Report Detail

Service & Software Global Esports Live Streams Market Size, Status and Forecast 2020-2026

  • RnM4269075
  • |
  • 21 December, 2020
  • |
  • Global
  • |
  • 129 Pages
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  • QYResearch
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  • Service & Software

1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Market Analysis by Type
    • 1.3.1 Global Esports Live Streams Market Size Growth Rate by Type: 2020 VS 2026
    • 1.3.2 LOL
    • 1.3.3 CS:GO
    • 1.3.4 Dota
    • 1.3.5 FIFA
    • 1.3.6 Others
  • 1.4 Market by Application
    • 1.4.1 Global Esports Live Streams Market Share by Application: 2020 VS 2026
    • 1.4.2 Age Below 20
    • 1.4.3 Age Between 20-40
    • 1.4.4 Age Higher Than 40
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Global Growth Trends

  • 2.1 Global Esports Live Streams Market Perspective (2015-2026)
  • 2.2 Esports Live Streams Growth Trends by Regions
    • 2.2.1 Esports Live Streams Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Esports Live Streams Historic Market Share by Regions (2015-2020)
    • 2.2.3 Esports Live Streams Forecasted Market Size by Regions (2021-2026)
  • 2.3 Esports Live Streams Industry Dynamic
    • 2.3.1 Esports Live Streams Market Trends
    • 2.3.2 Esports Live Streams Market Drivers
    • 2.3.3 Esports Live Streams Market Challenges
    • 2.3.4 Esports Live Streams Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Esports Live Streams Players by Market Size
    • 3.1.1 Global Top Esports Live Streams Players by Revenue (2015-2020)
    • 3.1.2 Global Esports Live Streams Revenue Market Share by Players (2015-2020)
  • 3.2 Global Esports Live Streams Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by Esports Live Streams Revenue
  • 3.4 Global Esports Live Streams Market Concentration Ratio
    • 3.4.1 Global Esports Live Streams Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by Esports Live Streams Revenue in 2019
  • 3.5 Key Players Esports Live Streams Area Served
  • 3.6 Key Players Esports Live Streams Product Solution and Service
  • 3.7 Date of Enter into Esports Live Streams Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 Esports Live Streams Breakdown Data by Type

  • 4.1 Global Esports Live Streams Historic Market Size by Type (2015-2020)
  • 4.2 Global Esports Live Streams Forecasted Market Size by Type (2021-2026)

5 Esports Live Streams Breakdown Data by Application

  • 5.1 Global Esports Live Streams Historic Market Size by Application (2015-2020)
  • 5.2 Global Esports Live Streams Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Esports Live Streams Market Size (2015-2026)
  • 6.2 North America Esports Live Streams Market Size by Type (2015-2020)
  • 6.3 North America Esports Live Streams Market Size by Application (2015-2020)
  • 6.4 North America Esports Live Streams Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Esports Live Streams Market Size (2015-2026)
  • 7.2 Europe Esports Live Streams Market Size by Type (2015-2020)
  • 7.3 Europe Esports Live Streams Market Size by Application (2015-2020)
  • 7.4 Europe Esports Live Streams Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic

8 Asia-Pacific

  • 8.1 Asia-Pacific Esports Live Streams Market Size (2015-2026)
  • 8.2 Asia-Pacific Esports Live Streams Market Size by Type (2015-2020)
  • 8.3 Asia-Pacific Esports Live Streams Market Size by Application (2015-2020)
  • 8.4 Asia-Pacific Esports Live Streams Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia

9 Latin America

  • 9.1 Latin America Esports Live Streams Market Size (2015-2026)
  • 9.2 Latin America Esports Live Streams Market Size by Type (2015-2020)
  • 9.3 Latin America Esports Live Streams Market Size by Application (2015-2020)
  • 9.4 Latin America Esports Live Streams Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Middle East & Africa

  • 10.1 Middle East & Africa Esports Live Streams Market Size (2015-2026)
  • 10.2 Middle East & Africa Esports Live Streams Market Size by Type (2015-2020)
  • 10.3 Middle East & Africa Esports Live Streams Market Size by Application (2015-2020)
  • 10.4 Middle East & Africa Esports Live Streams Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE

11 Key Players Profiles

  • 11.1 Kuaishou
    • 11.1.1 Kuaishou Company Details
    • 11.1.2 Kuaishou Business Overview
    • 11.1.3 Kuaishou Esports Live Streams Introduction
    • 11.1.4 Kuaishou Revenue in Esports Live Streams Business (2015-2020))
    • 11.1.5 Kuaishou Recent Development
  • 11.2 YY
    • 11.2.1 YY Company Details
    • 11.2.2 YY Business Overview
    • 11.2.3 YY Esports Live Streams Introduction
    • 11.2.4 YY Revenue in Esports Live Streams Business (2015-2020)
    • 11.2.5 YY Recent Development
  • 11.3 Twitch
    • 11.3.1 Twitch Company Details
    • 11.3.2 Twitch Business Overview
    • 11.3.3 Twitch Esports Live Streams Introduction
    • 11.3.4 Twitch Revenue in Esports Live Streams Business (2015-2020)
    • 11.3.5 Twitch Recent Development
  • 11.4 Tencent Music Entertainment (TME)
    • 11.4.1 Tencent Music Entertainment (TME) Company Details
    • 11.4.2 Tencent Music Entertainment (TME) Business Overview
    • 11.4.3 Tencent Music Entertainment (TME) Esports Live Streams Introduction
    • 11.4.4 Tencent Music Entertainment (TME) Revenue in Esports Live Streams Business (2015-2020)
    • 11.4.5 Tencent Music Entertainment (TME) Recent Development
  • 11.5 Momo
    • 11.5.1 Momo Company Details
    • 11.5.2 Momo Business Overview
    • 11.5.3 Momo Esports Live Streams Introduction
    • 11.5.4 Momo Revenue in Esports Live Streams Business (2015-2020)
    • 11.5.5 Momo Recent Development
  • 11.6 Douyu
    • 11.6.1 Douyu Company Details
    • 11.6.2 Douyu Business Overview
    • 11.6.3 Douyu Esports Live Streams Introduction
    • 11.6.4 Douyu Revenue in Esports Live Streams Business (2015-2020)
    • 11.6.5 Douyu Recent Development
  • 11.7 ByteDance
    • 11.7.1 ByteDance Company Details
    • 11.7.2 ByteDance Business Overview
    • 11.7.3 ByteDance Esports Live Streams Introduction
    • 11.7.4 ByteDance Revenue in Esports Live Streams Business (2015-2020)
    • 11.7.5 ByteDance Recent Development
  • 11.8 YouTube
    • 11.8.1 YouTube Company Details
    • 11.8.2 YouTube Business Overview
    • 11.8.3 YouTube Esports Live Streams Introduction
    • 11.8.4 YouTube Revenue in Esports Live Streams Business (2015-2020)
    • 11.8.5 YouTube Recent Development
  • 11.9 Inke
    • 11.9.1 Inke Company Details
    • 11.9.2 Inke Business Overview
    • 11.9.3 Inke Esports Live Streams Introduction
    • 11.9.4 Inke Revenue in Esports Live Streams Business (2015-2020)
    • 11.9.5 Inke Recent Development
  • 11.10 Huajiao
    • 11.10.1 Huajiao Company Details
    • 11.10.2 Huajiao Business Overview
    • 11.10.3 Huajiao Esports Live Streams Introduction
    • 11.10.4 Huajiao Revenue in Esports Live Streams Business (2015-2020)
    • 11.10.5 Huajiao Recent Development
  • 11.11 Yizhibo (Weibo)
    • 10.11.1 Yizhibo (Weibo) Company Details
    • 10.11.2 Yizhibo (Weibo) Business Overview
    • 10.11.3 Yizhibo (Weibo) Esports Live Streams Introduction
    • 10.11.4 Yizhibo (Weibo) Revenue in Esports Live Streams Business (2015-2020)
    • 10.11.5 Yizhibo (Weibo) Recent Development
  • 11.12 Twitter (Periscope)
    • 10.12.1 Twitter (Periscope) Company Details
    • 10.12.2 Twitter (Periscope) Business Overview
    • 10.12.3 Twitter (Periscope) Esports Live Streams Introduction
    • 10.12.4 Twitter (Periscope) Revenue in Esports Live Streams Business (2015-2020)
    • 10.12.5 Twitter (Periscope) Recent Development
  • 11.13 Uplive
    • 10.13.1 Uplive Company Details
    • 10.13.2 Uplive Business Overview
    • 10.13.3 Uplive Esports Live Streams Introduction
    • 10.13.4 Uplive Revenue in Esports Live Streams Business (2015-2020)
    • 10.13.5 Uplive Recent Development
  • 11.14 Mixer
    • 10.14.1 Mixer Company Details
    • 10.14.2 Mixer Business Overview
    • 10.14.3 Mixer Esports Live Streams Introduction
    • 10.14.4 Mixer Revenue in Esports Live Streams Business (2015-2020)
    • 10.14.5 Mixer Recent Development
  • 11.15 Facebook
    • 10.15.1 Facebook Company Details
    • 10.15.2 Facebook Business Overview
    • 10.15.3 Facebook Esports Live Streams Introduction
    • 10.15.4 Facebook Revenue in Esports Live Streams Business (2015-2020)
    • 10.15.5 Facebook Recent Development
  • 11.16 Instagram
    • 10.16.1 Instagram Company Details
    • 10.16.2 Instagram Business Overview
    • 10.16.3 Instagram Esports Live Streams Introduction
    • 10.16.4 Instagram Revenue in Esports Live Streams Business (2015-2020)
    • 10.16.5 Instagram Recent Development
  • 11.17 Snapchat
    • 10.17.1 Snapchat Company Details
    • 10.17.2 Snapchat Business Overview
    • 10.17.3 Snapchat Esports Live Streams Introduction
    • 10.17.4 Snapchat Revenue in Esports Live Streams Business (2015-2020)
    • 10.17.5 Snapchat Recent Development
  • 11.18 Vimeo (Livestream)
    • 10.18.1 Vimeo (Livestream) Company Details
    • 10.18.2 Vimeo (Livestream) Business Overview
    • 10.18.3 Vimeo (Livestream) Esports Live Streams Introduction
    • 10.18.4 Vimeo (Livestream) Revenue in Esports Live Streams Business (2015-2020)
    • 10.18.5 Vimeo (Livestream) Recent Development
  • 11.19 Bilibili
    • 10.19.1 Bilibili Company Details
    • 10.19.2 Bilibili Business Overview
    • 10.19.3 Bilibili Esports Live Streams Introduction
    • 10.19.4 Bilibili Revenue in Esports Live Streams Business (2015-2020)
    • 10.19.5 Bilibili Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    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 Type and by Application in terms of revenue and forecast for the period 2015-2026.

    Market segment by Type, the product can be split into
    LOL
    CS:GO
    Dota
    FIFA
    Others

    Market segment by Application, split into
    Age Below 20
    Age Between 20-40
    Age Higher Than 40

    Based on regional and country-level analysis, the Esports Live Streams market has been segmented as follows:
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Nordic
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Latin America
    Mexico
    Brazil
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE

    In the competitive analysis section of the report, leading as well as prominent players of the global Esports Live Streams market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    The key players covered in this study
    Kuaishou
    YY
    Twitch
    Tencent Music Entertainment (TME)
    Momo
    Douyu
    ByteDance
    YouTube
    Inke
    Huajiao
    Yizhibo (Weibo)
    Twitter (Periscope)
    Uplive
    Mixer
    Facebook
    Instagram
    Snapchat
    Vimeo (Livestream)


    Summary:
    Get latest Market Research Reports on Esports Live Streams. Industry analysis & Market Report on Esports Live Streams is a syndicated market report, published as Global Esports Live Streams Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of Esports Live Streams market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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