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COVID-19 Impact on Global Esports Live Streams Market Report, History and Forecast 2015-2026, Breakdown Data by Companies, Key Regions, Types and Application

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1 Market Overview of Esports Live Streams

  • 1.1 Esports Live Streams Market Overview
    • 1.1.1 Esports Live Streams Product Scope
    • 1.1.2 Market Status and Outlook
  • 1.2 Global Esports Live Streams Market Size Overview by Region 2015 VS 2020 VS 2026
  • 1.3 Global Esports Live Streams Market Size by Region (2015-2026)
  • 1.4 Global Esports Live Streams Historic Market Size by Region (2015-2020)
  • 1.5 Global Esports Live Streams Market Size Forecast by Region (2021-2026)
  • 1.6 Key Regions, Esports Live Streams Market Size YoY Growth (2015-2026)
    • 1.6.1 North America Esports Live Streams Market Size YoY Growth (2015-2026)
    • 1.6.2 Europe Esports Live Streams Market Size YoY Growth (2015-2026)
    • 1.6.3 Asia-Pacific Esports Live Streams Market Size YoY Growth (2015-2026)
    • 1.6.4 Latin America Esports Live Streams Market Size YoY Growth (2015-2026)
    • 1.6.5 Middle East & Africa Esports Live Streams Market Size YoY Growth (2015-2026)

2 Esports Live Streams Market Overview by Type

  • 2.1 Global Esports Live Streams Market Size by Type: 2015 VS 2020 VS 2026
  • 2.2 Global Esports Live Streams Historic Market Size by Type (2015-2020)
  • 2.3 Global Esports Live Streams Forecasted Market Size by Type (2021-2026)
  • 2.4 LOL
  • 2.5 CS:GO
  • 2.6 Dota
  • 2.7 FIFA
  • 2.8 Others

3 Esports Live Streams Market Overview by Application

  • 3.1 Global Esports Live Streams Market Size by Application: 2015 VS 2020 VS 2026
  • 3.2 Global Esports Live Streams Historic Market Size by Application (2015-2020)
  • 3.3 Global Esports Live Streams Forecasted Market Size by Application (2021-2026)
  • 3.4 Age Below 20
  • 3.5 Age Between 20-40
  • 3.6 Age Higher Than 40

4 Global Esports Live Streams Competition Analysis by Players

  • 4.1 Global Esports Live Streams Market Size by Players (2015-2020)
  • 4.2 Global Top Manufacturers by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Esports Live Streams as of 2019)
  • 4.3 Date of Key Manufacturers Enter into Esports Live Streams Market
  • 4.4 Global Top Players Esports Live Streams Headquarters and Area Served
  • 4.5 Key Players Esports Live Streams Product Solution and Service
  • 4.6 Competitive Status
    • 4.6.1 Esports Live Streams Market Concentration Rate
    • 4.6.2 Mergers & Acquisitions, Expansion Plans

5 Company (Top Players) Profiles and Key Data

  • 5.1 Kuaishou
    • 5.1.1 Kuaishou Profile
    • 5.1.2 Kuaishou Main Business
    • 5.1.3 Kuaishou Esports Live Streams Products, Services and Solutions
    • 5.1.4 Kuaishou Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.1.5 Kuaishou Recent Developments
  • 5.2 YY
    • 5.2.1 YY Profile
    • 5.2.2 YY Main Business
    • 5.2.3 YY Esports Live Streams Products, Services and Solutions
    • 5.2.4 YY Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.2.5 YY Recent Developments
  • 5.3 Twitch
    • 5.5.1 Twitch Profile
    • 5.3.2 Twitch Main Business
    • 5.3.3 Twitch Esports Live Streams Products, Services and Solutions
    • 5.3.4 Twitch Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.3.5 Tencent Music Entertainment (TME) Recent Developments
  • 5.4 Tencent Music Entertainment (TME)
    • 5.4.1 Tencent Music Entertainment (TME) Profile
    • 5.4.2 Tencent Music Entertainment (TME) Main Business
    • 5.4.3 Tencent Music Entertainment (TME) Esports Live Streams Products, Services and Solutions
    • 5.4.4 Tencent Music Entertainment (TME) Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.4.5 Tencent Music Entertainment (TME) Recent Developments
  • 5.5 Momo
    • 5.5.1 Momo Profile
    • 5.5.2 Momo Main Business
    • 5.5.3 Momo Esports Live Streams Products, Services and Solutions
    • 5.5.4 Momo Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.5.5 Momo Recent Developments
  • 5.6 Douyu
    • 5.6.1 Douyu Profile
    • 5.6.2 Douyu Main Business
    • 5.6.3 Douyu Esports Live Streams Products, Services and Solutions
    • 5.6.4 Douyu Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.6.5 Douyu Recent Developments
  • 5.7 ByteDance
    • 5.7.1 ByteDance Profile
    • 5.7.2 ByteDance Main Business
    • 5.7.3 ByteDance Esports Live Streams Products, Services and Solutions
    • 5.7.4 ByteDance Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.7.5 ByteDance Recent Developments
  • 5.8 YouTube
    • 5.8.1 YouTube Profile
    • 5.8.2 YouTube Main Business
    • 5.8.3 YouTube Esports Live Streams Products, Services and Solutions
    • 5.8.4 YouTube Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.8.5 YouTube Recent Developments
  • 5.9 Inke
    • 5.9.1 Inke Profile
    • 5.9.2 Inke Main Business
    • 5.9.3 Inke Esports Live Streams Products, Services and Solutions
    • 5.9.4 Inke Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.9.5 Inke Recent Developments
  • 5.10 Huajiao
    • 5.10.1 Huajiao Profile
    • 5.10.2 Huajiao Main Business
    • 5.10.3 Huajiao Esports Live Streams Products, Services and Solutions
    • 5.10.4 Huajiao Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.10.5 Huajiao Recent Developments
  • 5.11 Yizhibo (Weibo)
    • 5.11.1 Yizhibo (Weibo) Profile
    • 5.11.2 Yizhibo (Weibo) Main Business
    • 5.11.3 Yizhibo (Weibo) Esports Live Streams Products, Services and Solutions
    • 5.11.4 Yizhibo (Weibo) Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.11.5 Yizhibo (Weibo) Recent Developments
  • 5.12 Twitter (Periscope)
    • 5.12.1 Twitter (Periscope) Profile
    • 5.12.2 Twitter (Periscope) Main Business
    • 5.12.3 Twitter (Periscope) Esports Live Streams Products, Services and Solutions
    • 5.12.4 Twitter (Periscope) Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.12.5 Twitter (Periscope) Recent Developments
  • 5.13 Uplive
    • 5.13.1 Uplive Profile
    • 5.13.2 Uplive Main Business
    • 5.13.3 Uplive Esports Live Streams Products, Services and Solutions
    • 5.13.4 Uplive Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.13.5 Uplive Recent Developments
  • 5.14 Mixer
    • 5.14.1 Mixer Profile
    • 5.14.2 Mixer Main Business
    • 5.14.3 Mixer Esports Live Streams Products, Services and Solutions
    • 5.14.4 Mixer Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.14.5 Mixer Recent Developments
  • 5.15 Facebook
    • 5.15.1 Facebook Profile
    • 5.15.2 Facebook Main Business
    • 5.15.3 Facebook Esports Live Streams Products, Services and Solutions
    • 5.15.4 Facebook Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.15.5 Facebook Recent Developments
  • 5.16 Instagram
    • 5.16.1 Instagram Profile
    • 5.16.2 Instagram Main Business
    • 5.16.3 Instagram Esports Live Streams Products, Services and Solutions
    • 5.16.4 Instagram Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.16.5 Instagram Recent Developments
  • 5.17 Snapchat
    • 5.17.1 Snapchat Profile
    • 5.17.2 Snapchat Main Business
    • 5.17.3 Snapchat Esports Live Streams Products, Services and Solutions
    • 5.17.4 Snapchat Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.17.5 Snapchat Recent Developments
  • 5.18 Vimeo (Livestream)
    • 5.18.1 Vimeo (Livestream) Profile
    • 5.18.2 Vimeo (Livestream) Main Business
    • 5.18.3 Vimeo (Livestream) Esports Live Streams Products, Services and Solutions
    • 5.18.4 Vimeo (Livestream) Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.18.5 Vimeo (Livestream) Recent Developments
  • 5.19 Bilibili
    • 5.19.1 Bilibili Profile
    • 5.19.2 Bilibili Main Business
    • 5.19.3 Bilibili Esports Live Streams Products, Services and Solutions
    • 5.19.4 Bilibili Esports Live Streams Revenue (US$ Million) & (2015-2020)
    • 5.19.5 Bilibili Recent Developments

6 North America

  • 6.1 North America Esports Live Streams Market Size by Country
  • 6.2 United States
  • 6.3 Canada

7 Europe

  • 7.1 Europe Esports Live Streams Market Size by Country
  • 7.2 Germany
  • 7.3 France
  • 7.4 U.K.
  • 7.5 Italy
  • 7.6 Russia
  • 7.7 Nordic
  • 7.8 Rest of Europe

8 Asia-Pacific

  • 8.1 Asia-Pacific Esports Live Streams Market Size by Region
  • 8.2 China
  • 8.3 Japan
  • 8.4 South Korea
  • 8.5 Southeast Asia
  • 8.6 India
  • 8.7 Australia
  • 8.8 Rest of Asia-Pacific

9 Latin America

  • 9.1 Latin America Esports Live Streams Market Size by Country
  • 9.2 Mexico
  • 9.3 Brazil
  • 9.4 Rest of Latin America

10 Middle East & Africa

  • 10.1 Middle East & Africa Esports Live Streams Market Size by Country
  • 10.2 Turkey
  • 10.3 Saudi Arabia
  • 10.4 UAE
  • 10.5 Rest of Middle East & Africa

11 Esports Live Streams Market Dynamics

  • 11.1 Industry Trends
  • 11.2 Market Drivers
  • 11.3 Market Challenges
  • 11.4 Market Restraints

12 Research Finding /Conclusion

    13 Methodology and Data Source

    • 13.1 Methodology/Research Approach
      • 13.1.1 Research Programs/Design
      • 13.1.2 Market Size Estimation
      • 13.1.3 Market Breakdown and Data Triangulation
    • 13.2 Data Source
      • 13.2.1 Secondary Sources
      • 13.2.2 Primary Sources
    • 13.3 Disclaimer

    Market Analysis and Insights: Global Esports Live Streams Market
    The research report studies the Esports Live Streams market using different methodologies and analyzes to provide accurate and in-depth information about the market. For a clearer understanding, it is divided into several parts to cover different aspects of the market. Each area is then elaborated to help the reader comprehend the growth potential of each region and its contribution to the global market. The researchers have used primary and secondary methodologies to collate the information in the report. They have also used the same data to generate the current market scenario. This report is aimed at guiding people towards an apprehensive, better, and clearer knowledge of the market.
    The global Esports Live Streams market size is projected to reach US$ XX million by 2026, from US$ XX million in 2020, at a CAGR of XX% during 2021-2026.
    Global Esports Live Streams Scope and Segment
    The global Esports Live Streams market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global Esports Live Streams market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by region (country), by Type, and by Application for the period 2015-2026.
    by Type, the market is primarily split into
    LOL
    CS:GO
    Dota
    FIFA
    Others
    by Application, this report covers the following segments
    Age Below 20
    Age Between 20-40
    Age Higher Than 40
    Global Esports Live Streams market: regional analysis, the major regions covered in the report are:
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Nordic
    Rest of Europe
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Rest of Asia-Pacific
    Latin America
    Mexico
    Brazil
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE
    Rest of Middle East & Africa
    The report lists the major players in the regions and their respective market share on the basis of global revenue. It also explains their strategic moves in the past few years, investments in product innovation, and changes in leadership to stay ahead in the competition. This will give the reader an edge over others as a well-informed decision can be made looking at the holistic picture of the market.
    The Esports Live Streams key players in this market include:
    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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