1 Report Business Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global E-sports Market Size Growth Rate by Type, 2017 VS 2021 VS 2028
1.2.2 Online Competition
1.2.3 Offline Competition
1.3 Market by Application
1.3.1 Global E-sports Market Size Growth Rate by Application, 2017 VS 2021 VS 2028
1.3.2 Professional
1.3.3 Amateur
1.4 Study Objectives
1.5 Years Considered 2 Global Growth Trends
2.1 Global E-sports Market Perspective (2017-2028)
2.2 E-sports Growth Trends by Region
2.2.1 E-sports Market Size by Region: 2017 VS 2021 VS 2028
2.2.2 E-sports Historic Market Size by Region (2017-2022)
2.2.3 E-sports Forecasted Market Size by Region (2023-2028)
2.3 E-sports Market Dynamics
2.3.1 E-sports Industry Trends
2.3.2 E-sports Market Drivers
2.3.3 E-sports Market Challenges
2.3.4 E-sports Market Restraints 3 Competition Landscape by Key Players
3.1 Global Top E-sports Players by Revenue
3.1.1 Global Top E-sports Players by Revenue (2017-2022)
3.1.2 Global E-sports Revenue Market Share by Players (2017-2022)
3.2 Global E-sports Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by E-sports Revenue
3.4 Global E-sports Market Concentration Ratio
3.4.1 Global E-sports Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by E-sports Revenue in 2021
3.5 E-sports Key Players Head office and Area Served
3.6 Key Players E-sports Product Solution and Service
3.7 Date of Enter into E-sports Market
3.8 Mergers & Acquisitions, Expansion Plans 4 E-sports Breakdown Data by Type
4.1 Global E-sports Historic Market Size by Type (2017-2022)
4.2 Global E-sports Forecasted Market Size by Type (2023-2028) 5 E-sports Breakdown Data by Application
5.1 Global E-sports Historic Market Size by Application (2017-2022)
5.2 Global E-sports Forecasted Market Size by Application (2023-2028) 6 North America
6.1 North America E-sports Market Size (2017-2028)
6.2 North America E-sports Market Size by Type
6.2.1 North America E-sports Market Size by Type (2017-2022)
6.2.2 North America E-sports Market Size by Type (2023-2028)
6.2.3 North America E-sports Market Share by Type (2017-2028)
6.3 North America E-sports Market Size by Application
6.3.1 North America E-sports Market Size by Application (2017-2022)
6.3.2 North America E-sports Market Size by Application (2023-2028)
6.3.3 North America E-sports Market Share by Application (2017-2028)
6.4 North America E-sports Market Size by Country
6.4.1 North America E-sports Market Size by Country (2017-2022)
6.4.2 North America E-sports Market Size by Country (2023-2028)
6.4.3 U.S.
6.4.4 Canada 7 Europe
7.1 Europe E-sports Market Size (2017-2028)
7.2 Europe E-sports Market Size by Type
7.2.1 Europe E-sports Market Size by Type (2017-2022)
7.2.2 Europe E-sports Market Size by Type (2023-2028)
7.2.3 Europe E-sports Market Share by Type (2017-2028)
7.3 Europe E-sports Market Size by Application
7.3.1 Europe E-sports Market Size by Application (2017-2022)
7.3.2 Europe E-sports Market Size by Application (2023-2028)
7.3.3 Europe E-sports Market Share by Application (2017-2028)
7.4 Europe E-sports Market Size by Country
7.4.1 Europe E-sports Market Size by Country (2017-2022)
7.4.2 Europe E-sports Market Size by Country (2023-2028)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries 8 Asia-Pacific
8.1 Asia-Pacific E-sports Market Size (2017-2028)
8.2 Asia-Pacific E-sports Market Size by Type
8.2.1 Asia-Pacific E-sports Market Size by Type (2017-2022)
8.2.2 Asia-Pacific E-sports Market Size by Type (2023-2028)
8.2.3 Asia-Pacific E-sports Market Share by Type (2017-2028)
8.3 Asia-Pacific E-sports Market Size by Application
8.3.1 Asia-Pacific E-sports Market Size by Application (2017-2022)
8.3.2 Asia-Pacific E-sports Market Size by Application (2023-2028)
8.3.3 Asia-Pacific E-sports Market Share by Application (2017-2028)
8.4 Asia-Pacific E-sports Market Size by Region
8.4.1 Asia-Pacific E-sports Market Size by Region (2017-2022)
8.4.2 Asia-Pacific E-sports Market Size by Region (2023-2028)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 Australia 9 Latin America
9.1 Latin America E-sports Market Size (2017-2028)
9.2 Latin America E-sports Market Size by Type
9.2.1 Latin America E-sports Market Size by Type (2017-2022)
9.2.2 Latin America E-sports Market Size by Type (2023-2028)
9.2.3 Latin America E-sports Market Share by Type (2017-2028)
9.3 Latin America E-sports Market Size by Application
9.3.1 Latin America E-sports Market Size by Application (2017-2022)
9.3.2 Latin America E-sports Market Size by Application (2023-2028)
9.3.3 Latin America E-sports Market Share by Application (2017-2028)
9.4 Latin America E-sports Market Size by Country
9.4.1 Latin America E-sports Market Size by Country (2017-2022)
9.4.2 Latin America E-sports Market Size by Country (2023-2028)
9.4.3 Mexico
9.4.4 Brazil 10 Middle East & Africa
10.1 Middle East & Africa E-sports Market Size (2017-2028)
10.2 Middle East & Africa E-sports Market Size by Type
10.2.1 Middle East & Africa E-sports Market Size by Type (2017-2022)
10.2.2 Middle East & Africa E-sports Market Size by Type (2023-2028)
10.2.3 Middle East & Africa E-sports Market Share by Type (2017-2028)
10.3 Middle East & Africa E-sports Market Size by Application
10.3.1 Middle East & Africa E-sports Market Size by Application (2017-2022)
10.3.2 Middle East & Africa E-sports Market Size by Application (2023-2028)
10.3.3 Middle East & Africa E-sports Market Share by Application (2017-2028)
10.4 Middle East & Africa E-sports Market Size by Country
10.4.1 Middle East & Africa E-sports Market Size by Country (2017-2022)
10.4.2 Middle East & Africa E-sports Market Size by Country (2023-2028)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE 11 Key Players Profiles
11.1 YouTube Gaming
11.1.1 YouTube Gaming Company Details
11.1.2 YouTube Gaming Business Overview
11.1.3 YouTube Gaming E-sports Introduction
11.1.4 YouTube Gaming Revenue in E-sports Business (2017-2022)
11.1.5 YouTube Gaming Recent Developments
11.2 Facebook
11.2.1 Facebook Company Details
11.2.2 Facebook Business Overview
11.2.3 Facebook E-sports Introduction
11.2.4 Facebook Revenue in E-sports Business (2017-2022)
11.2.5 Facebook Recent Developments
11.3 Twitch
11.3.1 Twitch Company Details
11.3.2 Twitch Business Overview
11.3.3 Twitch E-sports Introduction
11.3.4 Twitch Revenue in E-sports Business (2017-2022)
11.3.5 Twitch Recent Developments
11.4 Snapchat
11.4.1 Snapchat Company Details
11.4.2 Snapchat Business Overview
11.4.3 Snapchat E-sports Introduction
11.4.4 Snapchat Revenue in E-sports Business (2017-2022)
11.4.5 Snapchat Recent Developments
11.5 TikTok
11.5.1 TikTok Company Details
11.5.2 TikTok Business Overview
11.5.3 TikTok E-sports Introduction
11.5.4 TikTok Revenue in E-sports Business (2017-2022)
11.5.5 TikTok Recent Developments
11.6 Mixer
11.6.1 Mixer Company Details
11.6.2 Mixer Business Overview
11.6.3 Mixer E-sports Introduction
11.6.4 Mixer Revenue in E-sports Business (2017-2022)
11.6.5 Mixer Recent Developments
11.7 ESL Play
11.7.1 ESL Play Company Details
11.7.2 ESL Play Business Overview
11.7.3 ESL Play E-sports Introduction
11.7.4 ESL Play Revenue in E-sports Business (2017-2022)
11.7.5 ESL Play Recent Developments
11.8 Tencent
11.8.1 Tencent Company Details
11.8.2 Tencent Business Overview
11.8.3 Tencent E-sports Introduction
11.8.4 Tencent Revenue in E-sports Business (2017-2022)
11.8.5 Tencent Recent Developments
11.9 NetEase
11.9.1 NetEase Company Details
11.9.2 NetEase Business Overview
11.9.3 NetEase E-sports Introduction
11.9.4 NetEase Revenue in E-sports Business (2017-2022)
11.9.5 NetEase Recent Developments
11.10 bilibili
11.10.1 bilibili Company Details
11.10.2 bilibili Business Overview
11.10.3 bilibili E-sports Introduction
11.10.4 bilibili Revenue in E-sports Business (2017-2022)
11.10.5 bilibili Recent Developments
11.11 Kwai
11.11.1 Kwai Company Details
11.11.2 Kwai Business Overview
11.11.3 Kwai E-sports Introduction
11.11.4 Kwai Revenue in E-sports Business (2017-2022)
11.11.5 Kwai Recent Developments
11.12 Huomao
11.12.1 Huomao Company Details
11.12.2 Huomao Business Overview
11.12.3 Huomao E-sports Introduction
11.12.4 Huomao Revenue in E-sports Business (2017-2022)
11.12.5 Huomao Recent Developments 12 Analyst's Viewpoints/Conclusions 13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Author Details
13.3 Disclaimer