Global Esports Live Streams Supply, Demand and Key Producers, 2023-2029

Global Esports Live Streams Supply, Demand and Key Producers, 2023-2029

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Published Date: 19 Mar 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 Related Reports
  • sp_icon1 sp_icon1_b Product Tags
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Description

The global Esports Live Streams 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 Live Streams demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for Esports Live Streams, 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 Live Streams that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global Esports Live Streams total market, 2018-2029, (USD Million)
Global Esports Live Streams total market by region & country, CAGR, 2018-2029, (USD Million)
U.S. VS China: Esports Live Streams total market, key domestic companies and share, (USD Million)
Global Esports Live Streams revenue by player and market share 2018-2023, (USD Million)
Global Esports Live Streams total market by Type, CAGR, 2018-2029, (USD Million)
Global Esports Live Streams total market by Application, CAGR, 2018-2029, (USD Million)
This reports profiles major players in the global Esports Live Streams 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 Kuaishou, YY, Twitch, Tencent Music Entertainment (TME), Momo, Douyu, ByteDance, YouTube and Inke, 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 Live Streams 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 Live Streams Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global Esports Live Streams Market, Segmentation by Type
LOL
CS:GO
Dota
FIFA
Others

Global Esports Live Streams Market, Segmentation by Application
Age Below 20
Age Between 20-40
Age Higher Than 40

Companies Profiled:
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

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

1 Supply Summary
1.1 Esports Live Streams Introduction
1.2 World Esports Live Streams Market Size & Forecast (2018 & 2022 & 2029)
1.3 World Esports Live Streams Total Market by Region (by Headquarter Location)
1.3.1 World Esports Live Streams Market Size by Region (2018-2029), (by Headquarter Location)
1.3.2 United States Esports Live Streams Market Size (2018-2029)
1.3.3 China Esports Live Streams Market Size (2018-2029)
1.3.4 Europe Esports Live Streams Market Size (2018-2029)
1.3.5 Japan Esports Live Streams Market Size (2018-2029)
1.3.6 South Korea Esports Live Streams Market Size (2018-2029)
1.3.7 ASEAN Esports Live Streams Market Size (2018-2029)
1.3.8 India Esports Live Streams Market Size (2018-2029)
1.4 Market Drivers, Restraints and Trends
1.4.1 Esports Live Streams Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Esports Live Streams 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 Live Streams Consumption Value (2018-2029)
2.2 World Esports Live Streams Consumption Value by Region
2.2.1 World Esports Live Streams Consumption Value by Region (2018-2023)
2.2.2 World Esports Live Streams Consumption Value Forecast by Region (2024-2029)
2.3 United States Esports Live Streams Consumption Value (2018-2029)
2.4 China Esports Live Streams Consumption Value (2018-2029)
2.5 Europe Esports Live Streams Consumption Value (2018-2029)
2.6 Japan Esports Live Streams Consumption Value (2018-2029)
2.7 South Korea Esports Live Streams Consumption Value (2018-2029)
2.8 ASEAN Esports Live Streams Consumption Value (2018-2029)
2.9 India Esports Live Streams Consumption Value (2018-2029)

3 World Esports Live Streams Companies Competitive Analysis
3.1 World Esports Live Streams Revenue by Player (2018-2023)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global Esports Live Streams Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for Esports Live Streams in 2022
3.2.3 Global Concentration Ratios (CR8) for Esports Live Streams in 2022
3.3 Esports Live Streams Company Evaluation Quadrant
3.4 Esports Live Streams Market: Overall Company Footprint Analysis
3.4.1 Esports Live Streams Market: Region Footprint
3.4.2 Esports Live Streams Market: Company Product Type Footprint
3.4.3 Esports Live Streams 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 Live Streams Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: Esports Live Streams Market Size Comparison (2018 & 2022 & 2029) (by Headquarter Location)
4.1.2 United States VS China: Esports Live Streams Revenue Market Share Comparison (2018 & 2022 & 2029)
4.2 United States Based Companies VS China Based Companies: Esports Live Streams Consumption Value Comparison
4.2.1 United States VS China: Esports Live Streams Consumption Value Comparison (2018 & 2022 & 2029)
4.2.2 United States VS China: Esports Live Streams Consumption Value Market Share Comparison (2018 & 2022 & 2029)
4.3 United States Based Esports Live Streams Companies and Market Share, 2018-2023
4.3.1 United States Based Esports Live Streams Companies, Headquarters (States, Country)
4.3.2 United States Based Companies Esports Live Streams Revenue, (2018-2023)
4.4 China Based Companies Esports Live Streams Revenue and Market Share, 2018-2023
4.4.1 China Based Esports Live Streams Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies Esports Live Streams Revenue, (2018-2023)
4.5 Rest of World Based Esports Live Streams Companies and Market Share, 2018-2023
4.5.1 Rest of World Based Esports Live Streams Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies Esports Live Streams Revenue, (2018-2023)

5 Market Analysis by Type
5.1 World Esports Live Streams Market Size Overview by Type: 2018 VS 2022 VS 2029
5.2 Segment Introduction 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 Segment by Type
5.3.1 World Esports Live Streams Market Size by Type (2018-2023)
5.3.2 World Esports Live Streams Market Size by Type (2024-2029)
5.3.3 World Esports Live Streams Market Size Market Share by Type (2018-2029)

6 Market Analysis by Application
6.1 World Esports Live Streams Market Size Overview by Application: 2018 VS 2022 VS 2029
6.2 Segment Introduction by Application
6.2.1 Age Below 20
6.2.2 Age Between 20-40
6.2.3 Age Higher Than 40
6.3 Market Segment by Application
6.3.1 World Esports Live Streams Market Size by Application (2018-2023)
6.3.2 World Esports Live Streams Market Size by Application (2024-2029)
6.3.3 World Esports Live Streams Market Size by Application (2018-2029)

7 Company Profiles
7.1 Kuaishou
7.1.1 Kuaishou Details
7.1.2 Kuaishou Major Business
7.1.3 Kuaishou Esports Live Streams Product and Services
7.1.4 Kuaishou Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.1.5 Kuaishou Recent Developments/Updates
7.1.6 Kuaishou Competitive Strengths & Weaknesses
7.2 YY
7.2.1 YY Details
7.2.2 YY Major Business
7.2.3 YY Esports Live Streams Product and Services
7.2.4 YY Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.2.5 YY Recent Developments/Updates
7.2.6 YY Competitive Strengths & Weaknesses
7.3 Twitch
7.3.1 Twitch Details
7.3.2 Twitch Major Business
7.3.3 Twitch Esports Live Streams Product and Services
7.3.4 Twitch Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.3.5 Twitch Recent Developments/Updates
7.3.6 Twitch Competitive Strengths & Weaknesses
7.4 Tencent Music Entertainment (TME)
7.4.1 Tencent Music Entertainment (TME) Details
7.4.2 Tencent Music Entertainment (TME) Major Business
7.4.3 Tencent Music Entertainment (TME) Esports Live Streams Product and Services
7.4.4 Tencent Music Entertainment (TME) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.4.5 Tencent Music Entertainment (TME) Recent Developments/Updates
7.4.6 Tencent Music Entertainment (TME) Competitive Strengths & Weaknesses
7.5 Momo
7.5.1 Momo Details
7.5.2 Momo Major Business
7.5.3 Momo Esports Live Streams Product and Services
7.5.4 Momo Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.5.5 Momo Recent Developments/Updates
7.5.6 Momo Competitive Strengths & Weaknesses
7.6 Douyu
7.6.1 Douyu Details
7.6.2 Douyu Major Business
7.6.3 Douyu Esports Live Streams Product and Services
7.6.4 Douyu Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.6.5 Douyu Recent Developments/Updates
7.6.6 Douyu Competitive Strengths & Weaknesses
7.7 ByteDance
7.7.1 ByteDance Details
7.7.2 ByteDance Major Business
7.7.3 ByteDance Esports Live Streams Product and Services
7.7.4 ByteDance Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.7.5 ByteDance Recent Developments/Updates
7.7.6 ByteDance Competitive Strengths & Weaknesses
7.8 YouTube
7.8.1 YouTube Details
7.8.2 YouTube Major Business
7.8.3 YouTube Esports Live Streams Product and Services
7.8.4 YouTube Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.8.5 YouTube Recent Developments/Updates
7.8.6 YouTube Competitive Strengths & Weaknesses
7.9 Inke
7.9.1 Inke Details
7.9.2 Inke Major Business
7.9.3 Inke Esports Live Streams Product and Services
7.9.4 Inke Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.9.5 Inke Recent Developments/Updates
7.9.6 Inke Competitive Strengths & Weaknesses
7.10 Huajiao
7.10.1 Huajiao Details
7.10.2 Huajiao Major Business
7.10.3 Huajiao Esports Live Streams Product and Services
7.10.4 Huajiao Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.10.5 Huajiao Recent Developments/Updates
7.10.6 Huajiao Competitive Strengths & Weaknesses
7.11 Yizhibo (Weibo)
7.11.1 Yizhibo (Weibo) Details
7.11.2 Yizhibo (Weibo) Major Business
7.11.3 Yizhibo (Weibo) Esports Live Streams Product and Services
7.11.4 Yizhibo (Weibo) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.11.5 Yizhibo (Weibo) Recent Developments/Updates
7.11.6 Yizhibo (Weibo) Competitive Strengths & Weaknesses
7.12 Twitter (Periscope)
7.12.1 Twitter (Periscope) Details
7.12.2 Twitter (Periscope) Major Business
7.12.3 Twitter (Periscope) Esports Live Streams Product and Services
7.12.4 Twitter (Periscope) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.12.5 Twitter (Periscope) Recent Developments/Updates
7.12.6 Twitter (Periscope) Competitive Strengths & Weaknesses
7.13 Uplive
7.13.1 Uplive Details
7.13.2 Uplive Major Business
7.13.3 Uplive Esports Live Streams Product and Services
7.13.4 Uplive Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.13.5 Uplive Recent Developments/Updates
7.13.6 Uplive Competitive Strengths & Weaknesses
7.14 Mixer
7.14.1 Mixer Details
7.14.2 Mixer Major Business
7.14.3 Mixer Esports Live Streams Product and Services
7.14.4 Mixer Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.14.5 Mixer Recent Developments/Updates
7.14.6 Mixer Competitive Strengths & Weaknesses
7.15 Facebook
7.15.1 Facebook Details
7.15.2 Facebook Major Business
7.15.3 Facebook Esports Live Streams Product and Services
7.15.4 Facebook Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.15.5 Facebook Recent Developments/Updates
7.15.6 Facebook Competitive Strengths & Weaknesses
7.16 Instagram
7.16.1 Instagram Details
7.16.2 Instagram Major Business
7.16.3 Instagram Esports Live Streams Product and Services
7.16.4 Instagram Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.16.5 Instagram Recent Developments/Updates
7.16.6 Instagram Competitive Strengths & Weaknesses
7.17 Snapchat
7.17.1 Snapchat Details
7.17.2 Snapchat Major Business
7.17.3 Snapchat Esports Live Streams Product and Services
7.17.4 Snapchat Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.17.5 Snapchat Recent Developments/Updates
7.17.6 Snapchat Competitive Strengths & Weaknesses
7.18 Vimeo (Livestream)
7.18.1 Vimeo (Livestream) Details
7.18.2 Vimeo (Livestream) Major Business
7.18.3 Vimeo (Livestream) Esports Live Streams Product and Services
7.18.4 Vimeo (Livestream) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.18.5 Vimeo (Livestream) Recent Developments/Updates
7.18.6 Vimeo (Livestream) Competitive Strengths & Weaknesses
7.19 Bilibili
7.19.1 Bilibili Details
7.19.2 Bilibili Major Business
7.19.3 Bilibili Esports Live Streams Product and Services
7.19.4 Bilibili Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.19.5 Bilibili Recent Developments/Updates
7.19.6 Bilibili Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 Esports Live Streams Industry Chain
8.2 Esports Live Streams Upstream Analysis
8.3 Esports Live Streams Midstream Analysis
8.4 Esports Live Streams 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 Live Streams Revenue by Region (2018, 2022 and 2029) & (USD Million), (by Headquarter Location)
Table 2. World Esports Live Streams Revenue by Region (2018-2023) & (USD Million), (by Headquarter Location)
Table 3. World Esports Live Streams Revenue by Region (2024-2029) & (USD Million), (by Headquarter Location)
Table 4. World Esports Live Streams Revenue Market Share by Region (2018-2023), (by Headquarter Location)
Table 5. World Esports Live Streams Revenue Market Share by Region (2024-2029), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World Esports Live Streams Consumption Value Growth Rate Forecast by Region (2018 & 2022 & 2029) & (USD Million)
Table 8. World Esports Live Streams Consumption Value by Region (2018-2023) & (USD Million)
Table 9. World Esports Live Streams Consumption Value Forecast by Region (2024-2029) & (USD Million)
Table 10. World Esports Live Streams Revenue by Player (2018-2023) & (USD Million)
Table 11. Revenue Market Share of Key Esports Live Streams Players in 2022
Table 12. World Esports Live Streams Industry Rank of Major Player, Based on Revenue in 2022
Table 13. Global Esports Live Streams Company Evaluation Quadrant
Table 14. Head Office of Key Esports Live Streams Player
Table 15. Esports Live Streams Market: Company Product Type Footprint
Table 16. Esports Live Streams Market: Company Product Application Footprint
Table 17. Esports Live Streams Mergers & Acquisitions Activity
Table 18. United States VS China Esports Live Streams Market Size Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 19. United States VS China Esports Live Streams Consumption Value Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 20. United States Based Esports Live Streams Companies, Headquarters (States, Country)
Table 21. United States Based Companies Esports Live Streams Revenue, (2018-2023) & (USD Million)
Table 22. United States Based Companies Esports Live Streams Revenue Market Share (2018-2023)
Table 23. China Based Esports Live Streams Companies, Headquarters (Province, Country)
Table 24. China Based Companies Esports Live Streams Revenue, (2018-2023) & (USD Million)
Table 25. China Based Companies Esports Live Streams Revenue Market Share (2018-2023)
Table 26. Rest of World Based Esports Live Streams Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies Esports Live Streams Revenue, (2018-2023) & (USD Million)
Table 28. Rest of World Based Companies Esports Live Streams Revenue Market Share (2018-2023)
Table 29. World Esports Live Streams Market Size by Type, (USD Million), 2018 & 2022 & 2029
Table 30. World Esports Live Streams Market Size by Type (2018-2023) & (USD Million)
Table 31. World Esports Live Streams Market Size by Type (2024-2029) & (USD Million)
Table 32. World Esports Live Streams Market Size by Application, (USD Million), 2018 & 2022 & 2029
Table 33. World Esports Live Streams Market Size by Application (2018-2023) & (USD Million)
Table 34. World Esports Live Streams Market Size by Application (2024-2029) & (USD Million)
Table 35. Kuaishou Basic Information, Area Served and Competitors
Table 36. Kuaishou Major Business
Table 37. Kuaishou Esports Live Streams Product and Services
Table 38. Kuaishou Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 39. Kuaishou Recent Developments/Updates
Table 40. Kuaishou Competitive Strengths & Weaknesses
Table 41. YY Basic Information, Area Served and Competitors
Table 42. YY Major Business
Table 43. YY Esports Live Streams Product and Services
Table 44. YY Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 45. YY Recent Developments/Updates
Table 46. YY Competitive Strengths & Weaknesses
Table 47. Twitch Basic Information, Area Served and Competitors
Table 48. Twitch Major Business
Table 49. Twitch Esports Live Streams Product and Services
Table 50. Twitch Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 51. Twitch Recent Developments/Updates
Table 52. Twitch Competitive Strengths & Weaknesses
Table 53. Tencent Music Entertainment (TME) Basic Information, Area Served and Competitors
Table 54. Tencent Music Entertainment (TME) Major Business
Table 55. Tencent Music Entertainment (TME) Esports Live Streams Product and Services
Table 56. Tencent Music Entertainment (TME) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 57. Tencent Music Entertainment (TME) Recent Developments/Updates
Table 58. Tencent Music Entertainment (TME) Competitive Strengths & Weaknesses
Table 59. Momo Basic Information, Area Served and Competitors
Table 60. Momo Major Business
Table 61. Momo Esports Live Streams Product and Services
Table 62. Momo Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 63. Momo Recent Developments/Updates
Table 64. Momo Competitive Strengths & Weaknesses
Table 65. Douyu Basic Information, Area Served and Competitors
Table 66. Douyu Major Business
Table 67. Douyu Esports Live Streams Product and Services
Table 68. Douyu Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 69. Douyu Recent Developments/Updates
Table 70. Douyu Competitive Strengths & Weaknesses
Table 71. ByteDance Basic Information, Area Served and Competitors
Table 72. ByteDance Major Business
Table 73. ByteDance Esports Live Streams Product and Services
Table 74. ByteDance Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 75. ByteDance Recent Developments/Updates
Table 76. ByteDance Competitive Strengths & Weaknesses
Table 77. YouTube Basic Information, Area Served and Competitors
Table 78. YouTube Major Business
Table 79. YouTube Esports Live Streams Product and Services
Table 80. YouTube Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 81. YouTube Recent Developments/Updates
Table 82. YouTube Competitive Strengths & Weaknesses
Table 83. Inke Basic Information, Area Served and Competitors
Table 84. Inke Major Business
Table 85. Inke Esports Live Streams Product and Services
Table 86. Inke Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 87. Inke Recent Developments/Updates
Table 88. Inke Competitive Strengths & Weaknesses
Table 89. Huajiao Basic Information, Area Served and Competitors
Table 90. Huajiao Major Business
Table 91. Huajiao Esports Live Streams Product and Services
Table 92. Huajiao Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 93. Huajiao Recent Developments/Updates
Table 94. Huajiao Competitive Strengths & Weaknesses
Table 95. Yizhibo (Weibo) Basic Information, Area Served and Competitors
Table 96. Yizhibo (Weibo) Major Business
Table 97. Yizhibo (Weibo) Esports Live Streams Product and Services
Table 98. Yizhibo (Weibo) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 99. Yizhibo (Weibo) Recent Developments/Updates
Table 100. Yizhibo (Weibo) Competitive Strengths & Weaknesses
Table 101. Twitter (Periscope) Basic Information, Area Served and Competitors
Table 102. Twitter (Periscope) Major Business
Table 103. Twitter (Periscope) Esports Live Streams Product and Services
Table 104. Twitter (Periscope) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 105. Twitter (Periscope) Recent Developments/Updates
Table 106. Twitter (Periscope) Competitive Strengths & Weaknesses
Table 107. Uplive Basic Information, Area Served and Competitors
Table 108. Uplive Major Business
Table 109. Uplive Esports Live Streams Product and Services
Table 110. Uplive Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 111. Uplive Recent Developments/Updates
Table 112. Uplive Competitive Strengths & Weaknesses
Table 113. Mixer Basic Information, Area Served and Competitors
Table 114. Mixer Major Business
Table 115. Mixer Esports Live Streams Product and Services
Table 116. Mixer Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 117. Mixer Recent Developments/Updates
Table 118. Mixer Competitive Strengths & Weaknesses
Table 119. Facebook Basic Information, Area Served and Competitors
Table 120. Facebook Major Business
Table 121. Facebook Esports Live Streams Product and Services
Table 122. Facebook Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 123. Facebook Recent Developments/Updates
Table 124. Facebook Competitive Strengths & Weaknesses
Table 125. Instagram Basic Information, Area Served and Competitors
Table 126. Instagram Major Business
Table 127. Instagram Esports Live Streams Product and Services
Table 128. Instagram Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 129. Instagram Recent Developments/Updates
Table 130. Instagram Competitive Strengths & Weaknesses
Table 131. Snapchat Basic Information, Area Served and Competitors
Table 132. Snapchat Major Business
Table 133. Snapchat Esports Live Streams Product and Services
Table 134. Snapchat Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 135. Snapchat Recent Developments/Updates
Table 136. Snapchat Competitive Strengths & Weaknesses
Table 137. Vimeo (Livestream) Basic Information, Area Served and Competitors
Table 138. Vimeo (Livestream) Major Business
Table 139. Vimeo (Livestream) Esports Live Streams Product and Services
Table 140. Vimeo (Livestream) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 141. Vimeo (Livestream) Recent Developments/Updates
Table 142. Bilibili Basic Information, Area Served and Competitors
Table 143. Bilibili Major Business
Table 144. Bilibili Esports Live Streams Product and Services
Table 145. Bilibili Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 146. Global Key Players of Esports Live Streams Upstream (Raw Materials)
Table 147. Esports Live Streams Typical Customers
List of Figure
Figure 1. Esports Live Streams Picture
Figure 2. World Esports Live Streams Total Market Size: 2018 & 2022 & 2029, (USD Million)
Figure 3. World Esports Live Streams Total Market Size (2018-2029) & (USD Million)
Figure 4. World Esports Live Streams Revenue Market Share by Region (2018, 2022 and 2029) & (USD Million) , (by Headquarter Location)
Figure 5. World Esports Live Streams Revenue Market Share by Region (2018-2029), (by Headquarter Location)
Figure 6. United States Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 7. China Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 8. Europe Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 9. Japan Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 10. South Korea Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 11. ASEAN Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 12. India Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 13. Esports Live Streams Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 16. World Esports Live Streams Consumption Value Market Share by Region (2018-2029)
Figure 17. United States Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 18. China Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 19. Europe Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 20. Japan Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 21. South Korea Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 22. ASEAN Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 23. India Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 24. Producer Shipments of Esports Live Streams by Player Revenue ($MM) and Market Share (%): 2022
Figure 25. Global Four-firm Concentration Ratios (CR4) for Esports Live Streams Markets in 2022
Figure 26. Global Four-firm Concentration Ratios (CR8) for Esports Live Streams Markets in 2022
Figure 27. United States VS China: Esports Live Streams Revenue Market Share Comparison (2018 & 2022 & 2029)
Figure 28. United States VS China: Esports Live Streams Consumption Value Market Share Comparison (2018 & 2022 & 2029)
Figure 29. World Esports Live Streams Market Size by Type, (USD Million), 2018 & 2022 & 2029
Figure 30. World Esports Live Streams Market Size Market Share by Type in 2022
Figure 31. LOL
Figure 32. CS:GO
Figure 33. Dota
Figure 34. FIFA
Figure 35. Others
Figure 36. World Esports Live Streams Market Size Market Share by Type (2018-2029)
Figure 37. World Esports Live Streams Market Size by Application, (USD Million), 2018 & 2022 & 2029
Figure 38. World Esports Live Streams Market Size Market Share by Application in 2022
Figure 39. Age Below 20
Figure 40. Age Between 20-40
Figure 41. Age Higher Than 40
Figure 42. Esports Live Streams Industrial Chain
Figure 43. Methodology
Figure 44. 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

yuan2

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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Global Esports Live Streams Supply, Demand and Key Producers, 2023-2029

Global Esports Live Streams Supply, Demand and Key Producers, 2023-2029

Page: 120

Published Date: 19 Mar 2023

Category: Service & Software

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Description

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Description

The global Esports Live Streams 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 Live Streams demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for Esports Live Streams, 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 Live Streams that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global Esports Live Streams total market, 2018-2029, (USD Million)
Global Esports Live Streams total market by region & country, CAGR, 2018-2029, (USD Million)
U.S. VS China: Esports Live Streams total market, key domestic companies and share, (USD Million)
Global Esports Live Streams revenue by player and market share 2018-2023, (USD Million)
Global Esports Live Streams total market by Type, CAGR, 2018-2029, (USD Million)
Global Esports Live Streams total market by Application, CAGR, 2018-2029, (USD Million)
This reports profiles major players in the global Esports Live Streams 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 Kuaishou, YY, Twitch, Tencent Music Entertainment (TME), Momo, Douyu, ByteDance, YouTube and Inke, 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 Live Streams 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 Live Streams Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global Esports Live Streams Market, Segmentation by Type
LOL
CS:GO
Dota
FIFA
Others

Global Esports Live Streams Market, Segmentation by Application
Age Below 20
Age Between 20-40
Age Higher Than 40

Companies Profiled:
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

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

Table of Contents

1 Supply Summary
1.1 Esports Live Streams Introduction
1.2 World Esports Live Streams Market Size & Forecast (2018 & 2022 & 2029)
1.3 World Esports Live Streams Total Market by Region (by Headquarter Location)
1.3.1 World Esports Live Streams Market Size by Region (2018-2029), (by Headquarter Location)
1.3.2 United States Esports Live Streams Market Size (2018-2029)
1.3.3 China Esports Live Streams Market Size (2018-2029)
1.3.4 Europe Esports Live Streams Market Size (2018-2029)
1.3.5 Japan Esports Live Streams Market Size (2018-2029)
1.3.6 South Korea Esports Live Streams Market Size (2018-2029)
1.3.7 ASEAN Esports Live Streams Market Size (2018-2029)
1.3.8 India Esports Live Streams Market Size (2018-2029)
1.4 Market Drivers, Restraints and Trends
1.4.1 Esports Live Streams Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Esports Live Streams 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 Live Streams Consumption Value (2018-2029)
2.2 World Esports Live Streams Consumption Value by Region
2.2.1 World Esports Live Streams Consumption Value by Region (2018-2023)
2.2.2 World Esports Live Streams Consumption Value Forecast by Region (2024-2029)
2.3 United States Esports Live Streams Consumption Value (2018-2029)
2.4 China Esports Live Streams Consumption Value (2018-2029)
2.5 Europe Esports Live Streams Consumption Value (2018-2029)
2.6 Japan Esports Live Streams Consumption Value (2018-2029)
2.7 South Korea Esports Live Streams Consumption Value (2018-2029)
2.8 ASEAN Esports Live Streams Consumption Value (2018-2029)
2.9 India Esports Live Streams Consumption Value (2018-2029)

3 World Esports Live Streams Companies Competitive Analysis
3.1 World Esports Live Streams Revenue by Player (2018-2023)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global Esports Live Streams Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for Esports Live Streams in 2022
3.2.3 Global Concentration Ratios (CR8) for Esports Live Streams in 2022
3.3 Esports Live Streams Company Evaluation Quadrant
3.4 Esports Live Streams Market: Overall Company Footprint Analysis
3.4.1 Esports Live Streams Market: Region Footprint
3.4.2 Esports Live Streams Market: Company Product Type Footprint
3.4.3 Esports Live Streams 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 Live Streams Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: Esports Live Streams Market Size Comparison (2018 & 2022 & 2029) (by Headquarter Location)
4.1.2 United States VS China: Esports Live Streams Revenue Market Share Comparison (2018 & 2022 & 2029)
4.2 United States Based Companies VS China Based Companies: Esports Live Streams Consumption Value Comparison
4.2.1 United States VS China: Esports Live Streams Consumption Value Comparison (2018 & 2022 & 2029)
4.2.2 United States VS China: Esports Live Streams Consumption Value Market Share Comparison (2018 & 2022 & 2029)
4.3 United States Based Esports Live Streams Companies and Market Share, 2018-2023
4.3.1 United States Based Esports Live Streams Companies, Headquarters (States, Country)
4.3.2 United States Based Companies Esports Live Streams Revenue, (2018-2023)
4.4 China Based Companies Esports Live Streams Revenue and Market Share, 2018-2023
4.4.1 China Based Esports Live Streams Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies Esports Live Streams Revenue, (2018-2023)
4.5 Rest of World Based Esports Live Streams Companies and Market Share, 2018-2023
4.5.1 Rest of World Based Esports Live Streams Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies Esports Live Streams Revenue, (2018-2023)

5 Market Analysis by Type
5.1 World Esports Live Streams Market Size Overview by Type: 2018 VS 2022 VS 2029
5.2 Segment Introduction 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 Segment by Type
5.3.1 World Esports Live Streams Market Size by Type (2018-2023)
5.3.2 World Esports Live Streams Market Size by Type (2024-2029)
5.3.3 World Esports Live Streams Market Size Market Share by Type (2018-2029)

6 Market Analysis by Application
6.1 World Esports Live Streams Market Size Overview by Application: 2018 VS 2022 VS 2029
6.2 Segment Introduction by Application
6.2.1 Age Below 20
6.2.2 Age Between 20-40
6.2.3 Age Higher Than 40
6.3 Market Segment by Application
6.3.1 World Esports Live Streams Market Size by Application (2018-2023)
6.3.2 World Esports Live Streams Market Size by Application (2024-2029)
6.3.3 World Esports Live Streams Market Size by Application (2018-2029)

7 Company Profiles
7.1 Kuaishou
7.1.1 Kuaishou Details
7.1.2 Kuaishou Major Business
7.1.3 Kuaishou Esports Live Streams Product and Services
7.1.4 Kuaishou Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.1.5 Kuaishou Recent Developments/Updates
7.1.6 Kuaishou Competitive Strengths & Weaknesses
7.2 YY
7.2.1 YY Details
7.2.2 YY Major Business
7.2.3 YY Esports Live Streams Product and Services
7.2.4 YY Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.2.5 YY Recent Developments/Updates
7.2.6 YY Competitive Strengths & Weaknesses
7.3 Twitch
7.3.1 Twitch Details
7.3.2 Twitch Major Business
7.3.3 Twitch Esports Live Streams Product and Services
7.3.4 Twitch Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.3.5 Twitch Recent Developments/Updates
7.3.6 Twitch Competitive Strengths & Weaknesses
7.4 Tencent Music Entertainment (TME)
7.4.1 Tencent Music Entertainment (TME) Details
7.4.2 Tencent Music Entertainment (TME) Major Business
7.4.3 Tencent Music Entertainment (TME) Esports Live Streams Product and Services
7.4.4 Tencent Music Entertainment (TME) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.4.5 Tencent Music Entertainment (TME) Recent Developments/Updates
7.4.6 Tencent Music Entertainment (TME) Competitive Strengths & Weaknesses
7.5 Momo
7.5.1 Momo Details
7.5.2 Momo Major Business
7.5.3 Momo Esports Live Streams Product and Services
7.5.4 Momo Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.5.5 Momo Recent Developments/Updates
7.5.6 Momo Competitive Strengths & Weaknesses
7.6 Douyu
7.6.1 Douyu Details
7.6.2 Douyu Major Business
7.6.3 Douyu Esports Live Streams Product and Services
7.6.4 Douyu Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.6.5 Douyu Recent Developments/Updates
7.6.6 Douyu Competitive Strengths & Weaknesses
7.7 ByteDance
7.7.1 ByteDance Details
7.7.2 ByteDance Major Business
7.7.3 ByteDance Esports Live Streams Product and Services
7.7.4 ByteDance Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.7.5 ByteDance Recent Developments/Updates
7.7.6 ByteDance Competitive Strengths & Weaknesses
7.8 YouTube
7.8.1 YouTube Details
7.8.2 YouTube Major Business
7.8.3 YouTube Esports Live Streams Product and Services
7.8.4 YouTube Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.8.5 YouTube Recent Developments/Updates
7.8.6 YouTube Competitive Strengths & Weaknesses
7.9 Inke
7.9.1 Inke Details
7.9.2 Inke Major Business
7.9.3 Inke Esports Live Streams Product and Services
7.9.4 Inke Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.9.5 Inke Recent Developments/Updates
7.9.6 Inke Competitive Strengths & Weaknesses
7.10 Huajiao
7.10.1 Huajiao Details
7.10.2 Huajiao Major Business
7.10.3 Huajiao Esports Live Streams Product and Services
7.10.4 Huajiao Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.10.5 Huajiao Recent Developments/Updates
7.10.6 Huajiao Competitive Strengths & Weaknesses
7.11 Yizhibo (Weibo)
7.11.1 Yizhibo (Weibo) Details
7.11.2 Yizhibo (Weibo) Major Business
7.11.3 Yizhibo (Weibo) Esports Live Streams Product and Services
7.11.4 Yizhibo (Weibo) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.11.5 Yizhibo (Weibo) Recent Developments/Updates
7.11.6 Yizhibo (Weibo) Competitive Strengths & Weaknesses
7.12 Twitter (Periscope)
7.12.1 Twitter (Periscope) Details
7.12.2 Twitter (Periscope) Major Business
7.12.3 Twitter (Periscope) Esports Live Streams Product and Services
7.12.4 Twitter (Periscope) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.12.5 Twitter (Periscope) Recent Developments/Updates
7.12.6 Twitter (Periscope) Competitive Strengths & Weaknesses
7.13 Uplive
7.13.1 Uplive Details
7.13.2 Uplive Major Business
7.13.3 Uplive Esports Live Streams Product and Services
7.13.4 Uplive Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.13.5 Uplive Recent Developments/Updates
7.13.6 Uplive Competitive Strengths & Weaknesses
7.14 Mixer
7.14.1 Mixer Details
7.14.2 Mixer Major Business
7.14.3 Mixer Esports Live Streams Product and Services
7.14.4 Mixer Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.14.5 Mixer Recent Developments/Updates
7.14.6 Mixer Competitive Strengths & Weaknesses
7.15 Facebook
7.15.1 Facebook Details
7.15.2 Facebook Major Business
7.15.3 Facebook Esports Live Streams Product and Services
7.15.4 Facebook Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.15.5 Facebook Recent Developments/Updates
7.15.6 Facebook Competitive Strengths & Weaknesses
7.16 Instagram
7.16.1 Instagram Details
7.16.2 Instagram Major Business
7.16.3 Instagram Esports Live Streams Product and Services
7.16.4 Instagram Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.16.5 Instagram Recent Developments/Updates
7.16.6 Instagram Competitive Strengths & Weaknesses
7.17 Snapchat
7.17.1 Snapchat Details
7.17.2 Snapchat Major Business
7.17.3 Snapchat Esports Live Streams Product and Services
7.17.4 Snapchat Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.17.5 Snapchat Recent Developments/Updates
7.17.6 Snapchat Competitive Strengths & Weaknesses
7.18 Vimeo (Livestream)
7.18.1 Vimeo (Livestream) Details
7.18.2 Vimeo (Livestream) Major Business
7.18.3 Vimeo (Livestream) Esports Live Streams Product and Services
7.18.4 Vimeo (Livestream) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.18.5 Vimeo (Livestream) Recent Developments/Updates
7.18.6 Vimeo (Livestream) Competitive Strengths & Weaknesses
7.19 Bilibili
7.19.1 Bilibili Details
7.19.2 Bilibili Major Business
7.19.3 Bilibili Esports Live Streams Product and Services
7.19.4 Bilibili Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023)
7.19.5 Bilibili Recent Developments/Updates
7.19.6 Bilibili Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 Esports Live Streams Industry Chain
8.2 Esports Live Streams Upstream Analysis
8.3 Esports Live Streams Midstream Analysis
8.4 Esports Live Streams 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 Live Streams Revenue by Region (2018, 2022 and 2029) & (USD Million), (by Headquarter Location)
Table 2. World Esports Live Streams Revenue by Region (2018-2023) & (USD Million), (by Headquarter Location)
Table 3. World Esports Live Streams Revenue by Region (2024-2029) & (USD Million), (by Headquarter Location)
Table 4. World Esports Live Streams Revenue Market Share by Region (2018-2023), (by Headquarter Location)
Table 5. World Esports Live Streams Revenue Market Share by Region (2024-2029), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World Esports Live Streams Consumption Value Growth Rate Forecast by Region (2018 & 2022 & 2029) & (USD Million)
Table 8. World Esports Live Streams Consumption Value by Region (2018-2023) & (USD Million)
Table 9. World Esports Live Streams Consumption Value Forecast by Region (2024-2029) & (USD Million)
Table 10. World Esports Live Streams Revenue by Player (2018-2023) & (USD Million)
Table 11. Revenue Market Share of Key Esports Live Streams Players in 2022
Table 12. World Esports Live Streams Industry Rank of Major Player, Based on Revenue in 2022
Table 13. Global Esports Live Streams Company Evaluation Quadrant
Table 14. Head Office of Key Esports Live Streams Player
Table 15. Esports Live Streams Market: Company Product Type Footprint
Table 16. Esports Live Streams Market: Company Product Application Footprint
Table 17. Esports Live Streams Mergers & Acquisitions Activity
Table 18. United States VS China Esports Live Streams Market Size Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 19. United States VS China Esports Live Streams Consumption Value Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 20. United States Based Esports Live Streams Companies, Headquarters (States, Country)
Table 21. United States Based Companies Esports Live Streams Revenue, (2018-2023) & (USD Million)
Table 22. United States Based Companies Esports Live Streams Revenue Market Share (2018-2023)
Table 23. China Based Esports Live Streams Companies, Headquarters (Province, Country)
Table 24. China Based Companies Esports Live Streams Revenue, (2018-2023) & (USD Million)
Table 25. China Based Companies Esports Live Streams Revenue Market Share (2018-2023)
Table 26. Rest of World Based Esports Live Streams Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies Esports Live Streams Revenue, (2018-2023) & (USD Million)
Table 28. Rest of World Based Companies Esports Live Streams Revenue Market Share (2018-2023)
Table 29. World Esports Live Streams Market Size by Type, (USD Million), 2018 & 2022 & 2029
Table 30. World Esports Live Streams Market Size by Type (2018-2023) & (USD Million)
Table 31. World Esports Live Streams Market Size by Type (2024-2029) & (USD Million)
Table 32. World Esports Live Streams Market Size by Application, (USD Million), 2018 & 2022 & 2029
Table 33. World Esports Live Streams Market Size by Application (2018-2023) & (USD Million)
Table 34. World Esports Live Streams Market Size by Application (2024-2029) & (USD Million)
Table 35. Kuaishou Basic Information, Area Served and Competitors
Table 36. Kuaishou Major Business
Table 37. Kuaishou Esports Live Streams Product and Services
Table 38. Kuaishou Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 39. Kuaishou Recent Developments/Updates
Table 40. Kuaishou Competitive Strengths & Weaknesses
Table 41. YY Basic Information, Area Served and Competitors
Table 42. YY Major Business
Table 43. YY Esports Live Streams Product and Services
Table 44. YY Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 45. YY Recent Developments/Updates
Table 46. YY Competitive Strengths & Weaknesses
Table 47. Twitch Basic Information, Area Served and Competitors
Table 48. Twitch Major Business
Table 49. Twitch Esports Live Streams Product and Services
Table 50. Twitch Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 51. Twitch Recent Developments/Updates
Table 52. Twitch Competitive Strengths & Weaknesses
Table 53. Tencent Music Entertainment (TME) Basic Information, Area Served and Competitors
Table 54. Tencent Music Entertainment (TME) Major Business
Table 55. Tencent Music Entertainment (TME) Esports Live Streams Product and Services
Table 56. Tencent Music Entertainment (TME) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 57. Tencent Music Entertainment (TME) Recent Developments/Updates
Table 58. Tencent Music Entertainment (TME) Competitive Strengths & Weaknesses
Table 59. Momo Basic Information, Area Served and Competitors
Table 60. Momo Major Business
Table 61. Momo Esports Live Streams Product and Services
Table 62. Momo Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 63. Momo Recent Developments/Updates
Table 64. Momo Competitive Strengths & Weaknesses
Table 65. Douyu Basic Information, Area Served and Competitors
Table 66. Douyu Major Business
Table 67. Douyu Esports Live Streams Product and Services
Table 68. Douyu Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 69. Douyu Recent Developments/Updates
Table 70. Douyu Competitive Strengths & Weaknesses
Table 71. ByteDance Basic Information, Area Served and Competitors
Table 72. ByteDance Major Business
Table 73. ByteDance Esports Live Streams Product and Services
Table 74. ByteDance Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 75. ByteDance Recent Developments/Updates
Table 76. ByteDance Competitive Strengths & Weaknesses
Table 77. YouTube Basic Information, Area Served and Competitors
Table 78. YouTube Major Business
Table 79. YouTube Esports Live Streams Product and Services
Table 80. YouTube Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 81. YouTube Recent Developments/Updates
Table 82. YouTube Competitive Strengths & Weaknesses
Table 83. Inke Basic Information, Area Served and Competitors
Table 84. Inke Major Business
Table 85. Inke Esports Live Streams Product and Services
Table 86. Inke Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 87. Inke Recent Developments/Updates
Table 88. Inke Competitive Strengths & Weaknesses
Table 89. Huajiao Basic Information, Area Served and Competitors
Table 90. Huajiao Major Business
Table 91. Huajiao Esports Live Streams Product and Services
Table 92. Huajiao Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 93. Huajiao Recent Developments/Updates
Table 94. Huajiao Competitive Strengths & Weaknesses
Table 95. Yizhibo (Weibo) Basic Information, Area Served and Competitors
Table 96. Yizhibo (Weibo) Major Business
Table 97. Yizhibo (Weibo) Esports Live Streams Product and Services
Table 98. Yizhibo (Weibo) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 99. Yizhibo (Weibo) Recent Developments/Updates
Table 100. Yizhibo (Weibo) Competitive Strengths & Weaknesses
Table 101. Twitter (Periscope) Basic Information, Area Served and Competitors
Table 102. Twitter (Periscope) Major Business
Table 103. Twitter (Periscope) Esports Live Streams Product and Services
Table 104. Twitter (Periscope) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 105. Twitter (Periscope) Recent Developments/Updates
Table 106. Twitter (Periscope) Competitive Strengths & Weaknesses
Table 107. Uplive Basic Information, Area Served and Competitors
Table 108. Uplive Major Business
Table 109. Uplive Esports Live Streams Product and Services
Table 110. Uplive Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 111. Uplive Recent Developments/Updates
Table 112. Uplive Competitive Strengths & Weaknesses
Table 113. Mixer Basic Information, Area Served and Competitors
Table 114. Mixer Major Business
Table 115. Mixer Esports Live Streams Product and Services
Table 116. Mixer Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 117. Mixer Recent Developments/Updates
Table 118. Mixer Competitive Strengths & Weaknesses
Table 119. Facebook Basic Information, Area Served and Competitors
Table 120. Facebook Major Business
Table 121. Facebook Esports Live Streams Product and Services
Table 122. Facebook Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 123. Facebook Recent Developments/Updates
Table 124. Facebook Competitive Strengths & Weaknesses
Table 125. Instagram Basic Information, Area Served and Competitors
Table 126. Instagram Major Business
Table 127. Instagram Esports Live Streams Product and Services
Table 128. Instagram Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 129. Instagram Recent Developments/Updates
Table 130. Instagram Competitive Strengths & Weaknesses
Table 131. Snapchat Basic Information, Area Served and Competitors
Table 132. Snapchat Major Business
Table 133. Snapchat Esports Live Streams Product and Services
Table 134. Snapchat Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 135. Snapchat Recent Developments/Updates
Table 136. Snapchat Competitive Strengths & Weaknesses
Table 137. Vimeo (Livestream) Basic Information, Area Served and Competitors
Table 138. Vimeo (Livestream) Major Business
Table 139. Vimeo (Livestream) Esports Live Streams Product and Services
Table 140. Vimeo (Livestream) Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 141. Vimeo (Livestream) Recent Developments/Updates
Table 142. Bilibili Basic Information, Area Served and Competitors
Table 143. Bilibili Major Business
Table 144. Bilibili Esports Live Streams Product and Services
Table 145. Bilibili Esports Live Streams Revenue, Gross Margin and Market Share (2018-2023) & (USD Million)
Table 146. Global Key Players of Esports Live Streams Upstream (Raw Materials)
Table 147. Esports Live Streams Typical Customers
List of Figure
Figure 1. Esports Live Streams Picture
Figure 2. World Esports Live Streams Total Market Size: 2018 & 2022 & 2029, (USD Million)
Figure 3. World Esports Live Streams Total Market Size (2018-2029) & (USD Million)
Figure 4. World Esports Live Streams Revenue Market Share by Region (2018, 2022 and 2029) & (USD Million) , (by Headquarter Location)
Figure 5. World Esports Live Streams Revenue Market Share by Region (2018-2029), (by Headquarter Location)
Figure 6. United States Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 7. China Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 8. Europe Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 9. Japan Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 10. South Korea Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 11. ASEAN Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 12. India Based Company Esports Live Streams Revenue (2018-2029) & (USD Million)
Figure 13. Esports Live Streams Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 16. World Esports Live Streams Consumption Value Market Share by Region (2018-2029)
Figure 17. United States Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 18. China Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 19. Europe Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 20. Japan Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 21. South Korea Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 22. ASEAN Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 23. India Esports Live Streams Consumption Value (2018-2029) & (USD Million)
Figure 24. Producer Shipments of Esports Live Streams by Player Revenue ($MM) and Market Share (%): 2022
Figure 25. Global Four-firm Concentration Ratios (CR4) for Esports Live Streams Markets in 2022
Figure 26. Global Four-firm Concentration Ratios (CR8) for Esports Live Streams Markets in 2022
Figure 27. United States VS China: Esports Live Streams Revenue Market Share Comparison (2018 & 2022 & 2029)
Figure 28. United States VS China: Esports Live Streams Consumption Value Market Share Comparison (2018 & 2022 & 2029)
Figure 29. World Esports Live Streams Market Size by Type, (USD Million), 2018 & 2022 & 2029
Figure 30. World Esports Live Streams Market Size Market Share by Type in 2022
Figure 31. LOL
Figure 32. CS:GO
Figure 33. Dota
Figure 34. FIFA
Figure 35. Others
Figure 36. World Esports Live Streams Market Size Market Share by Type (2018-2029)
Figure 37. World Esports Live Streams Market Size by Application, (USD Million), 2018 & 2022 & 2029
Figure 38. World Esports Live Streams Market Size Market Share by Application in 2022
Figure 39. Age Below 20
Figure 40. Age Between 20-40
Figure 41. Age Higher Than 40
Figure 42. Esports Live Streams Industrial Chain
Figure 43. Methodology
Figure 44. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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

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

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

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

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Data Source

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

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

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    liuCheng01

    01 Identification of data

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

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    02 Evaluation of Market Dynamic

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

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    liuCheng01

    03 Collection of Data

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

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    liuCheng01

    04 Collaboration of Data

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

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    05 Verification and Analysis

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

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