Global and United States E-Sports Market Report & Forecast 2023-2028

Report ID: 1757107 | Published Date: Jan 2025 | No. of Page: 101 | Base Year: 2024 | Rating: 4.5 | Webstory: Check our Web story
1 Study Coverage
    1.1 E-sports Revenue in E-sports Business (2017-2022) & (US$ Million) Introduction
    1.2 Global E-sports Outlook 2017 VS 2022 VS 2028
        1.2.1 Global E-sports Market Size for the Year 2017-2028
        1.2.2 Global E-sports Market Size for the Year 2017-2028
    1.3 E-sports Market Size, United States VS Global, 2017 VS 2022 VS 2028
        1.3.1 The Market Share of United States E-sports in Global, 2017 VS 2022 VS 2028
        1.3.2 The Growth Rate of E-sports Market Size, United States VS Global, 2017 VS 2022 VS 2028
    1.4 E-sports Market Dynamics
        1.4.1 E-sports Industry Trends
        1.4.2 E-sports Market Drivers
        1.4.3 E-sports Market Challenges
        1.4.4 E-sports Market Restraints
    1.5 Study Objectives
    1.6 Years Considered
2 E-sports by Type
    2.1 E-sports Market Segment by Type
        2.1.1 Online Competition
        2.1.2 Offline Competition
    2.2 Global E-sports Market Size by Type (2017, 2022 & 2028)
    2.3 Global E-sports Market Size by Type (2017-2028)
    2.4 United States E-sports Market Size by Type (2017, 2022 & 2028)
    2.5 United States E-sports Market Size by Type (2017-2028)
3 E-sports by Application
    3.1 E-sports Market Segment by Application
        3.1.1 Professional
        3.1.2 Amateur
    3.2 Global E-sports Market Size by Application (2017, 2022 & 2028)
    3.3 Global E-sports Market Size by Application (2017-2028)
    3.4 United States E-sports Market Size by Application (2017, 2022 & 2028)
    3.5 United States E-sports Market Size by Application (2017-2028)
4 Global E-sports Competitor Landscape by Company
    4.1 Global E-sports Market Size by Company
        4.1.1 Top Global E-sports Companies Ranked by Revenue (2021)
        4.1.2 Global E-sports Revenue by Player (2017-2022)
    4.2 Global E-sports Concentration Ratio (CR)
        4.2.1 E-sports Market Concentration Ratio (CR) (2017-2022)
        4.2.2 Global Top 5 and Top 10 Largest Companies of E-sports in 2021
        4.2.3 Global E-sports Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
    4.3 Global E-sports Headquarters, Revenue in E-sports Business (2017-2022) & (US$ Million) Type
        4.3.1 Global E-sports Headquarters and Area Served
        4.3.2 Global E-sports Companies Revenue in E-sports Business (2017-2022) & (US$ Million) Type
        4.3.3 Date of International Companies Enter into E-sports Market
    4.4 Companies Mergers & Acquisitions, Expansion Plans
    4.5 United States E-sports Market Size by Company
        4.5.1 Top E-sports Players in United States, Ranked by Revenue (2021)
        4.5.2 United States E-sports Revenue by Players (2020, 2021 & 2022)
5 Global E-sports Market Size by Region
    5.1 Global E-sports Market Size by Region: 2017 VS 2022 VS 2028
    5.2 Global E-sports Market Size by Region (2017-2028)
        5.2.1 Global E-sports Market Size by Region: 2017-2022
        5.2.2 Global E-sports Market Size by Region (2023-2028)
6 Segment in Region Level & Country Level
    6.1 North America
        6.1.1 North America E-sports Market Size YoY Growth 2017-2028
        6.1.2 North America E-sports Market Facts & Figures by Country (2017, 2022 & 2028)
        6.1.3 U.S.
        6.1.4 Canada
    6.2 Asia-Pacific
        6.2.1 Asia-Pacific E-sports Market Size YoY Growth 2017-2028
        6.2.2 Asia-Pacific E-sports Market Facts & Figures by Region (2017, 2022 & 2028)
        6.2.3 China
        6.2.4 Japan
        6.2.5 South Korea
        6.2.6 India
        6.2.7 Australia
        6.2.8 Taiwan
        6.2.9 Indonesia
        6.2.10 Thailand
        6.2.11 Malaysia
        6.2.12 Philippines
    6.3 Europe
        6.3.1 Europe E-sports Market Size YoY Growth 2017-2028
        6.3.2 Europe E-sports Market Facts & Figures by Country (2017, 2022 & 2028)
        6.3.3 Germany
        6.3.4 France
        6.3.5 U.K.
        6.3.6 Italy
        6.3.7 Russia
    6.4 Latin America
        6.4.1 Latin America E-sports Market Size YoY Growth 2017-2028
        6.4.2 Latin America E-sports Market Facts & Figures by Country (2017, 2022 & 2028)
        6.4.3 Mexico
        6.4.4 Brazil
        6.4.5 Argentina
    6.5 Middle East and Africa
        6.5.1 Middle East and Africa E-sports Market Size YoY Growth 2017-2028
        6.5.2 Middle East and Africa E-sports Market Facts & Figures by Country (2017, 2022 & 2028)
        6.5.3 Turkey
        6.5.4 Saudi Arabia
        6.5.5 UAE
7 Company Profiles
    7.1 YouTube Gaming
        7.1.1 YouTube Gaming Company Details
        7.1.2 YouTube Gaming Business Overview
        7.1.3 YouTube Gaming E-sports Introduction
        7.1.4 YouTube Gaming Revenue in E-sports Business (2017-2022)
        7.1.5 YouTube Gaming Recent Development
    7.2 Facebook
        7.2.1 Facebook Company Details
        7.2.2 Facebook Business Overview
        7.2.3 Facebook E-sports Introduction
        7.2.4 Facebook Revenue in E-sports Business (2017-2022)
        7.2.5 Facebook Recent Development
    7.3 Twitch
        7.3.1 Twitch Company Details
        7.3.2 Twitch Business Overview
        7.3.3 Twitch E-sports Introduction
        7.3.4 Twitch Revenue in E-sports Business (2017-2022)
        7.3.5 Twitch Recent Development
    7.4 Snapchat
        7.4.1 Snapchat Company Details
        7.4.2 Snapchat Business Overview
        7.4.3 Snapchat E-sports Introduction
        7.4.4 Snapchat Revenue in E-sports Business (2017-2022)
        7.4.5 Snapchat Recent Development
    7.5 TikTok
        7.5.1 TikTok Company Details
        7.5.2 TikTok Business Overview
        7.5.3 TikTok E-sports Introduction
        7.5.4 TikTok Revenue in E-sports Business (2017-2022)
        7.5.5 TikTok Recent Development
    7.6 Mixer
        7.6.1 Mixer Company Details
        7.6.2 Mixer Business Overview
        7.6.3 Mixer E-sports Introduction
        7.6.4 Mixer Revenue in E-sports Business (2017-2022)
        7.6.5 Mixer Recent Development
    7.7 ESL Play
        7.7.1 ESL Play Company Details
        7.7.2 ESL Play Business Overview
        7.7.3 ESL Play E-sports Introduction
        7.7.4 ESL Play Revenue in E-sports Business (2017-2022)
        7.7.5 ESL Play Recent Development
    7.8 Tencent
        7.8.1 Tencent Company Details
        7.8.2 Tencent Business Overview
        7.8.3 Tencent E-sports Introduction
        7.8.4 Tencent Revenue in E-sports Business (2017-2022)
        7.8.5 Tencent Recent Development
    7.9 NetEase
        7.9.1 NetEase Company Details
        7.9.2 NetEase Business Overview
        7.9.3 NetEase E-sports Introduction
        7.9.4 NetEase Revenue in E-sports Business (2017-2022)
        7.9.5 NetEase Recent Development
    7.10 bilibili
        7.10.1 bilibili Company Details
        7.10.2 bilibili Business Overview
        7.10.3 bilibili E-sports Introduction
        7.10.4 bilibili Revenue in E-sports Business (2017-2022)
        7.10.5 bilibili Recent Development
    7.11 Kwai
        7.11.1 Kwai Company Details
        7.11.2 Kwai Business Overview
        7.11.3 Kwai E-sports Introduction
        7.11.4 Kwai Revenue in E-sports Business (2017-2022)
        7.11.5 Kwai Recent Development
    7.12 Huomao
        7.12.1 Huomao Company Details
        7.12.2 Huomao Business Overview
        7.12.3 Huomao E-sports Introduction
        7.12.4 Huomao Revenue in E-sports Business (2017-2022)
        7.12.5 Huomao Recent Development
8 Research Findings and Conclusion
9 Appendix
    9.1 Research Methodology
        9.1.1 Methodology/Research Approach
        9.1.2 Data Source
    9.2 Author Details
    9.3 Disclaimer
List of Tables
    Table 1. E-sports Market Size United States VS Global, CAGR (2017 VS 2022 VS 2028)
    Table 2. E-sports Market Trends
    Table 3. E-sports Market Drivers
    Table 4. E-sports Market Challenges
    Table 5. E-sports Market Restraints
    Table 6. Global E-sports Market Size by Type: 2017 VS 2022 VS 2028 (US$ Million)
    Table 7. United States E-sports Market Size by Type: 2017 VS 2022 VS 2028 (US$ Million)
    Table 8. Global E-sports Market Size by Application: 2017 VS 2022 VS 2028 (US$ Million)
    Table 9. United States E-sports Market Size by Application: 2017 VS 2022 VS 2028 (US$ Million)
    Table 10. Top E-sports Companies in Global Market, Ranking by Revenue (2021)
    Table 11. Global E-sports Revenue by Player, (US$ Million), 2017-2022
    Table 12. Global E-sports Revenue Share by Player, 2017-2022
    Table 13. Global E-sports Companies Market Concentration Ratio (CR5 and HHI)
    Table 14. Global E-sports by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in E-sports as of 2021)
    Table 15. Top Players of E-sports in Global Market, Headquarters and Area Served
    Table 16. Companies Revenue in E-sports Business (2017-2022) & (US$ Million) Type
    Table 17. Date of International Companies Enter into E-sports Market
    Table 18. Companies Mergers & Acquisitions, Expansion Plans
    Table 19. Top E-sports Players in United States Market, Ranking by Revenue (2021)
    Table 20. United States E-sports Revenue by Players, (US$ Million), 2020, 2021 & 2022
    Table 21. United States E-sports Revenue Share by Players, 2020, 2021 & 2022
    Table 22. Global E-sports Market Size by Region (US$ Million): 2017 VS 2022 VS 2028
    Table 23. Global E-sports Market Size by Region (2017-2022) & (US$ Million)
    Table 24. Global E-sports Market Size Forecast by Region (2023-2028) & (US$ Million)
    Table 25. North America E-sports Sales in Value by Country (2017-2028) & (US$ Million)
    Table 26. Asia Pacific E-sports Sales in Value by Region (2017-2028) & (US$ Million)
    Table 27. Europe E-sports Sales in Value by Country (2017-2028) & (US$ Million)
    Table 28. Latin Americaa E-sports Sales in Value by Country (2017-2028) & (US$ Million)
    Table 29. Middle East and Africa E-sports Sales in Value by Country (2017-2028) & (US$ Million)
    Table 30. YouTube Gaming Company Details
    Table 31. YouTube Gaming Business Overview
    Table 32. YouTube Gaming E-sports Product
    Table 33. YouTube Gaming Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 34. YouTube Gaming Recent Development
    Table 35. Facebook Company Details
    Table 36. Facebook Business Overview
    Table 37. Facebook E-sports Product
    Table 38. Facebook Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 39. Facebook Recent Development
    Table 40. Twitch Company Details
    Table 41. Twitch Business Overview
    Table 42. Twitch E-sports Product
    Table 43. Twitch Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 44. Twitch Recent Development
    Table 45. Snapchat Company Details
    Table 46. Snapchat Business Overview
    Table 47. Snapchat E-sports Product
    Table 48. Snapchat Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 49. Snapchat Recent Development
    Table 50. TikTok Company Details
    Table 51. TikTok Business Overview
    Table 52. TikTok E-sports Product
    Table 53. TikTok Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 54. TikTok Recent Development
    Table 55. Mixer Company Details
    Table 56. Mixer Business Overview
    Table 57. Mixer E-sports Product
    Table 58. Mixer Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 59. Mixer Recent Development
    Table 60. ESL Play Company Details
    Table 61. ESL Play Business Overview
    Table 62. ESL Play E-sports Product
    Table 63. ESL Play Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 64. ESL Play Recent Development
    Table 65. Tencent Company Details
    Table 66. Tencent Business Overview
    Table 67. Tencent E-sports Product
    Table 68. Tencent Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 69. Tencent Recent Development
    Table 70. NetEase Company Details
    Table 71. NetEase Business Overview
    Table 72. NetEase E-sports Product
    Table 73. NetEase Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 74. NetEase Recent Development
    Table 75. bilibili Company Details
    Table 76. bilibili Business Overview
    Table 77. bilibili E-sports Product
    Table 78. bilibili Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 79. bilibili Recent Development
    Table 80. Kwai Company Details
    Table 81. Kwai Business Overview
    Table 82. Kwai E-sports Product
    Table 83. Kwai Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 84. Kwai Recent Development
    Table 85. Huomao Company Details
    Table 86. Huomao Business Overview
    Table 87. Huomao E-sports Product
    Table 88. Huomao Revenue in E-sports Business (2017-2022) & (US$ Million)
    Table 89. Huomao Recent Development
    Table 90. Research Programs/Design for This Report
    Table 91. Key Data Information from Secondary Sources
    Table 92. Key Data Information from Primary Sources
List of Figures
    Figure 1. E-sports Product Picture
    Figure 2. Global E-sports Market Size, (US$ Million), 2017 VS 2022 VS 2028
    Figure 3. Global E-sports Market Size 2017-2028 (US$ Million)
    Figure 4. United States E-sports Market Size, (US$ Million), 2017 VS 2022 VS 2028
    Figure 5. United States E-sports Market Size 2017-2028 (US$ Million)
    Figure 6. United States E-sports Market Share in Global 2017-2028
    Figure 7. E-sports Report Years Considered
    Figure 8. Product Picture of Online Competition
    Figure 9. Product Picture of Offline Competition
    Figure 10. Global E-sports Market Share by Type in 2022 & 2028
    Figure 11. Global E-sports Market Size by Type (2017-2028) & (US$ Million)
    Figure 12. Global E-sports Market Share by Type (2017-2028)
    Figure 13. United States E-sports Market Share by Type in 2022 & 2028
    Figure 14. United States E-sports Market Size by Type (2017-2028) & (US$ Million)
    Figure 15. United States E-sports Market Share by Type (2017-2028)
    Figure 16. Product Picture of Professional
    Figure 17. Product Picture of Amateur
    Figure 18. Global E-sports Market Share by Application in 2022 & 2028
    Figure 19. Global E-sports Market Size by Application (2017-2028) & (US$ Million)
    Figure 20. Global E-sports Market Share by Application (2017-2028)
    Figure 21. United States E-sports Market Share by Application in 2022 & 2028
    Figure 22. United States E-sports Market Size by Application (2017-2028) & (US$ Million)
    Figure 23. United States E-sports Market Share by Application (2017-2028)
    Figure 24. North America E-sports Market Size Growth Rate 2017-2028 (US$ Million)
    Figure 25. U.S. E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 26. Canada E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 27. Europe E-sports Market Size Growth Rate 2017-2028 (US$ Million)
    Figure 28. Germany E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 29. France E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 30. U.K. E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 31. Italy E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 32. Russia E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 33. Asia-Pacific E-sports Market Size Growth Rate 2017-2028 (US$ Million)
    Figure 34. China E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 35. Japan E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 36. South Korea E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 37. India E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 38. Australia E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 39. Taiwan E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 40. Indonesia E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 41. Thailand E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 42. Malaysia E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 43. Philippines E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 44. Latin America E-sports Market Size Growth Rate 2017-2028 (US$ Million)
    Figure 45. Mexico E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 46. Brazil E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 47. Argentina E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 48. Middle East & Africa E-sports Market Size Growth Rate 2017-2028 (US$ Million)
    Figure 49. Turkey E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 50. Saudi Arabia E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 51. UAE E-sports Market Size Growth Rate (2017-2028) & (US$ Million)
    Figure 52. YouTube Gaming Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 53. Facebook Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 54. Twitch Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 55. Snapchat Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 56. TikTok Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 57. Mixer Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 58. ESL Play Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 59. Tencent Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 60. NetEase Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 61. bilibili Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 62. Kwai Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 63. Huomao Revenue Growth Rate in E-sports Business (2017-2022)
    Figure 64. Bottom-up and Top-down Approaches for This Report
    Figure 65. Data Triangulation
    Figure 66. Key Executives Interviewed
Please ask for List of Figures. Request Sample Report
Companies Included in Reports:
YouTube Gaming
Facebook
Twitch
Snapchat
TikTok
Mixer
ESL Play
Tencent
NetEase
bilibili
Kwai
Huomao
Frequently Asked Questions
E-Sports report offers great insights of the market and consumer data and their interpretation through various figures and graphs. Report has embedded global market and regional market deep analysis through various research methodologies. The report also offers great competitor analysis of the industries and highlights the key aspect of their business like success stories, market development and growth rate.
E-Sports report is categorised based on following features:
  1. Global Market Players
  2. Geopolitical regions
  3. Consumer Insights
  4. Technological advancement
  5. Historic and Future Analysis of the Market
E-Sports report is designed on the six basic aspects of analysing the market, which covers the SWOT and SWAR analysis like strength, weakness, opportunity, threat, aspirations and results. This methodology helps investors to reach on to the desired and correct decision to put their capital into the market.

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