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Global Esports Live Streams Market by Type (LOL, CS:GO, Dota, FIFA, Others), By Application (Age Below 20, Age Between 20-40, Age Higher Than 40) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028

  • Report ID: SS-26334
  • Author: Up Market Research
  • Rating: 4.7
  • Total Reviews: 63
  • No. Of Pages: 203
  • Format:
  • Pub. Date: 2021-04-04
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Up Market Research published a new report titled “Esports Live Streams Market research report which is segmented by Types (LOL, CS:GO, Dota, FIFA, Others), By Applications (Age Below 20, Age Between 20-40, Age Higher Than 40), By Players/Companies Kuaishou, YY, Twitch, Tencent Music Entertainment (TME), Momo, Douyu, ByteDance, YouTube, Inke, Huajiao, Yizhibo (Weibo), Twitter (Periscope), Uplive, Mixer, Facebook, Instagram, Snapchat, Vimeo (Livestream), Bilibili”. As per the study the market is expected to grow at a CAGR of XX% in the forecast period.


Report Scope

Report AttributesReport Details
Report TitleEsports Live Streams Market Research Report
By TypeLOL, CS:GO, Dota, FIFA, Others
By ApplicationAge Below 20, Age Between 20-40, Age Higher Than 40
By CompaniesKuaishou, YY, Twitch, Tencent Music Entertainment (TME), Momo, Douyu, ByteDance, YouTube, Inke, Huajiao, Yizhibo (Weibo), Twitter (Periscope), Uplive, Mixer, Facebook, Instagram, Snapchat, Vimeo (Livestream), Bilibili
Regions CoveredNorth America, Europe, APAC, Latin America, MEA
Base Year2020
Historical Year2018 to 2019 (Data from 2010 can be provided as per availability)
Forecast Year2028
Number of Pages203
Number of Tables & Figures143
Customization AvailableYes, the report can be customized as per your need.

The report covers comprehensive data on emerging trends, market drivers, growth opportunities, and restraints that can change the market dynamics of the industry. It provides an in-depth analysis of the market segments which include products, applications, and competitor analysis.


Global Esports Live Streams Industry Outlook

Global Esports Live Streams Market Report Segments:

The market is segmented by Type LOL, CS:GO, Dota, FIFA, Others and By Application Age Below 20, Age Between 20-40, Age Higher Than 40.


Some of the companies that are profiled in this report are:

  1. Kuaishou
  2. YY
  3. Twitch
  4. Tencent Music Entertainment (TME)
  5. Momo
  6. Douyu
  7. ByteDance
  8. YouTube
  9. Inke
  10. Huajiao
  11. Yizhibo (Weibo)
  12. Twitter (Periscope)
  13. Uplive
  14. Mixer
  15. Facebook
  16. Instagram
  17. Snapchat
  18. Vimeo (Livestream)
  19. Bilibili

Esports Live Streams Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report.


Key Benefits for Industry Participants & Stakeholders:

  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the Esports Live Streams Market

Overview of the regional outlook of the Esports Live Streams Market:

Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa (MEA). North America region is further bifurcated into countries such as U.S., and Canada. The Europe region is further categorized into U.K., France, Germany, Italy, Spain, Russia, and Rest of Europe. Asia Pacific is further segmented into China, Japan, South Korea, India, Australia, South East Asia, and Rest of Asia Pacific. Latin America region is further segmented into Brazil, Mexico, and Rest of Latin America, and the MEA region is further divided into GCC, Turkey, South Africa, and Rest of MEA.


Esports Live Streams Market Overview

Highlights of The Esports Live Streams Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of Esports Live Streams Market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2028.
  5. Developments and trends in the market.
  6. By Type:

                1. LOL

                2. CS:GO

                3. Dota

                4. FIFA

                5. Others

       7. By Application:

                1. Age Below 20

                2. Age Between 20-40

                3. Age Higher Than 40

  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Esports Live Streams Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2028.


How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Esports Live Streams Market Statistics

Reasons to Purchase the Esports Live Streams Market Report:

  • The report includes a plethora of information such as market dynamics scenario and opportunities during the forecast period
  • Segments and sub-segments include quantitative, qualitative, value (USD Million,) and volume (Units Million) data.
  • Regional, sub-regional, and country level data includes the demand and supply forces along with their influence on the market.
  • The competitive landscape comprises share of key players, new developments, and strategies in the last three years.
  • Comprehensive companies offering products, relevant financial information, recent developments, SWOT analysis, and strategies by these players.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Esports Live Streams Market Overview
   4.1 Introduction 
      4.1.1 Market Taxonomy 
      4.1.2 Market Definition 
      4.1.3 Macro-Economic Factors Impacting the Market Growth 
   4.2 Esports Live Streams Market Dynamics 
      4.2.1 Market Drivers 
      4.2.2 Market Restraints 
      4.2.3 Market Opportunity 
   4.3 Esports Live Streams Market - Supply Chain Analysis 
      4.3.1 List of Key Suppliers 
      4.3.2 List of Key Distributors 
      4.3.3 List of Key Consumers 
   4.4 Key Forces Shaping the Esports Live Streams Market 
      4.4.1 Bargaining Power of Suppliers 
      4.4.2 Bargaining Power of Buyers 
      4.4.3 Threat of Substitution 
      4.4.4 Threat of New Entrants 
      4.4.5 Competitive Rivalry 
   4.5 Global Esports Live Streams Market Size & Forecast, 2018-2028 
      4.5.1 Esports Live Streams Market Size and Y-o-Y Growth 
      4.5.2 Esports Live Streams Market Absolute $ Opportunity 


Chapter 5 Global Esports Live Streams Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Esports Live Streams Market Size Forecast by Type
      5.2.1 LOL
      5.2.2 CS:GO
      5.2.3 Dota
      5.2.4 FIFA
      5.2.5 Others
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Esports Live Streams Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Esports Live Streams Market Size Forecast by Applications
      6.2.1 Age Below 20
      6.2.2 Age Between 20-40
      6.2.3 Age Higher Than 40
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Esports Live Streams Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Esports Live Streams Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Esports Live Streams Analysis and Forecast
   9.1 Introduction
   9.2 North America Esports Live Streams Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Esports Live Streams Market Size Forecast by Type
      9.6.1 LOL
      9.6.2 CS:GO
      9.6.3 Dota
      9.6.4 FIFA
      9.6.5 Others
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Esports Live Streams Market Size Forecast by Applications
      9.10.1 Age Below 20
      9.10.2 Age Between 20-40
      9.10.3 Age Higher Than 40
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Esports Live Streams Analysis and Forecast
   10.1 Introduction
   10.2 Europe Esports Live Streams Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Esports Live Streams Market Size Forecast by Type
      10.6.1 LOL
      10.6.2 CS:GO
      10.6.3 Dota
      10.6.4 FIFA
      10.6.5 Others
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Esports Live Streams Market Size Forecast by Applications
      10.10.1 Age Below 20
      10.10.2 Age Between 20-40
      10.10.3 Age Higher Than 40
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Esports Live Streams Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Esports Live Streams Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Esports Live Streams Market Size Forecast by Type
      11.6.1 LOL
      11.6.2 CS:GO
      11.6.3 Dota
      11.6.4 FIFA
      11.6.5 Others
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Esports Live Streams Market Size Forecast by Applications
      11.10.1 Age Below 20
      11.10.2 Age Between 20-40
      11.10.3 Age Higher Than 40
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Esports Live Streams Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Esports Live Streams Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Esports Live Streams Market Size Forecast by Type
      12.6.1 LOL
      12.6.2 CS:GO
      12.6.3 Dota
      12.6.4 FIFA
      12.6.5 Others
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Esports Live Streams Market Size Forecast by Applications
      12.10.1 Age Below 20
      12.10.2 Age Between 20-40
      12.10.3 Age Higher Than 40
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Esports Live Streams Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Esports Live Streams Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Esports Live Streams Market Size Forecast by Type
      13.6.1 LOL
      13.6.2 CS:GO
      13.6.3 Dota
      13.6.4 FIFA
      13.6.5 Others
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Esports Live Streams Market Size Forecast by Applications
      13.10.1 Age Below 20
      13.10.2 Age Between 20-40
      13.10.3 Age Higher Than 40
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Esports Live Streams Market: Competitive Dashboard
   14.2 Global Esports Live Streams Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Kuaishou
      14.3.2 YY
      14.3.3 Twitch
      14.3.4 Tencent Music Entertainment (TME)
      14.3.5 Momo
      14.3.6 Douyu
      14.3.7 ByteDance
      14.3.8 YouTube
      14.3.9 Inke
      14.3.10 Huajiao
      14.3.11 Yizhibo (Weibo)
      14.3.12 Twitter (Periscope)
      14.3.13 Uplive
      14.3.14 Mixer
      14.3.15 Facebook
      14.3.16 Instagram
      14.3.17 Snapchat
      14.3.18 Vimeo (Livestream)
      14.3.19 Bilibili
Segments Covered in the Report
The global Esports Live Streams market has been segmented based on

By Types
  • LOL
  • CS:GO
  • Dota
  • FIFA
  • Others
By Applications
  • Age Below 20
  • Age Between 20-40
  • Age Higher Than 40
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • Kuaishou
  • YY
  • Twitch
  • Tencent Music Entertainment (TME)
  • Momo
  • Douyu
  • ByteDance
  • YouTube
  • Inke
  • Huajiao
  • Yizhibo (Weibo)
  • Twitter (Periscope)
  • Uplive
  • Mixer
  • Facebook
  • Instagram
  • Snapchat
  • Vimeo (Livestream)
  • Bilibili

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