eSports and Games Streaming that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global eSports and Games Streaming total market, 2018-2029, (USD Million)
Global eSports and Games Streaming total market by region & country, CAGR, 2018-2029, (USD Million)
U.S. VS China: eSports and Games Streaming total market, key domestic companies and share, (USD Million)
Global eSports and Games Streaming revenue by player and market share 2018-2023, (USD Million)
Global eSports and Games Streaming total market by Type, CAGR, 2018-2029, (USD Million)
Global eSports and Games Streaming total market by Application, CAGR, 2018-2029, (USD Million)
This reports profiles major players in the global eSports and Games Streaming market based on the following parameters – company overview, revenue, 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.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World eSports and Games Streaming market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2018-2029 by year with 2022 as the base year, 2023 as the estimate year, and 2024-2029 as the forecast year.

Global eSports and Games Streaming Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global eSports and Games Streaming Market, Segmentation by Type
Web Based
APP Based

Global eSports and Games Streaming Market, Segmentation by Application
Business
Residential

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

Key Questions Answered
1. How big is the global eSports and Games Streaming market?
2. What is the demand of the global eSports and Games Streaming market?
3. What is the year over year growth of the global eSports and Games Streaming market?
4. What is the total value of the global eSports and Games Streaming market?
5. Who are the major players in the global eSports and Games Streaming market?
6. What are the growth factors driving the market demand?
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Table of Contents

1 Supply Summary
1.1 eSports and Games Streaming Introduction
1.2 World eSports and Games Streaming Market Size & Forecast (2018 & 2022 & 2029)
1.3 World eSports and Games Streaming Total Market by Region (by Headquarter Location)
1.3.1 World eSports and Games Streaming Market Size by Region (2018-2029), (by Headquarter Location)
1.3.2 United States eSports and Games Streaming Market Size (2018-2029)
1.3.3 China eSports and Games Streaming Market Size (2018-2029)
1.3.4 Europe eSports and Games Streaming Market Size (2018-2029)
1.3.5 Japan eSports and Games Streaming Market Size (2018-2029)
1.3.6 South Korea eSports and Games Streaming Market Size (2018-2029)
1.3.7 ASEAN eSports and Games Streaming Market Size (2018-2029)
1.3.8 India eSports and Games Streaming Market Size (2018-2029)
1.4 Market Drivers, Restraints and Trends
1.4.1 eSports and Games Streaming Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 eSports and Games Streaming Major Market Trends
1.5 Influence of COVID-19 and Russia-Ukraine War
1.5.1 Influence of COVID-19
1.5.2 Influence of Russia-Ukraine War

2 Demand Summary
2.1 World eSports and Games Streaming Consumption Value (2018-2029)
2.2 World eSports and Games Streaming Consumption Value by Region
2.2.1 World eSports and Games Streaming Consumption Value by Region (2018-2023)
2.2.2 World eSports and Games Streaming Consumption Value Forecast by Region (2024-2029)
2.3 United States eSports and Games Streaming Consumption Value (2018-2029)
2.4 China eSports and Games Streaming Consumption Value (2018-2029)
2.5 Europe eSports and Games Streaming Consumption Value (2018-2029)
2.6 Japan eSports and Games Streaming Consumption Value (2018-2029)
2.7 South Korea eSports and Games Streaming Consumption Value (2018-2029)
2.8 ASEAN eSports and Games Streaming Consumption Value (2018-2029)
2.9 India eSports and Games Streaming Consumption Value (2018-2029)

3 World eSports and Games Streaming Companies Competitive Analysis
3.1 World eSports and Games Streaming Revenue by Player (2018-2023)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global eSports and Games Streaming Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for eSports and Games Streaming in 2022
3.2.3 Global Concentration Ratios (CR8) for eSports and Games Streaming in 2022
3.3 eSports and Games Streaming Company Evaluation Quadrant
3.4 eSports and Games Streaming Market: Overall Company Footprint Analysis
3.4.1 eSports and Games Streaming Market: Region Footprint
3.4.2 eSports and Games Streaming Market: Company Product Type Footprint
3.4.3 eSports and Games Streaming Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: eSports and Games Streaming Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: eSports and Games Streaming Market Size Comparison (2018 & 2022 & 2029) (by Headquarter Location)
4.1.2 United States VS China: eSports and Games Streaming Revenue Market Share Comparison (2018 & 2022 & 2029)
4.2 United States Based Companies VS China Based Companies: eSports and Games Streaming Consumption Value Comparison
4.2.1 United States VS China: eSports and Games Streaming Consumption Value Comparison (2018 & 2022 & 2029)
4.2.2 United States VS China: eSports and Games Streaming Consumption Value Market Share Comparison (2018 & 2022 & 2029)
4.3 United States Based eSports and Games Streaming Companies and Market Share, 2018-2023
4.3.1 United States Based eSports and Games Streaming Companies, Headquarters (States, Country)
4.3.2 United States Based Companies eSports and Games Streaming Revenue, (2018-2023)
4.4 China Based Companies eSports and Games Streaming Revenue and Market Share, 2018-2023
4.4.1 China Based eSports and Games Streaming Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies eSports and Games Streaming Revenue, (2018-2023)
4.5 Rest of World Based eSports and Games Streaming Companies and Market Share, 2018-2023
4.5.1 Rest of World Based eSports and Games Streaming Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies eSports and Games Streaming Revenue, (2018-2023)

5 Market Analysis by Type
5.1 World eSports and Games Streaming Market Size Overview by Type: 2018 VS 2022 VS 2029
5.2 Segment Introduction by Type
5.2.1 Web Based
5.2.2 APP Based
5.3 Market Segment by Type
5.3.1 World eSports and Games Streaming Market Size by Type (2018-2023)
5.3.2 World eSports and Games Streaming Market Size by Type (2024-2029)
5.3.3 World eSports and Games Streaming Market Size Market Share by Type (2018-2029)

6 Market Analysis by Application
6.1 World eSports and Games Streaming Market Size Overview by Application: 2018 VS 2022 VS 2029
6.2 Segment Introduction by Application
6.2.1 Business
6.2.2 Residential
6.3 Market Segment by Application
6.3.1 World eSports and Games Streaming Market Size by Application (2018-2023)
6.3.2 World eSports and Games Streaming Market Size by Application (2024-2029)
6.3.3 World eSports and Games Streaming Market Size by Application (2018-2029)

7 Company Profiles
7.1 Amazon.com, Inc.
7.1.1 Amazon.com, Inc. Details
7.1.2 Amazon.com, Inc. Major Business
7.1.3 Amazon.com, Inc. eSports and Games Streaming Product and Services
7.1.4 Amazon.com, Inc. eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
7.1.5 Amazon.com, Inc. Recent Developments/Updates
7.1.6 Amazon.com, Inc. Competitive Strengths & Weaknesses
7.2 Douyu TV(Tencent Holdings Limited)
7.2.1 Douyu TV(Tencent Holdings Limited) Details
7.2.2 Douyu TV(Tencent Holdings Limited) Major Business
7.2.3 Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Product and Services
7.2.4 Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
7.2.5 Douyu TV(Tencent Holdings Limited) Recent Developments/Updates
7.2.6 Douyu TV(Tencent Holdings Limited) Competitive Strengths & Weaknesses
7.3 YouTube Gaming (Alphabet Inc.)
7.3.1 YouTube Gaming (Alphabet Inc.) Details
7.3.2 YouTube Gaming (Alphabet Inc.) Major Business
7.3.3 YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Product and Services
7.3.4 YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
7.3.5 YouTube Gaming (Alphabet Inc.) Recent Developments/Updates
7.3.6 YouTube Gaming (Alphabet Inc.) Competitive Strengths & Weaknesses
7.4 Facebook Gaming
7.4.1 Facebook Gaming Details
7.4.2 Facebook Gaming Major Business
7.4.3 Facebook Gaming eSports and Games Streaming Product and Services
7.4.4 Facebook Gaming eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
7.4.5 Facebook Gaming Recent Developments/Updates
7.4.6 Facebook Gaming Competitive Strengths & Weaknesses
7.5 Mixer (Microsoft Corporation)
7.5.1 Mixer (Microsoft Corporation) Details
7.5.2 Mixer (Microsoft Corporation) Major Business
7.5.3 Mixer (Microsoft Corporation) eSports and Games Streaming Product and Services
7.5.4 Mixer (Microsoft Corporation) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
7.5.5 Mixer (Microsoft Corporation) Recent Developments/Updates
7.5.6 Mixer (Microsoft Corporation) Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 eSports and Games Streaming Industry Chain
8.2 eSports and Games Streaming Upstream Analysis
8.3 eSports and Games Streaming Midstream Analysis
8.4 eSports and Games Streaming Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World eSports and Games Streaming Revenue by Region (2018, 2022 and 2029) & (USD Million), (by Headquarter Location)
Table 2. World eSports and Games Streaming Revenue by Region (2018-2023) & (USD Million), (by Headquarter Location)
Table 3. World eSports and Games Streaming Revenue by Region (2024-2029) & (USD Million), (by Headquarter Location)
Table 4. World eSports and Games Streaming Revenue Market Share by Region (2018-2023), (by Headquarter Location)
Table 5. World eSports and Games Streaming Revenue Market Share by Region (2024-2029), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World eSports and Games Streaming Consumption Value Growth Rate Forecast by Region (2018 & 2022 & 2029) & (USD Million)
Table 8. World eSports and Games Streaming Consumption Value by Region (2018-2023) & (USD Million)
Table 9. World eSports and Games Streaming Consumption Value Forecast by Region (2024-2029) & (USD Million)
Table 10. World eSports and Games Streaming Revenue by Player (2018-2023) & (USD Million)
Table 11. Revenue Market Share of Key eSports and Games Streaming Players in 2022
Table 12. World eSports and Games Streaming Industry Rank of Major Player, Based on Revenue in 2022
Table 13. Global eSports and Games Streaming Company Evaluation Quadrant
Table 14. Head Office of Key eSports and Games Streaming Player
Table 15. eSports and Games Streaming Market: Company Product Type Footprint
Table 16. eSports and Games Streaming Market: Company Product Application Footprint
Table 17. eSports and Games Streaming Mergers & Acquisitions Activity
Table 18. United States VS China eSports and Games Streaming Market Size Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 19. United States VS China eSports and Games Streaming Consumption Value Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 20. United States Based eSports and Games Streaming Companies, Headquarters (States, Country)
Table 21. United States Based Companies eSports and Games Streaming Revenue, (2018-2023) & (USD Million)
Table 22. United States Based Companies eSports and Games Streaming Revenue Market Share (2018-2023)
Table 23. China Based eSports and Games Streaming Companies, Headquarters (Province, Country)
Table 24. China Based Companies eSports and Games Streaming Revenue, (2018-2023) & (USD Million)
Table 25. China Based Companies eSports and Games Streaming Revenue Market Share (2018-2023)
Table 26. Rest of World Based eSports and Games Streaming Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies eSports and Games Streaming Revenue, (2018-2023) & (USD Million)
Table 28. Rest of World Based Companies eSports and Games Streaming Revenue Market Share (2018-2023)
Table 29. World eSports and Games Streaming Market Size by Type, (USD Million), 2018 & 2022 & 2029
Table 30. World eSports and Games Streaming Market Size by Type (2018-2023) & (USD Million)
Table 31. World eSports and Games Streaming Market Size by Type (2024-2029) & (USD Million)
Table 32. World eSports and Games Streaming Market Size by Application, (USD Million), 2018 & 2022 & 2029
Table 33. World eSports and Games Streaming Market Size by Application (2018-2023) & (USD Million)
Table 34. World eSports and Games Streaming Market Size by Application (2024-2029) & (USD Million)
Table 35. Amazon.com, Inc. Basic Information, Area Served and Competitors
Table 36. Amazon.com, Inc. Major Business
Table 37. Amazon.com, Inc. eSports and Games Streaming Product and Services
Table 38. Amazon.com, Inc. eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 39. Amazon.com, Inc. Recent Developments/Updates
Table 40. Amazon.com, Inc. Competitive Strengths & Weaknesses
Table 41. Douyu TV(Tencent Holdings Limited) Basic Information, Area Served and Competitors
Table 42. Douyu TV(Tencent Holdings Limited) Major Business
Table 43. Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Product and Services
Table 44. Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 45. Douyu TV(Tencent Holdings Limited) Recent Developments/Updates
Table 46. Douyu TV(Tencent Holdings Limited) Competitive Strengths & Weaknesses
Table 47. YouTube Gaming (Alphabet Inc.) Basic Information, Area Served and Competitors
Table 48. YouTube Gaming (Alphabet Inc.) Major Business
Table 49. YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Product and Services
Table 50. YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 51. YouTube Gaming (Alphabet Inc.) Recent Developments/Updates
Table 52. YouTube Gaming (Alphabet Inc.) Competitive Strengths & Weaknesses
Table 53. Facebook Gaming Basic Information, Area Served and Competitors
Table 54. Facebook Gaming Major Business
Table 55. Facebook Gaming eSports and Games Streaming Product and Services
Table 56. Facebook Gaming eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 57. Facebook Gaming Recent Developments/Updates
Table 58. Mixer (Microsoft Corporation) Basic Information, Area Served and Competitors
Table 59. Mixer (Microsoft Corporation) Major Business
Table 60. Mixer (Microsoft Corporation) eSports and Games Streaming Product and Services
Table 61. Mixer (Microsoft Corporation) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 62. Global Key Players of eSports and Games Streaming Upstream (Raw Materials)
Table 63. eSports and Games Streaming Typical Customers
List of Figure
Figure 1. eSports and Games Streaming Picture
Figure 2. World eSports and Games Streaming Total Market Size: 2018 & 2022 & 2029, (USD Million)
Figure 3. World eSports and Games Streaming Total Market Size (2018-2029) & (USD Million)
Figure 4. World eSports and Games Streaming Revenue Market Share by Region (2018, 2022 and 2029) & (USD Million) , (by Headquarter Location)
Figure 5. World eSports and Games Streaming Revenue Market Share by Region (2018-2029), (by Headquarter Location)
Figure 6. United States Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 7. China Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 8. Europe Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 9. Japan Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 10. South Korea Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 11. ASEAN Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 12. India Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 13. eSports and Games Streaming Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 16. World eSports and Games Streaming Consumption Value Market Share by Region (2018-2029)
Figure 17. United States eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 18. China eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 19. Europe eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 20. Japan eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 21. South Korea eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 22. ASEAN eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 23. India eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 24. Producer Shipments of eSports and Games Streaming by Player Revenue ($MM) and Market Share (%): 2022
Figure 25. Global Four-firm Concentration Ratios (CR4) for eSports and Games Streaming Markets in 2022
Figure 26. Global Four-firm Concentration Ratios (CR8) for eSports and Games Streaming Markets in 2022
Figure 27. United States VS China: eSports and Games Streaming Revenue Market Share Comparison (2018 & 2022 & 2029)
Figure 28. United States VS China: eSports and Games Streaming Consumption Value Market Share Comparison (2018 & 2022 & 2029)
Figure 29. World eSports and Games Streaming Market Size by Type, (USD Million), 2018 & 2022 & 2029
Figure 30. World eSports and Games Streaming Market Size Market Share by Type in 2022
Figure 31. Web Based
Figure 32. APP Based
Figure 33. World eSports and Games Streaming Market Size Market Share by Type (2018-2029)
Figure 34. World eSports and Games Streaming Market Size by Application, (USD Million), 2018 & 2022 & 2029
Figure 35. World eSports and Games Streaming Market Size Market Share by Application in 2022
Figure 36. Business
Figure 37. Residential
Figure 38. eSports and Games Streaming Industrial Chain
Figure 39. Methodology
Figure 40. Research Process and Data Source
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Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

yuan2

Discussion of all the project requirements and queries

Flexibility Check

yuan2

Project Feasibility Analysis

yuan2

Finalizing tentative research programme

yuan2

Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

yuan2

Determination of key drivers, restraints, challenge, and opportunity

yuan2

Identifies market needs and trends

Market Size Estimation & Forecast

yuan2

Estimation of historical data based on secondary and primary data

yuan2

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

yuan2

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

yuan2

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

yuan2

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

tuBiao1

Data Source

yuan2

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

yuan2

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

Validation and
triangulation of
secondary and primary source.

yuan2

Collection of data

yuan2

Cumulating and collating the essential qualitative and quantitative data

yuan2

Generation of report in client requested format by research analysts

yuan2

Reviews by expert analysts

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Final quality check

yuan2

Clarifying queries

yuan2

Receiving feedback

yuan2

Ensuring satisfaction

  • yuan01
    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.

  • yuan01
    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.

  • yuan01
    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.

  • yuan01
    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.

  • yuan01
    liuCheng01

    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 Supply, Demand and Key Producers, 2023-2029

Global eSports and Games Streaming Supply, Demand and Key Producers, 2023-2029

Page: 102

Published Date: 24 May 2023

Category: Service & Software

PDF Download

Get FREE Sample

Customize Request

Description

arrow-d3
btl

Description

The global eSports and Games Streaming market size is expected to reach $ million by 2029, rising at a market growth of % CAGR during the forecast period (2023-2029).

This report studies the global eSports and Games Streaming demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for eSports and Games Streaming, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2022 as the base year. This report explores demand trends and competition, as well as details the characteristics of eSports and Games Streaming that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global eSports and Games Streaming total market, 2018-2029, (USD Million)
Global eSports and Games Streaming total market by region & country, CAGR, 2018-2029, (USD Million)
U.S. VS China: eSports and Games Streaming total market, key domestic companies and share, (USD Million)
Global eSports and Games Streaming revenue by player and market share 2018-2023, (USD Million)
Global eSports and Games Streaming total market by Type, CAGR, 2018-2029, (USD Million)
Global eSports and Games Streaming total market by Application, CAGR, 2018-2029, (USD Million)
This reports profiles major players in the global eSports and Games Streaming market based on the following parameters – company overview, revenue, 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.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World eSports and Games Streaming market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2018-2029 by year with 2022 as the base year, 2023 as the estimate year, and 2024-2029 as the forecast year.

Global eSports and Games Streaming Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global eSports and Games Streaming Market, Segmentation by Type
Web Based
APP Based

Global eSports and Games Streaming Market, Segmentation by Application
Business
Residential

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

Key Questions Answered
1. How big is the global eSports and Games Streaming market?
2. What is the demand of the global eSports and Games Streaming market?
3. What is the year over year growth of the global eSports and Games Streaming market?
4. What is the total value of the global eSports and Games Streaming market?
5. Who are the major players in the global eSports and Games Streaming market?
6. What are the growth factors driving the market demand?
btl

Table of Contents

1 Supply Summary
1.1 eSports and Games Streaming Introduction
1.2 World eSports and Games Streaming Market Size & Forecast (2018 & 2022 & 2029)
1.3 World eSports and Games Streaming Total Market by Region (by Headquarter Location)
1.3.1 World eSports and Games Streaming Market Size by Region (2018-2029), (by Headquarter Location)
1.3.2 United States eSports and Games Streaming Market Size (2018-2029)
1.3.3 China eSports and Games Streaming Market Size (2018-2029)
1.3.4 Europe eSports and Games Streaming Market Size (2018-2029)
1.3.5 Japan eSports and Games Streaming Market Size (2018-2029)
1.3.6 South Korea eSports and Games Streaming Market Size (2018-2029)
1.3.7 ASEAN eSports and Games Streaming Market Size (2018-2029)
1.3.8 India eSports and Games Streaming Market Size (2018-2029)
1.4 Market Drivers, Restraints and Trends
1.4.1 eSports and Games Streaming Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 eSports and Games Streaming Major Market Trends
1.5 Influence of COVID-19 and Russia-Ukraine War
1.5.1 Influence of COVID-19
1.5.2 Influence of Russia-Ukraine War

2 Demand Summary
2.1 World eSports and Games Streaming Consumption Value (2018-2029)
2.2 World eSports and Games Streaming Consumption Value by Region
2.2.1 World eSports and Games Streaming Consumption Value by Region (2018-2023)
2.2.2 World eSports and Games Streaming Consumption Value Forecast by Region (2024-2029)
2.3 United States eSports and Games Streaming Consumption Value (2018-2029)
2.4 China eSports and Games Streaming Consumption Value (2018-2029)
2.5 Europe eSports and Games Streaming Consumption Value (2018-2029)
2.6 Japan eSports and Games Streaming Consumption Value (2018-2029)
2.7 South Korea eSports and Games Streaming Consumption Value (2018-2029)
2.8 ASEAN eSports and Games Streaming Consumption Value (2018-2029)
2.9 India eSports and Games Streaming Consumption Value (2018-2029)

3 World eSports and Games Streaming Companies Competitive Analysis
3.1 World eSports and Games Streaming Revenue by Player (2018-2023)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global eSports and Games Streaming Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for eSports and Games Streaming in 2022
3.2.3 Global Concentration Ratios (CR8) for eSports and Games Streaming in 2022
3.3 eSports and Games Streaming Company Evaluation Quadrant
3.4 eSports and Games Streaming Market: Overall Company Footprint Analysis
3.4.1 eSports and Games Streaming Market: Region Footprint
3.4.2 eSports and Games Streaming Market: Company Product Type Footprint
3.4.3 eSports and Games Streaming Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: eSports and Games Streaming Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: eSports and Games Streaming Market Size Comparison (2018 & 2022 & 2029) (by Headquarter Location)
4.1.2 United States VS China: eSports and Games Streaming Revenue Market Share Comparison (2018 & 2022 & 2029)
4.2 United States Based Companies VS China Based Companies: eSports and Games Streaming Consumption Value Comparison
4.2.1 United States VS China: eSports and Games Streaming Consumption Value Comparison (2018 & 2022 & 2029)
4.2.2 United States VS China: eSports and Games Streaming Consumption Value Market Share Comparison (2018 & 2022 & 2029)
4.3 United States Based eSports and Games Streaming Companies and Market Share, 2018-2023
4.3.1 United States Based eSports and Games Streaming Companies, Headquarters (States, Country)
4.3.2 United States Based Companies eSports and Games Streaming Revenue, (2018-2023)
4.4 China Based Companies eSports and Games Streaming Revenue and Market Share, 2018-2023
4.4.1 China Based eSports and Games Streaming Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies eSports and Games Streaming Revenue, (2018-2023)
4.5 Rest of World Based eSports and Games Streaming Companies and Market Share, 2018-2023
4.5.1 Rest of World Based eSports and Games Streaming Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies eSports and Games Streaming Revenue, (2018-2023)

5 Market Analysis by Type
5.1 World eSports and Games Streaming Market Size Overview by Type: 2018 VS 2022 VS 2029
5.2 Segment Introduction by Type
5.2.1 Web Based
5.2.2 APP Based
5.3 Market Segment by Type
5.3.1 World eSports and Games Streaming Market Size by Type (2018-2023)
5.3.2 World eSports and Games Streaming Market Size by Type (2024-2029)
5.3.3 World eSports and Games Streaming Market Size Market Share by Type (2018-2029)

6 Market Analysis by Application
6.1 World eSports and Games Streaming Market Size Overview by Application: 2018 VS 2022 VS 2029
6.2 Segment Introduction by Application
6.2.1 Business
6.2.2 Residential
6.3 Market Segment by Application
6.3.1 World eSports and Games Streaming Market Size by Application (2018-2023)
6.3.2 World eSports and Games Streaming Market Size by Application (2024-2029)
6.3.3 World eSports and Games Streaming Market Size by Application (2018-2029)

7 Company Profiles
7.1 Amazon.com, Inc.
7.1.1 Amazon.com, Inc. Details
7.1.2 Amazon.com, Inc. Major Business
7.1.3 Amazon.com, Inc. eSports and Games Streaming Product and Services
7.1.4 Amazon.com, Inc. eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
7.1.5 Amazon.com, Inc. Recent Developments/Updates
7.1.6 Amazon.com, Inc. Competitive Strengths & Weaknesses
7.2 Douyu TV(Tencent Holdings Limited)
7.2.1 Douyu TV(Tencent Holdings Limited) Details
7.2.2 Douyu TV(Tencent Holdings Limited) Major Business
7.2.3 Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Product and Services
7.2.4 Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
7.2.5 Douyu TV(Tencent Holdings Limited) Recent Developments/Updates
7.2.6 Douyu TV(Tencent Holdings Limited) Competitive Strengths & Weaknesses
7.3 YouTube Gaming (Alphabet Inc.)
7.3.1 YouTube Gaming (Alphabet Inc.) Details
7.3.2 YouTube Gaming (Alphabet Inc.) Major Business
7.3.3 YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Product and Services
7.3.4 YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
7.3.5 YouTube Gaming (Alphabet Inc.) Recent Developments/Updates
7.3.6 YouTube Gaming (Alphabet Inc.) Competitive Strengths & Weaknesses
7.4 Facebook Gaming
7.4.1 Facebook Gaming Details
7.4.2 Facebook Gaming Major Business
7.4.3 Facebook Gaming eSports and Games Streaming Product and Services
7.4.4 Facebook Gaming eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
7.4.5 Facebook Gaming Recent Developments/Updates
7.4.6 Facebook Gaming Competitive Strengths & Weaknesses
7.5 Mixer (Microsoft Corporation)
7.5.1 Mixer (Microsoft Corporation) Details
7.5.2 Mixer (Microsoft Corporation) Major Business
7.5.3 Mixer (Microsoft Corporation) eSports and Games Streaming Product and Services
7.5.4 Mixer (Microsoft Corporation) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023)
7.5.5 Mixer (Microsoft Corporation) Recent Developments/Updates
7.5.6 Mixer (Microsoft Corporation) Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 eSports and Games Streaming Industry Chain
8.2 eSports and Games Streaming Upstream Analysis
8.3 eSports and Games Streaming Midstream Analysis
8.4 eSports and Games Streaming Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World eSports and Games Streaming Revenue by Region (2018, 2022 and 2029) & (USD Million), (by Headquarter Location)
Table 2. World eSports and Games Streaming Revenue by Region (2018-2023) & (USD Million), (by Headquarter Location)
Table 3. World eSports and Games Streaming Revenue by Region (2024-2029) & (USD Million), (by Headquarter Location)
Table 4. World eSports and Games Streaming Revenue Market Share by Region (2018-2023), (by Headquarter Location)
Table 5. World eSports and Games Streaming Revenue Market Share by Region (2024-2029), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World eSports and Games Streaming Consumption Value Growth Rate Forecast by Region (2018 & 2022 & 2029) & (USD Million)
Table 8. World eSports and Games Streaming Consumption Value by Region (2018-2023) & (USD Million)
Table 9. World eSports and Games Streaming Consumption Value Forecast by Region (2024-2029) & (USD Million)
Table 10. World eSports and Games Streaming Revenue by Player (2018-2023) & (USD Million)
Table 11. Revenue Market Share of Key eSports and Games Streaming Players in 2022
Table 12. World eSports and Games Streaming Industry Rank of Major Player, Based on Revenue in 2022
Table 13. Global eSports and Games Streaming Company Evaluation Quadrant
Table 14. Head Office of Key eSports and Games Streaming Player
Table 15. eSports and Games Streaming Market: Company Product Type Footprint
Table 16. eSports and Games Streaming Market: Company Product Application Footprint
Table 17. eSports and Games Streaming Mergers & Acquisitions Activity
Table 18. United States VS China eSports and Games Streaming Market Size Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 19. United States VS China eSports and Games Streaming Consumption Value Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 20. United States Based eSports and Games Streaming Companies, Headquarters (States, Country)
Table 21. United States Based Companies eSports and Games Streaming Revenue, (2018-2023) & (USD Million)
Table 22. United States Based Companies eSports and Games Streaming Revenue Market Share (2018-2023)
Table 23. China Based eSports and Games Streaming Companies, Headquarters (Province, Country)
Table 24. China Based Companies eSports and Games Streaming Revenue, (2018-2023) & (USD Million)
Table 25. China Based Companies eSports and Games Streaming Revenue Market Share (2018-2023)
Table 26. Rest of World Based eSports and Games Streaming Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies eSports and Games Streaming Revenue, (2018-2023) & (USD Million)
Table 28. Rest of World Based Companies eSports and Games Streaming Revenue Market Share (2018-2023)
Table 29. World eSports and Games Streaming Market Size by Type, (USD Million), 2018 & 2022 & 2029
Table 30. World eSports and Games Streaming Market Size by Type (2018-2023) & (USD Million)
Table 31. World eSports and Games Streaming Market Size by Type (2024-2029) & (USD Million)
Table 32. World eSports and Games Streaming Market Size by Application, (USD Million), 2018 & 2022 & 2029
Table 33. World eSports and Games Streaming Market Size by Application (2018-2023) & (USD Million)
Table 34. World eSports and Games Streaming Market Size by Application (2024-2029) & (USD Million)
Table 35. Amazon.com, Inc. Basic Information, Area Served and Competitors
Table 36. Amazon.com, Inc. Major Business
Table 37. Amazon.com, Inc. eSports and Games Streaming Product and Services
Table 38. Amazon.com, Inc. eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 39. Amazon.com, Inc. Recent Developments/Updates
Table 40. Amazon.com, Inc. Competitive Strengths & Weaknesses
Table 41. Douyu TV(Tencent Holdings Limited) Basic Information, Area Served and Competitors
Table 42. Douyu TV(Tencent Holdings Limited) Major Business
Table 43. Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Product and Services
Table 44. Douyu TV(Tencent Holdings Limited) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 45. Douyu TV(Tencent Holdings Limited) Recent Developments/Updates
Table 46. Douyu TV(Tencent Holdings Limited) Competitive Strengths & Weaknesses
Table 47. YouTube Gaming (Alphabet Inc.) Basic Information, Area Served and Competitors
Table 48. YouTube Gaming (Alphabet Inc.) Major Business
Table 49. YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Product and Services
Table 50. YouTube Gaming (Alphabet Inc.) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 51. YouTube Gaming (Alphabet Inc.) Recent Developments/Updates
Table 52. YouTube Gaming (Alphabet Inc.) Competitive Strengths & Weaknesses
Table 53. Facebook Gaming Basic Information, Area Served and Competitors
Table 54. Facebook Gaming Major Business
Table 55. Facebook Gaming eSports and Games Streaming Product and Services
Table 56. Facebook Gaming eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 57. Facebook Gaming Recent Developments/Updates
Table 58. Mixer (Microsoft Corporation) Basic Information, Area Served and Competitors
Table 59. Mixer (Microsoft Corporation) Major Business
Table 60. Mixer (Microsoft Corporation) eSports and Games Streaming Product and Services
Table 61. Mixer (Microsoft Corporation) eSports and Games Streaming Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 62. Global Key Players of eSports and Games Streaming Upstream (Raw Materials)
Table 63. eSports and Games Streaming Typical Customers
List of Figure
Figure 1. eSports and Games Streaming Picture
Figure 2. World eSports and Games Streaming Total Market Size: 2018 & 2022 & 2029, (USD Million)
Figure 3. World eSports and Games Streaming Total Market Size (2018-2029) & (USD Million)
Figure 4. World eSports and Games Streaming Revenue Market Share by Region (2018, 2022 and 2029) & (USD Million) , (by Headquarter Location)
Figure 5. World eSports and Games Streaming Revenue Market Share by Region (2018-2029), (by Headquarter Location)
Figure 6. United States Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 7. China Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 8. Europe Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 9. Japan Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 10. South Korea Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 11. ASEAN Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 12. India Based Company eSports and Games Streaming Revenue (2018-2029) & (USD Million)
Figure 13. eSports and Games Streaming Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 16. World eSports and Games Streaming Consumption Value Market Share by Region (2018-2029)
Figure 17. United States eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 18. China eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 19. Europe eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 20. Japan eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 21. South Korea eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 22. ASEAN eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 23. India eSports and Games Streaming Consumption Value (2018-2029) & (USD Million)
Figure 24. Producer Shipments of eSports and Games Streaming by Player Revenue ($MM) and Market Share (%): 2022
Figure 25. Global Four-firm Concentration Ratios (CR4) for eSports and Games Streaming Markets in 2022
Figure 26. Global Four-firm Concentration Ratios (CR8) for eSports and Games Streaming Markets in 2022
Figure 27. United States VS China: eSports and Games Streaming Revenue Market Share Comparison (2018 & 2022 & 2029)
Figure 28. United States VS China: eSports and Games Streaming Consumption Value Market Share Comparison (2018 & 2022 & 2029)
Figure 29. World eSports and Games Streaming Market Size by Type, (USD Million), 2018 & 2022 & 2029
Figure 30. World eSports and Games Streaming Market Size Market Share by Type in 2022
Figure 31. Web Based
Figure 32. APP Based
Figure 33. World eSports and Games Streaming Market Size Market Share by Type (2018-2029)
Figure 34. World eSports and Games Streaming Market Size by Application, (USD Million), 2018 & 2022 & 2029
Figure 35. World eSports and Games Streaming Market Size Market Share by Application in 2022
Figure 36. Business
Figure 37. Residential
Figure 38. eSports and Games Streaming Industrial Chain
Figure 39. Methodology
Figure 40. 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

  • yuan01
    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.

  • yuan01
    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.

  • yuan01
    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.

  • yuan01
    liuCheng01

    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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