Global Esports Live Streams Market 2021 by Company, Regions, Type and Application, Forecast to 2026

Global Esports Live Streams Market 2021 by Company, Regions, Type and Application, Forecast to 2026

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Published Date: 03 Mar 2021

Category: Service & Software

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Related Reports
  • sp_icon1 sp_icon1_b Product Tags
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Description

The Esports Live Streams market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our latest research, the global Esports Live Streams size is estimated to be USD xx million in 2026 from USD xx million in 2020, with a change XX% between 2020 and 2021. The global Esports Live Streams market size is expected to grow at a CAGR of xx% for the next five years.

Market segmentation
Esports Live Streams market is split by Type and by Application. For the period 2016-2026, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
LOL
CS:GO
Dota
FIFA
Others

Market segment by Application, can be divided into
Age Below 20
Age Between 20-40
Age Higher Than 40

Market segment by players, this report covers
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

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Argentina, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 12 chapters:
Chapter 1, to describe Esports Live Streams product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of Esports Live Streams, with revenue, gross margin and global market share of Esports Live Streams from 2019 to 2021.
Chapter 3, the Esports Live Streams competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by type and application, with revenue and growth rate by type, application, from 2016 to 2026.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2016 to 2021.and Esports Live Streams market forecast, by regions, type and application, with revenue, from 2021 to 2026.
Chapter 11 and 12, to describe Esports Live Streams research findings and conclusion, appendix and data source.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Esports Live Streams
1.2 Classification of Esports Live Streams by Type
1.2.1 Overview: Global Esports Live Streams Market Size by Type: 2020 Versus 2021 Versus 2026
1.2.2 Global Esports Live Streams Revenue Market Share by Type in 2020
1.2.3 LOL
1.2.4 CS:GO
1.2.5 Dota
1.2.6 FIFA
1.2.7 Others
1.3 Global Esports Live Streams Market by Application
1.3.1 Overview: Global Esports Live Streams Market Size by Application: 2020 Versus 2021 Versus 2026
1.3.2 Age Below 20
1.3.3 Age Between 20-40
1.3.4 Age Higher Than 40
1.4 Global Esports Live Streams Market Size & Forecast
1.5 Global Esports Live Streams Market Size and Forecast by Region
1.5.1 Global Esports Live Streams Market Size by Region: 2016 VS 2021 VS 2026
1.5.2 Global Esports Live Streams Market Size by Region, (2016-2021)
1.5.3 North America Esports Live Streams Market Size and Prospect (2016-2026)
1.5.4 Europe Esports Live Streams Market Size and Prospect (2016-2026)
1.5.5 Asia-Pacific Esports Live Streams Market Size and Prospect (2016-2026)
1.5.6 South America Esports Live Streams Market Size and Prospect (2016-2026)
1.5.7 Middle East and Africa Esports Live Streams Market Size and Prospect (2016-2026)
1.6 Market Drivers, Restraints and Trends
1.6.1 Esports Live Streams Market Drivers
1.6.2 Esports Live Streams Market Restraints
1.6.3 Esports Live Streams Trends Analysis

2 Company Profiles
2.1 Kuaishou
2.1.1 Kuaishou Details
2.1.2 Kuaishou Major Business
2.1.3 Kuaishou Esports Live Streams Product and Solutions
2.1.4 Kuaishou Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.1.5 Kuaishou Recent Developments and Future Plans
2.2 YY
2.2.1 YY Details
2.2.2 YY Major Business
2.2.3 YY Esports Live Streams Product and Solutions
2.2.4 YY Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.2.5 YY Recent Developments and Future Plans
2.3 Twitch
2.3.1 Twitch Details
2.3.2 Twitch Major Business
2.3.3 Twitch Esports Live Streams Product and Solutions
2.3.4 Twitch Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.3.5 Twitch Recent Developments and Future Plans
2.4 Tencent Music Entertainment (TME)
2.4.1 Tencent Music Entertainment (TME) Details
2.4.2 Tencent Music Entertainment (TME) Major Business
2.4.3 Tencent Music Entertainment (TME) Esports Live Streams Product and Solutions
2.4.4 Tencent Music Entertainment (TME) Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.4.5 Tencent Music Entertainment (TME) Recent Developments and Future Plans
2.5 Momo
2.5.1 Momo Details
2.5.2 Momo Major Business
2.5.3 Momo Esports Live Streams Product and Solutions
2.5.4 Momo Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.5.5 Momo Recent Developments and Future Plans
2.6 Douyu
2.6.1 Douyu Details
2.6.2 Douyu Major Business
2.6.3 Douyu Esports Live Streams Product and Solutions
2.6.4 Douyu Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.6.5 Douyu Recent Developments and Future Plans
2.7 ByteDance
2.7.1 ByteDance Details
2.7.2 ByteDance Major Business
2.7.3 ByteDance Esports Live Streams Product and Solutions
2.7.4 ByteDance Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.7.5 ByteDance Recent Developments and Future Plans
2.8 YouTube
2.8.1 YouTube Details
2.8.2 YouTube Major Business
2.8.3 YouTube Esports Live Streams Product and Solutions
2.8.4 YouTube Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.8.5 YouTube Recent Developments and Future Plans
2.9 Inke
2.9.1 Inke Details
2.9.2 Inke Major Business
2.9.3 Inke Esports Live Streams Product and Solutions
2.9.4 Inke Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.9.5 Inke Recent Developments and Future Plans
2.10 Huajiao
2.10.1 Huajiao Details
2.10.2 Huajiao Major Business
2.10.3 Huajiao Esports Live Streams Product and Solutions
2.10.4 Huajiao Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.10.5 Huajiao Recent Developments and Future Plans
2.11 Yizhibo (Weibo)
2.11.1 Yizhibo (Weibo) Details
2.11.2 Yizhibo (Weibo) Major Business
2.11.3 Yizhibo (Weibo) Esports Live Streams Product and Solutions
2.11.4 Yizhibo (Weibo) Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.11.5 Yizhibo (Weibo) Recent Developments and Future Plans
2.12 Twitter (Periscope)
2.12.1 Twitter (Periscope) Details
2.12.2 Twitter (Periscope) Major Business
2.12.3 Twitter (Periscope) Esports Live Streams Product and Solutions
2.12.4 Twitter (Periscope) Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.12.5 Twitter (Periscope) Recent Developments and Future Plans
2.13 Uplive
2.13.1 Uplive Details
2.13.2 Uplive Major Business
2.13.3 Uplive Esports Live Streams Product and Solutions
2.13.4 Uplive Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.13.5 Uplive Recent Developments and Future Plans
2.14 Mixer
2.14.1 Mixer Details
2.14.2 Mixer Major Business
2.14.3 Mixer Esports Live Streams Product and Solutions
2.14.4 Mixer Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.14.5 Mixer Recent Developments and Future Plans
2.15 Facebook
2.15.1 Facebook Details
2.15.2 Facebook Major Business
2.15.3 Facebook Esports Live Streams Product and Solutions
2.15.4 Facebook Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.15.5 Facebook Recent Developments and Future Plans
2.16 Instagram
2.16.1 Instagram Details
2.16.2 Instagram Major Business
2.16.3 Instagram Esports Live Streams Product and Solutions
2.16.4 Instagram Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.16.5 Instagram Recent Developments and Future Plans
2.17 Snapchat
2.17.1 Snapchat Details
2.17.2 Snapchat Major Business
2.17.3 Snapchat Esports Live Streams Product and Solutions
2.17.4 Snapchat Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.17.5 Snapchat Recent Developments and Future Plans
2.18 Vimeo (Livestream)
2.18.1 Vimeo (Livestream) Details
2.18.2 Vimeo (Livestream) Major Business
2.18.3 Vimeo (Livestream) Esports Live Streams Product and Solutions
2.18.4 Vimeo (Livestream) Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.18.5 Vimeo (Livestream) Recent Developments and Future Plans
2.19 Bilibili
2.19.1 Bilibili Details
2.19.2 Bilibili Major Business
2.19.3 Bilibili Esports Live Streams Product and Solutions
2.19.4 Bilibili Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.19.5 Bilibili Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Esports Live Streams Revenue and Share by Players (2019-2021)
3.2 Market Concentration Rate
3.2.1 Top 3 Esports Live Streams Players Market Share
3.2.2 Top 10 Esports Live Streams Players Market Share
3.2.3 Market Competition Trend
3.3 Esports Live Streams Players Head Office, Products and Services Provided
3.4 Mergers & Acquisitions
3.5 New Entrants and Expansion Plans

4 Market Size Segment by Type
4.1 Global Esports Live Streams Revenue and Market Share by Type (2016-2021)
4.2 Global Esports Live Streams Market Forecast by Type (2021-2026)

5 Market Size Segment by Application
5.1 Global Esports Live Streams Revenue Market Share by Application (2016-2021)
5.2 Esports Live Streams Market Forecast by Application (2021-2026)

6 North America by Country, by Type, and by Application
6.1 North America Esports Live Streams Revenue by Type (2016-2026)
6.2 North America Esports Live Streams Revenue by Application (2016-2026)
6.3 North America Esports Live Streams Market Size by Country
6.3.1 North America Esports Live Streams Revenue by Country (2016-2026)
6.3.2 United States Esports Live Streams Market Size and Forecast (2016-2026)
6.3.3 Canada Esports Live Streams Market Size and Forecast (2016-2026)
6.3.4 Mexico Esports Live Streams Market Size and Forecast (2016-2026)

7 Europe by Country, by Type, and by Application
7.1 Europe Esports Live Streams Revenue by Type (2016-2026)
7.2 Europe Esports Live Streams Revenue by Application (2016-2026)
7.3 Europe Esports Live Streams Market Size by Country
7.3.1 Europe Esports Live Streams Revenue by Country (2016-2026)
7.3.2 Germany Esports Live Streams Market Size and Forecast (2016-2026)
7.3.3 France Esports Live Streams Market Size and Forecast (2016-2026)
7.3.4 United Kingdom Esports Live Streams Market Size and Forecast (2016-2026)
7.3.5 Russia Esports Live Streams Market Size and Forecast (2016-2026)
7.3.6 Italy Esports Live Streams Market Size and Forecast (2016-2026)

8 Asia-Pacific by Region, by Type, and by Application
8.1 Asia-Pacific Esports Live Streams Revenue by Type (2016-2026)
8.2 Asia-Pacific Esports Live Streams Revenue by Application (2016-2026)
8.3 Asia-Pacific Esports Live Streams Market Size by Region
8.3.1 Asia-Pacific Esports Live Streams Revenue by Region (2016-2026)
8.3.2 China Esports Live Streams Market Size and Forecast (2016-2026)
8.3.3 Japan Esports Live Streams Market Size and Forecast (2016-2026)
8.3.4 South Korea Esports Live Streams Market Size and Forecast (2016-2026)
8.3.5 India Esports Live Streams Market Size and Forecast (2016-2026)
8.3.6 Southeast Asia Esports Live Streams Market Size and Forecast (2016-2026)
8.3.7 Australia Esports Live Streams Market Size and Forecast (2016-2026)

9 South America by Country, by Type, and by Application
9.1 South America Esports Live Streams Revenue by Type (2016-2026)
9.2 South America Esports Live Streams Revenue by Application (2016-2026)
9.3 South America Esports Live Streams Market Size by Country
9.3.1 South America Esports Live Streams Revenue by Country (2016-2026)
9.3.2 Brazil Esports Live Streams Market Size and Forecast (2016-2026)
9.3.3 Argentina Esports Live Streams Market Size and Forecast (2016-2026)

10 Middle East & Africa by Country, by Type, and by Application
10.1 Middle East & Africa Esports Live Streams Revenue by Type (2016-2026)
10.2 Middle East & Africa Esports Live Streams Revenue by Application (2016-2026)
10.3 Middle East & Africa Esports Live Streams Market Size by Country
10.3.1 Middle East & Africa Esports Live Streams Revenue by Country (2016-2026)
10.3.2 Turkey Esports Live Streams Market Size and Forecast (2016-2026)
10.3.3 Saudi Arabia Esports Live Streams Market Size and Forecast (2016-2026)
10.3.4 UAE Esports Live Streams Market Size and Forecast (2016-2026)

11 Research Findings and Conclusion

12 Appendix
12.1 Methodology
12.2 Research Process and Data Source
12.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Esports Live Streams Revenue by Type, (USD Million), 2020 VS 2021 VS 2026
Table 2. Global Esports Live Streams Revenue by Application, (USD Million), 2020 VS 2021 VS 2026
Table 3. Global Market Esports Live Streams Revenue (Million USD) Comparison by Region (2016 VS 2021 VS 2026)
Table 4. Global Esports Live Streams Revenue (USD Million) by Region (2016-2021)
Table 5. Global Esports Live Streams Revenue Market Share by Region (2021-2026)
Table 6. Kuaishou Corporate Information, Head Office, and Major Competitors
Table 7. Kuaishou Major Business
Table 8. Kuaishou Esports Live Streams Product and Solutions
Table 9. Kuaishou Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 10. YY Corporate Information, Head Office, and Major Competitors
Table 11. YY Major Business
Table 12. YY Esports Live Streams Product and Solutions
Table 13. YY Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 14. Twitch Corporate Information, Head Office, and Major Competitors
Table 15. Twitch Major Business
Table 16. Twitch Esports Live Streams Product and Solutions
Table 17. Twitch Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 18. Tencent Music Entertainment (TME) Corporate Information, Head Office, and Major Competitors
Table 19. Tencent Music Entertainment (TME) Major Business
Table 20. Tencent Music Entertainment (TME) Esports Live Streams Product and Solutions
Table 21. Tencent Music Entertainment (TME) Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 22. Momo Corporate Information, Head Office, and Major Competitors
Table 23. Momo Major Business
Table 24. Momo Esports Live Streams Product and Solutions
Table 25. Momo Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 26. Douyu Corporate Information, Head Office, and Major Competitors
Table 27. Douyu Major Business
Table 28. Douyu Esports Live Streams Product and Solutions
Table 29. Douyu Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 30. ByteDance Corporate Information, Head Office, and Major Competitors
Table 31. ByteDance Major Business
Table 32. ByteDance Esports Live Streams Product and Solutions
Table 33. ByteDance Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 34. YouTube Corporate Information, Head Office, and Major Competitors
Table 35. YouTube Major Business
Table 36. YouTube Esports Live Streams Product and Solutions
Table 37. YouTube Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 38. Inke Corporate Information, Head Office, and Major Competitors
Table 39. Inke Major Business
Table 40. Inke Esports Live Streams Product and Solutions
Table 41. Inke Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 42. Huajiao Corporate Information, Head Office, and Major Competitors
Table 43. Huajiao Major Business
Table 44. Huajiao Esports Live Streams Product and Solutions
Table 45. Huajiao Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 46. Yizhibo (Weibo) Corporate Information, Head Office, and Major Competitors
Table 47. Yizhibo (Weibo) Major Business
Table 48. Yizhibo (Weibo) Esports Live Streams Product and Solutions
Table 49. Yizhibo (Weibo) Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 50. Twitter (Periscope) Corporate Information, Head Office, and Major Competitors
Table 51. Twitter (Periscope) Major Business
Table 52. Twitter (Periscope) Esports Live Streams Product and Solutions
Table 53. Twitter (Periscope) Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 54. Uplive Corporate Information, Head Office, and Major Competitors
Table 55. Uplive Major Business
Table 56. Uplive Esports Live Streams Product and Solutions
Table 57. Uplive Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 58. Mixer Corporate Information, Head Office, and Major Competitors
Table 59. Mixer Major Business
Table 60. Mixer Esports Live Streams Product and Solutions
Table 61. Mixer Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 62. Facebook Corporate Information, Head Office, and Major Competitors
Table 63. Facebook Major Business
Table 64. Facebook Esports Live Streams Product and Solutions
Table 65. Facebook Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 66. Instagram Corporate Information, Head Office, and Major Competitors
Table 67. Instagram Major Business
Table 68. Instagram Esports Live Streams Product and Solutions
Table 69. Instagram Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 70. Snapchat Corporate Information, Head Office, and Major Competitors
Table 71. Snapchat Major Business
Table 72. Snapchat Esports Live Streams Product and Solutions
Table 73. Snapchat Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 74. Vimeo (Livestream) Corporate Information, Head Office, and Major Competitors
Table 75. Vimeo (Livestream) Major Business
Table 76. Vimeo (Livestream) Esports Live Streams Product and Solutions
Table 77. Vimeo (Livestream) Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 78. Bilibili Corporate Information, Head Office, and Major Competitors
Table 79. Bilibili Major Business
Table 80. Bilibili Esports Live Streams Product and Solutions
Table 81. Bilibili Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 82. Global Esports Live Streams Revenue (USD Million) by Players (2019-2021)
Table 83. Global Esports Live Streams Revenue Share by Players (2019-2021)
Table 84. Breakdown of Esports Live Streams by Company Type (Tier 1, Tier 2 and Tier 3)
Table 85. Esports Live Streams Players Head Office, Products and Services Provided
Table 86. Esports Live Streams Mergers & Acquisitions in the Past Five Years
Table 87. Esports Live Streams New Entrants and Expansion Plans
Table 88. Global Esports Live Streams Revenue (USD Million) by Type (2016-2021)
Table 89. Global Esports Live Streams Revenue Share by Type (2016-2021)
Table 90. Global Esports Live Streams Revenue Forecast by Type (2021-2026)
Table 91. Global Esports Live Streams Revenue by Application (2016-2021)
Table 92. Global Esports Live Streams Revenue Forecast by Application (2021-2026)
Table 93. North America Esports Live Streams Revenue by Type (2016-2021) & (USD Million)
Table 94. North America Esports Live Streams Revenue by Type (2021-2026) & (USD Million)
Table 95. North America Esports Live Streams Revenue by Application (2016-2021) & (USD Million)
Table 96. North America Esports Live Streams Revenue by Application (2021-2026) & (USD Million)
Table 97. North America Esports Live Streams Revenue by Country (2016-2021) & (USD Million)
Table 98. North America Esports Live Streams Revenue by Country (2021-2026) & (USD Million)
Table 99. Europe Esports Live Streams Revenue by Type (2016-2021) & (USD Million)
Table 100. Europe Esports Live Streams Revenue by Type (2021-2026) & (USD Million)
Table 101. Europe Esports Live Streams Revenue by Application (2016-2021) & (USD Million)
Table 102. Europe Esports Live Streams Revenue by Application (2021-2026) & (USD Million)
Table 103. Europe Esports Live Streams Revenue by Country (2016-2021) & (USD Million)
Table 104. Europe Esports Live Streams Revenue by Country (2021-2026) & (USD Million)
Table 105. Asia-Pacific Esports Live Streams Revenue by Type (2016-2021) & (USD Million)
Table 106. Asia-Pacific Esports Live Streams Revenue by Type (2021-2026) & (USD Million)
Table 107. Asia-Pacific Esports Live Streams Revenue by Application (2016-2021) & (USD Million)
Table 108. Asia-Pacific Esports Live Streams Revenue by Application (2021-2026) & (USD Million)
Table 109. Asia-Pacific Esports Live Streams Revenue by Region (2016-2021) & (USD Million)
Table 110. Asia-Pacific Esports Live Streams Revenue by Region (2021-2026) & (USD Million)
Table 111. South America Esports Live Streams Revenue by Type (2016-2021) & (USD Million)
Table 112. South America Esports Live Streams Revenue by Type (2021-2026) & (USD Million)
Table 113. South America Esports Live Streams Revenue by Application (2016-2021) & (USD Million)
Table 114. South America Esports Live Streams Revenue by Application (2021-2026) & (USD Million)
Table 115. South America Esports Live Streams Revenue by Country (2016-2021) & (USD Million)
Table 116. South America Esports Live Streams Revenue by Country (2021-2026) & (USD Million)
Table 117. Middle East & Africa Esports Live Streams Revenue by Type (2016-2021) & (USD Million)
Table 118. Middle East & Africa Esports Live Streams Revenue by Type (2021-2026) & (USD Million)
Table 119. Middle East & Africa Esports Live Streams Revenue by Application (2016-2021) & (USD Million)
Table 120. Middle East & Africa Esports Live Streams Revenue by Application (2021-2026) & (USD Million)
Table 121. Middle East & Africa Esports Live Streams Revenue by Country (2016-2021) & (USD Million)
Table 122. Middle East & Africa Esports Live Streams Revenue by Country (2021-2026) & (USD Million)
List of Figures
Figure 1. Esports Live Streams Picture
Figure 2. Global Esports Live Streams Revenue Market Share by Type in 2020
Figure 3. LOL
Figure 4. CS:GO
Figure 5. Dota
Figure 6. FIFA
Figure 7. Others
Figure 8. Esports Live Streams Revenue Market Share by Application in 2020
Figure 9. Age Below 20 Picture
Figure 10. Age Between 20-40 Picture
Figure 11. Age Higher Than 40 Picture
Figure 12. Global Esports Live Streams Revenue, (USD Million): 2020 VS 2021 VS 2026
Figure 13. Global Esports Live Streams Revenue and Forecast (2016-2026) & (USD Million)
Figure 14. Global Esports Live Streams Revenue Market Share by Region (2016-2026)
Figure 15. Global Esports Live Streams Revenue Market Share by Region in 2020
Figure 16. North America Esports Live Streams Revenue (USD Million) and Growth Rate (2016-2026)
Figure 17. Europe Esports Live Streams Revenue (USD Million) and Growth Rate (2016-2026)
Figure 18. Asia-Pacific Esports Live Streams Revenue (USD Million) and Growth Rate (2016-2026)
Figure 19. South America Esports Live Streams Revenue (USD Million) and Growth Rate (2016-2026)
Figure 20. Middle East and Africa Esports Live Streams Revenue (USD Million) and Growth Rate (2016-2026)
Figure 21. Esports Live Streams Market Drivers
Figure 22. Esports Live Streams Market Restraints
Figure 23. Esports Live Streams Market Trends
Figure 24. Kuaishou Recent Developments and Future Plans
Figure 25. YY Recent Developments and Future Plans
Figure 26. Twitch Recent Developments and Future Plans
Figure 27. Tencent Music Entertainment (TME) Recent Developments and Future Plans
Figure 28. Momo Recent Developments and Future Plans
Figure 29. Douyu Recent Developments and Future Plans
Figure 30. ByteDance Recent Developments and Future Plans
Figure 31. YouTube Recent Developments and Future Plans
Figure 32. Inke Recent Developments and Future Plans
Figure 33. Huajiao Recent Developments and Future Plans
Figure 34. Yizhibo (Weibo) Recent Developments and Future Plans
Figure 35. Twitter (Periscope) Recent Developments and Future Plans
Figure 36. Uplive Recent Developments and Future Plans
Figure 37. Mixer Recent Developments and Future Plans
Figure 38. Facebook Recent Developments and Future Plans
Figure 39. Instagram Recent Developments and Future Plans
Figure 40. Snapchat Recent Developments and Future Plans
Figure 41. Vimeo (Livestream) Recent Developments and Future Plans
Figure 42. Bilibili Recent Developments and Future Plans
Figure 43. Global Esports Live Streams Revenue Share by Players in 2020
Figure 44. Esports Live Streams Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
Figure 45. Global Top 3 Players Esports Live Streams Revenue Market Share in 2020
Figure 46. Global Top 10 Players Esports Live Streams Revenue Market Share in 2020
Figure 47. Key Players Market Share Trend (Top 3 Market Share: 2019 VS 2020 VS 2021)
Figure 48. Global Esports Live Streams Revenue Share by Type in 2020
Figure 49. Global Esports Live Streams Market Share Forecast by Type (2021-2026)
Figure 50. Global Esports Live Streams Revenue Share by Application in 2020
Figure 51. Global Esports Live Streams Market Share Forecast by Application (2021-2026)
Figure 52. North America Esports Live Streams Sales Market Share by Type (2016-2026)
Figure 53. North America Esports Live Streams Sales Market Share by Application (2016-2026)
Figure 54. North America Esports Live Streams Revenue Market Share by Country (2016-2026)
Figure 55. United States Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 56. Canada Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 57. Mexico Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 58. Europe Esports Live Streams Sales Market Share by Type (2016-2026)
Figure 59. Europe Esports Live Streams Sales Market Share by Application (2016-2026)
Figure 60. Europe Esports Live Streams Revenue Market Share by Country (2016-2026)
Figure 61. Germany Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 62. France Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 63. United Kingdom Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 64. Russia Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 65. Italy Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 66. Asia-Pacific Esports Live Streams Sales Market Share by Type (2016-2026)
Figure 67. Asia-Pacific Esports Live Streams Sales Market Share by Application (2016-2026)
Figure 68. Asia-Pacific Esports Live Streams Revenue Market Share by Region (2016-2026)
Figure 69. China Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 70. Japan Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 71. South Korea Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 72. India Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 73. Southeast Asia Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 74. Australia Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 75. South America Esports Live Streams Sales Market Share by Type (2016-2026)
Figure 76. South America Esports Live Streams Sales Market Share by Application (2016-2026)
Figure 77. South America Esports Live Streams Revenue Market Share by Country (2016-2026)
Figure 78. Brazil Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 79. Argentina Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 80. Middle East and Africa Esports Live Streams Sales Market Share by Type (2016-2026)
Figure 81. Middle East and Africa Esports Live Streams Sales Market Share by Application (2016-2026)
Figure 82. Middle East and Africa Esports Live Streams Revenue Market Share by Country (2016-2026)
Figure 83. Turkey Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 84. Saudi Arabia Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 85. UAE Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 86. Methodology
Figure 87. 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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Companies Mentioned

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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Global Esports Live Streams Market 2021 by Company, Regions, Type and Application, Forecast to 2026

Global Esports Live Streams Market 2021 by Company, Regions, Type and Application, Forecast to 2026

Page: 106

Published Date: 03 Mar 2021

Category: Service & Software

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Description

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Description

The Esports Live Streams market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our latest research, the global Esports Live Streams size is estimated to be USD xx million in 2026 from USD xx million in 2020, with a change XX% between 2020 and 2021. The global Esports Live Streams market size is expected to grow at a CAGR of xx% for the next five years.

Market segmentation
Esports Live Streams market is split by Type and by Application. For the period 2016-2026, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
LOL
CS:GO
Dota
FIFA
Others

Market segment by Application, can be divided into
Age Below 20
Age Between 20-40
Age Higher Than 40

Market segment by players, this report covers
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

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Argentina, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 12 chapters:
Chapter 1, to describe Esports Live Streams product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of Esports Live Streams, with revenue, gross margin and global market share of Esports Live Streams from 2019 to 2021.
Chapter 3, the Esports Live Streams competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by type and application, with revenue and growth rate by type, application, from 2016 to 2026.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2016 to 2021.and Esports Live Streams market forecast, by regions, type and application, with revenue, from 2021 to 2026.
Chapter 11 and 12, to describe Esports Live Streams research findings and conclusion, appendix and data source.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Esports Live Streams
1.2 Classification of Esports Live Streams by Type
1.2.1 Overview: Global Esports Live Streams Market Size by Type: 2020 Versus 2021 Versus 2026
1.2.2 Global Esports Live Streams Revenue Market Share by Type in 2020
1.2.3 LOL
1.2.4 CS:GO
1.2.5 Dota
1.2.6 FIFA
1.2.7 Others
1.3 Global Esports Live Streams Market by Application
1.3.1 Overview: Global Esports Live Streams Market Size by Application: 2020 Versus 2021 Versus 2026
1.3.2 Age Below 20
1.3.3 Age Between 20-40
1.3.4 Age Higher Than 40
1.4 Global Esports Live Streams Market Size & Forecast
1.5 Global Esports Live Streams Market Size and Forecast by Region
1.5.1 Global Esports Live Streams Market Size by Region: 2016 VS 2021 VS 2026
1.5.2 Global Esports Live Streams Market Size by Region, (2016-2021)
1.5.3 North America Esports Live Streams Market Size and Prospect (2016-2026)
1.5.4 Europe Esports Live Streams Market Size and Prospect (2016-2026)
1.5.5 Asia-Pacific Esports Live Streams Market Size and Prospect (2016-2026)
1.5.6 South America Esports Live Streams Market Size and Prospect (2016-2026)
1.5.7 Middle East and Africa Esports Live Streams Market Size and Prospect (2016-2026)
1.6 Market Drivers, Restraints and Trends
1.6.1 Esports Live Streams Market Drivers
1.6.2 Esports Live Streams Market Restraints
1.6.3 Esports Live Streams Trends Analysis

2 Company Profiles
2.1 Kuaishou
2.1.1 Kuaishou Details
2.1.2 Kuaishou Major Business
2.1.3 Kuaishou Esports Live Streams Product and Solutions
2.1.4 Kuaishou Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.1.5 Kuaishou Recent Developments and Future Plans
2.2 YY
2.2.1 YY Details
2.2.2 YY Major Business
2.2.3 YY Esports Live Streams Product and Solutions
2.2.4 YY Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.2.5 YY Recent Developments and Future Plans
2.3 Twitch
2.3.1 Twitch Details
2.3.2 Twitch Major Business
2.3.3 Twitch Esports Live Streams Product and Solutions
2.3.4 Twitch Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.3.5 Twitch Recent Developments and Future Plans
2.4 Tencent Music Entertainment (TME)
2.4.1 Tencent Music Entertainment (TME) Details
2.4.2 Tencent Music Entertainment (TME) Major Business
2.4.3 Tencent Music Entertainment (TME) Esports Live Streams Product and Solutions
2.4.4 Tencent Music Entertainment (TME) Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.4.5 Tencent Music Entertainment (TME) Recent Developments and Future Plans
2.5 Momo
2.5.1 Momo Details
2.5.2 Momo Major Business
2.5.3 Momo Esports Live Streams Product and Solutions
2.5.4 Momo Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.5.5 Momo Recent Developments and Future Plans
2.6 Douyu
2.6.1 Douyu Details
2.6.2 Douyu Major Business
2.6.3 Douyu Esports Live Streams Product and Solutions
2.6.4 Douyu Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.6.5 Douyu Recent Developments and Future Plans
2.7 ByteDance
2.7.1 ByteDance Details
2.7.2 ByteDance Major Business
2.7.3 ByteDance Esports Live Streams Product and Solutions
2.7.4 ByteDance Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.7.5 ByteDance Recent Developments and Future Plans
2.8 YouTube
2.8.1 YouTube Details
2.8.2 YouTube Major Business
2.8.3 YouTube Esports Live Streams Product and Solutions
2.8.4 YouTube Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.8.5 YouTube Recent Developments and Future Plans
2.9 Inke
2.9.1 Inke Details
2.9.2 Inke Major Business
2.9.3 Inke Esports Live Streams Product and Solutions
2.9.4 Inke Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.9.5 Inke Recent Developments and Future Plans
2.10 Huajiao
2.10.1 Huajiao Details
2.10.2 Huajiao Major Business
2.10.3 Huajiao Esports Live Streams Product and Solutions
2.10.4 Huajiao Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.10.5 Huajiao Recent Developments and Future Plans
2.11 Yizhibo (Weibo)
2.11.1 Yizhibo (Weibo) Details
2.11.2 Yizhibo (Weibo) Major Business
2.11.3 Yizhibo (Weibo) Esports Live Streams Product and Solutions
2.11.4 Yizhibo (Weibo) Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.11.5 Yizhibo (Weibo) Recent Developments and Future Plans
2.12 Twitter (Periscope)
2.12.1 Twitter (Periscope) Details
2.12.2 Twitter (Periscope) Major Business
2.12.3 Twitter (Periscope) Esports Live Streams Product and Solutions
2.12.4 Twitter (Periscope) Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.12.5 Twitter (Periscope) Recent Developments and Future Plans
2.13 Uplive
2.13.1 Uplive Details
2.13.2 Uplive Major Business
2.13.3 Uplive Esports Live Streams Product and Solutions
2.13.4 Uplive Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.13.5 Uplive Recent Developments and Future Plans
2.14 Mixer
2.14.1 Mixer Details
2.14.2 Mixer Major Business
2.14.3 Mixer Esports Live Streams Product and Solutions
2.14.4 Mixer Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.14.5 Mixer Recent Developments and Future Plans
2.15 Facebook
2.15.1 Facebook Details
2.15.2 Facebook Major Business
2.15.3 Facebook Esports Live Streams Product and Solutions
2.15.4 Facebook Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.15.5 Facebook Recent Developments and Future Plans
2.16 Instagram
2.16.1 Instagram Details
2.16.2 Instagram Major Business
2.16.3 Instagram Esports Live Streams Product and Solutions
2.16.4 Instagram Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.16.5 Instagram Recent Developments and Future Plans
2.17 Snapchat
2.17.1 Snapchat Details
2.17.2 Snapchat Major Business
2.17.3 Snapchat Esports Live Streams Product and Solutions
2.17.4 Snapchat Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.17.5 Snapchat Recent Developments and Future Plans
2.18 Vimeo (Livestream)
2.18.1 Vimeo (Livestream) Details
2.18.2 Vimeo (Livestream) Major Business
2.18.3 Vimeo (Livestream) Esports Live Streams Product and Solutions
2.18.4 Vimeo (Livestream) Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.18.5 Vimeo (Livestream) Recent Developments and Future Plans
2.19 Bilibili
2.19.1 Bilibili Details
2.19.2 Bilibili Major Business
2.19.3 Bilibili Esports Live Streams Product and Solutions
2.19.4 Bilibili Esports Live Streams Revenue, Gross Margin and Market Share (2019-2021)
2.19.5 Bilibili Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Esports Live Streams Revenue and Share by Players (2019-2021)
3.2 Market Concentration Rate
3.2.1 Top 3 Esports Live Streams Players Market Share
3.2.2 Top 10 Esports Live Streams Players Market Share
3.2.3 Market Competition Trend
3.3 Esports Live Streams Players Head Office, Products and Services Provided
3.4 Mergers & Acquisitions
3.5 New Entrants and Expansion Plans

4 Market Size Segment by Type
4.1 Global Esports Live Streams Revenue and Market Share by Type (2016-2021)
4.2 Global Esports Live Streams Market Forecast by Type (2021-2026)

5 Market Size Segment by Application
5.1 Global Esports Live Streams Revenue Market Share by Application (2016-2021)
5.2 Esports Live Streams Market Forecast by Application (2021-2026)

6 North America by Country, by Type, and by Application
6.1 North America Esports Live Streams Revenue by Type (2016-2026)
6.2 North America Esports Live Streams Revenue by Application (2016-2026)
6.3 North America Esports Live Streams Market Size by Country
6.3.1 North America Esports Live Streams Revenue by Country (2016-2026)
6.3.2 United States Esports Live Streams Market Size and Forecast (2016-2026)
6.3.3 Canada Esports Live Streams Market Size and Forecast (2016-2026)
6.3.4 Mexico Esports Live Streams Market Size and Forecast (2016-2026)

7 Europe by Country, by Type, and by Application
7.1 Europe Esports Live Streams Revenue by Type (2016-2026)
7.2 Europe Esports Live Streams Revenue by Application (2016-2026)
7.3 Europe Esports Live Streams Market Size by Country
7.3.1 Europe Esports Live Streams Revenue by Country (2016-2026)
7.3.2 Germany Esports Live Streams Market Size and Forecast (2016-2026)
7.3.3 France Esports Live Streams Market Size and Forecast (2016-2026)
7.3.4 United Kingdom Esports Live Streams Market Size and Forecast (2016-2026)
7.3.5 Russia Esports Live Streams Market Size and Forecast (2016-2026)
7.3.6 Italy Esports Live Streams Market Size and Forecast (2016-2026)

8 Asia-Pacific by Region, by Type, and by Application
8.1 Asia-Pacific Esports Live Streams Revenue by Type (2016-2026)
8.2 Asia-Pacific Esports Live Streams Revenue by Application (2016-2026)
8.3 Asia-Pacific Esports Live Streams Market Size by Region
8.3.1 Asia-Pacific Esports Live Streams Revenue by Region (2016-2026)
8.3.2 China Esports Live Streams Market Size and Forecast (2016-2026)
8.3.3 Japan Esports Live Streams Market Size and Forecast (2016-2026)
8.3.4 South Korea Esports Live Streams Market Size and Forecast (2016-2026)
8.3.5 India Esports Live Streams Market Size and Forecast (2016-2026)
8.3.6 Southeast Asia Esports Live Streams Market Size and Forecast (2016-2026)
8.3.7 Australia Esports Live Streams Market Size and Forecast (2016-2026)

9 South America by Country, by Type, and by Application
9.1 South America Esports Live Streams Revenue by Type (2016-2026)
9.2 South America Esports Live Streams Revenue by Application (2016-2026)
9.3 South America Esports Live Streams Market Size by Country
9.3.1 South America Esports Live Streams Revenue by Country (2016-2026)
9.3.2 Brazil Esports Live Streams Market Size and Forecast (2016-2026)
9.3.3 Argentina Esports Live Streams Market Size and Forecast (2016-2026)

10 Middle East & Africa by Country, by Type, and by Application
10.1 Middle East & Africa Esports Live Streams Revenue by Type (2016-2026)
10.2 Middle East & Africa Esports Live Streams Revenue by Application (2016-2026)
10.3 Middle East & Africa Esports Live Streams Market Size by Country
10.3.1 Middle East & Africa Esports Live Streams Revenue by Country (2016-2026)
10.3.2 Turkey Esports Live Streams Market Size and Forecast (2016-2026)
10.3.3 Saudi Arabia Esports Live Streams Market Size and Forecast (2016-2026)
10.3.4 UAE Esports Live Streams Market Size and Forecast (2016-2026)

11 Research Findings and Conclusion

12 Appendix
12.1 Methodology
12.2 Research Process and Data Source
12.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Esports Live Streams Revenue by Type, (USD Million), 2020 VS 2021 VS 2026
Table 2. Global Esports Live Streams Revenue by Application, (USD Million), 2020 VS 2021 VS 2026
Table 3. Global Market Esports Live Streams Revenue (Million USD) Comparison by Region (2016 VS 2021 VS 2026)
Table 4. Global Esports Live Streams Revenue (USD Million) by Region (2016-2021)
Table 5. Global Esports Live Streams Revenue Market Share by Region (2021-2026)
Table 6. Kuaishou Corporate Information, Head Office, and Major Competitors
Table 7. Kuaishou Major Business
Table 8. Kuaishou Esports Live Streams Product and Solutions
Table 9. Kuaishou Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 10. YY Corporate Information, Head Office, and Major Competitors
Table 11. YY Major Business
Table 12. YY Esports Live Streams Product and Solutions
Table 13. YY Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 14. Twitch Corporate Information, Head Office, and Major Competitors
Table 15. Twitch Major Business
Table 16. Twitch Esports Live Streams Product and Solutions
Table 17. Twitch Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 18. Tencent Music Entertainment (TME) Corporate Information, Head Office, and Major Competitors
Table 19. Tencent Music Entertainment (TME) Major Business
Table 20. Tencent Music Entertainment (TME) Esports Live Streams Product and Solutions
Table 21. Tencent Music Entertainment (TME) Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 22. Momo Corporate Information, Head Office, and Major Competitors
Table 23. Momo Major Business
Table 24. Momo Esports Live Streams Product and Solutions
Table 25. Momo Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 26. Douyu Corporate Information, Head Office, and Major Competitors
Table 27. Douyu Major Business
Table 28. Douyu Esports Live Streams Product and Solutions
Table 29. Douyu Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 30. ByteDance Corporate Information, Head Office, and Major Competitors
Table 31. ByteDance Major Business
Table 32. ByteDance Esports Live Streams Product and Solutions
Table 33. ByteDance Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 34. YouTube Corporate Information, Head Office, and Major Competitors
Table 35. YouTube Major Business
Table 36. YouTube Esports Live Streams Product and Solutions
Table 37. YouTube Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 38. Inke Corporate Information, Head Office, and Major Competitors
Table 39. Inke Major Business
Table 40. Inke Esports Live Streams Product and Solutions
Table 41. Inke Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 42. Huajiao Corporate Information, Head Office, and Major Competitors
Table 43. Huajiao Major Business
Table 44. Huajiao Esports Live Streams Product and Solutions
Table 45. Huajiao Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 46. Yizhibo (Weibo) Corporate Information, Head Office, and Major Competitors
Table 47. Yizhibo (Weibo) Major Business
Table 48. Yizhibo (Weibo) Esports Live Streams Product and Solutions
Table 49. Yizhibo (Weibo) Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 50. Twitter (Periscope) Corporate Information, Head Office, and Major Competitors
Table 51. Twitter (Periscope) Major Business
Table 52. Twitter (Periscope) Esports Live Streams Product and Solutions
Table 53. Twitter (Periscope) Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 54. Uplive Corporate Information, Head Office, and Major Competitors
Table 55. Uplive Major Business
Table 56. Uplive Esports Live Streams Product and Solutions
Table 57. Uplive Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 58. Mixer Corporate Information, Head Office, and Major Competitors
Table 59. Mixer Major Business
Table 60. Mixer Esports Live Streams Product and Solutions
Table 61. Mixer Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 62. Facebook Corporate Information, Head Office, and Major Competitors
Table 63. Facebook Major Business
Table 64. Facebook Esports Live Streams Product and Solutions
Table 65. Facebook Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 66. Instagram Corporate Information, Head Office, and Major Competitors
Table 67. Instagram Major Business
Table 68. Instagram Esports Live Streams Product and Solutions
Table 69. Instagram Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 70. Snapchat Corporate Information, Head Office, and Major Competitors
Table 71. Snapchat Major Business
Table 72. Snapchat Esports Live Streams Product and Solutions
Table 73. Snapchat Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 74. Vimeo (Livestream) Corporate Information, Head Office, and Major Competitors
Table 75. Vimeo (Livestream) Major Business
Table 76. Vimeo (Livestream) Esports Live Streams Product and Solutions
Table 77. Vimeo (Livestream) Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 78. Bilibili Corporate Information, Head Office, and Major Competitors
Table 79. Bilibili Major Business
Table 80. Bilibili Esports Live Streams Product and Solutions
Table 81. Bilibili Esports Live Streams Revenue (USD Million), Gross Margin and Market Share (2019-2021)
Table 82. Global Esports Live Streams Revenue (USD Million) by Players (2019-2021)
Table 83. Global Esports Live Streams Revenue Share by Players (2019-2021)
Table 84. Breakdown of Esports Live Streams by Company Type (Tier 1, Tier 2 and Tier 3)
Table 85. Esports Live Streams Players Head Office, Products and Services Provided
Table 86. Esports Live Streams Mergers & Acquisitions in the Past Five Years
Table 87. Esports Live Streams New Entrants and Expansion Plans
Table 88. Global Esports Live Streams Revenue (USD Million) by Type (2016-2021)
Table 89. Global Esports Live Streams Revenue Share by Type (2016-2021)
Table 90. Global Esports Live Streams Revenue Forecast by Type (2021-2026)
Table 91. Global Esports Live Streams Revenue by Application (2016-2021)
Table 92. Global Esports Live Streams Revenue Forecast by Application (2021-2026)
Table 93. North America Esports Live Streams Revenue by Type (2016-2021) & (USD Million)
Table 94. North America Esports Live Streams Revenue by Type (2021-2026) & (USD Million)
Table 95. North America Esports Live Streams Revenue by Application (2016-2021) & (USD Million)
Table 96. North America Esports Live Streams Revenue by Application (2021-2026) & (USD Million)
Table 97. North America Esports Live Streams Revenue by Country (2016-2021) & (USD Million)
Table 98. North America Esports Live Streams Revenue by Country (2021-2026) & (USD Million)
Table 99. Europe Esports Live Streams Revenue by Type (2016-2021) & (USD Million)
Table 100. Europe Esports Live Streams Revenue by Type (2021-2026) & (USD Million)
Table 101. Europe Esports Live Streams Revenue by Application (2016-2021) & (USD Million)
Table 102. Europe Esports Live Streams Revenue by Application (2021-2026) & (USD Million)
Table 103. Europe Esports Live Streams Revenue by Country (2016-2021) & (USD Million)
Table 104. Europe Esports Live Streams Revenue by Country (2021-2026) & (USD Million)
Table 105. Asia-Pacific Esports Live Streams Revenue by Type (2016-2021) & (USD Million)
Table 106. Asia-Pacific Esports Live Streams Revenue by Type (2021-2026) & (USD Million)
Table 107. Asia-Pacific Esports Live Streams Revenue by Application (2016-2021) & (USD Million)
Table 108. Asia-Pacific Esports Live Streams Revenue by Application (2021-2026) & (USD Million)
Table 109. Asia-Pacific Esports Live Streams Revenue by Region (2016-2021) & (USD Million)
Table 110. Asia-Pacific Esports Live Streams Revenue by Region (2021-2026) & (USD Million)
Table 111. South America Esports Live Streams Revenue by Type (2016-2021) & (USD Million)
Table 112. South America Esports Live Streams Revenue by Type (2021-2026) & (USD Million)
Table 113. South America Esports Live Streams Revenue by Application (2016-2021) & (USD Million)
Table 114. South America Esports Live Streams Revenue by Application (2021-2026) & (USD Million)
Table 115. South America Esports Live Streams Revenue by Country (2016-2021) & (USD Million)
Table 116. South America Esports Live Streams Revenue by Country (2021-2026) & (USD Million)
Table 117. Middle East & Africa Esports Live Streams Revenue by Type (2016-2021) & (USD Million)
Table 118. Middle East & Africa Esports Live Streams Revenue by Type (2021-2026) & (USD Million)
Table 119. Middle East & Africa Esports Live Streams Revenue by Application (2016-2021) & (USD Million)
Table 120. Middle East & Africa Esports Live Streams Revenue by Application (2021-2026) & (USD Million)
Table 121. Middle East & Africa Esports Live Streams Revenue by Country (2016-2021) & (USD Million)
Table 122. Middle East & Africa Esports Live Streams Revenue by Country (2021-2026) & (USD Million)
List of Figures
Figure 1. Esports Live Streams Picture
Figure 2. Global Esports Live Streams Revenue Market Share by Type in 2020
Figure 3. LOL
Figure 4. CS:GO
Figure 5. Dota
Figure 6. FIFA
Figure 7. Others
Figure 8. Esports Live Streams Revenue Market Share by Application in 2020
Figure 9. Age Below 20 Picture
Figure 10. Age Between 20-40 Picture
Figure 11. Age Higher Than 40 Picture
Figure 12. Global Esports Live Streams Revenue, (USD Million): 2020 VS 2021 VS 2026
Figure 13. Global Esports Live Streams Revenue and Forecast (2016-2026) & (USD Million)
Figure 14. Global Esports Live Streams Revenue Market Share by Region (2016-2026)
Figure 15. Global Esports Live Streams Revenue Market Share by Region in 2020
Figure 16. North America Esports Live Streams Revenue (USD Million) and Growth Rate (2016-2026)
Figure 17. Europe Esports Live Streams Revenue (USD Million) and Growth Rate (2016-2026)
Figure 18. Asia-Pacific Esports Live Streams Revenue (USD Million) and Growth Rate (2016-2026)
Figure 19. South America Esports Live Streams Revenue (USD Million) and Growth Rate (2016-2026)
Figure 20. Middle East and Africa Esports Live Streams Revenue (USD Million) and Growth Rate (2016-2026)
Figure 21. Esports Live Streams Market Drivers
Figure 22. Esports Live Streams Market Restraints
Figure 23. Esports Live Streams Market Trends
Figure 24. Kuaishou Recent Developments and Future Plans
Figure 25. YY Recent Developments and Future Plans
Figure 26. Twitch Recent Developments and Future Plans
Figure 27. Tencent Music Entertainment (TME) Recent Developments and Future Plans
Figure 28. Momo Recent Developments and Future Plans
Figure 29. Douyu Recent Developments and Future Plans
Figure 30. ByteDance Recent Developments and Future Plans
Figure 31. YouTube Recent Developments and Future Plans
Figure 32. Inke Recent Developments and Future Plans
Figure 33. Huajiao Recent Developments and Future Plans
Figure 34. Yizhibo (Weibo) Recent Developments and Future Plans
Figure 35. Twitter (Periscope) Recent Developments and Future Plans
Figure 36. Uplive Recent Developments and Future Plans
Figure 37. Mixer Recent Developments and Future Plans
Figure 38. Facebook Recent Developments and Future Plans
Figure 39. Instagram Recent Developments and Future Plans
Figure 40. Snapchat Recent Developments and Future Plans
Figure 41. Vimeo (Livestream) Recent Developments and Future Plans
Figure 42. Bilibili Recent Developments and Future Plans
Figure 43. Global Esports Live Streams Revenue Share by Players in 2020
Figure 44. Esports Live Streams Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
Figure 45. Global Top 3 Players Esports Live Streams Revenue Market Share in 2020
Figure 46. Global Top 10 Players Esports Live Streams Revenue Market Share in 2020
Figure 47. Key Players Market Share Trend (Top 3 Market Share: 2019 VS 2020 VS 2021)
Figure 48. Global Esports Live Streams Revenue Share by Type in 2020
Figure 49. Global Esports Live Streams Market Share Forecast by Type (2021-2026)
Figure 50. Global Esports Live Streams Revenue Share by Application in 2020
Figure 51. Global Esports Live Streams Market Share Forecast by Application (2021-2026)
Figure 52. North America Esports Live Streams Sales Market Share by Type (2016-2026)
Figure 53. North America Esports Live Streams Sales Market Share by Application (2016-2026)
Figure 54. North America Esports Live Streams Revenue Market Share by Country (2016-2026)
Figure 55. United States Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 56. Canada Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 57. Mexico Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 58. Europe Esports Live Streams Sales Market Share by Type (2016-2026)
Figure 59. Europe Esports Live Streams Sales Market Share by Application (2016-2026)
Figure 60. Europe Esports Live Streams Revenue Market Share by Country (2016-2026)
Figure 61. Germany Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 62. France Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 63. United Kingdom Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 64. Russia Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 65. Italy Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 66. Asia-Pacific Esports Live Streams Sales Market Share by Type (2016-2026)
Figure 67. Asia-Pacific Esports Live Streams Sales Market Share by Application (2016-2026)
Figure 68. Asia-Pacific Esports Live Streams Revenue Market Share by Region (2016-2026)
Figure 69. China Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 70. Japan Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 71. South Korea Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 72. India Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 73. Southeast Asia Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 74. Australia Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 75. South America Esports Live Streams Sales Market Share by Type (2016-2026)
Figure 76. South America Esports Live Streams Sales Market Share by Application (2016-2026)
Figure 77. South America Esports Live Streams Revenue Market Share by Country (2016-2026)
Figure 78. Brazil Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 79. Argentina Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 80. Middle East and Africa Esports Live Streams Sales Market Share by Type (2016-2026)
Figure 81. Middle East and Africa Esports Live Streams Sales Market Share by Application (2016-2026)
Figure 82. Middle East and Africa Esports Live Streams Revenue Market Share by Country (2016-2026)
Figure 83. Turkey Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 84. Saudi Arabia Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 85. UAE Esports Live Streams Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 86. Methodology
Figure 87. 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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    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.

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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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    liuCheng01

    05 Verification and Analysis

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

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Companies Mentioned

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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