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E-Sports And Games Streaming Market

Published Mar 31, 2022
Length 296 Pages
SKU # FMARI17202770

Description

E-Sports And Games Streaming Market

A recent market study published by Future Market Insights on the market offers global industry analysis for 2014-2021 & opportunity assessment for 2022–2032. The study offers a comprehensive assessment of the more important market dynamics.

After conducting thorough research on the historical and current growth parameters of the E-Sports & Games Streaming Market, the growth prospects of the market are obtained with maximum precision.

Market Segmentation

The E-Sports & Games Streaming Market is segmented in detail to cover every aspect of the market and present complete market intelligence to readers.

By Revenue Streams

Media Rights
Subscriptions
Online Advertisements
Tickets and Merchandise
Sponsorships and Direct Advertisements
Publisher Fees
By Solutions

Web Based
App Based
By Region

North America
Latin America
Europe
Asia Pacific
Middle East and Africa (MEA)
Report Chapters

Chapter 01 – Executive Summary

The executive summary of the E-Sports & Games Streaming Market includes the market proprietary wheel of fortune, demand-side and supply-side trends, opportunity assessment, and recommendations on the E-Sports & Games Streaming Market.

Chapter 02 – Market Overview

Readers can find the detailed segmentation and definition of the E-Sports & Games Streaming Market in this chapter, which will help them understand basic information about the E-Sports & Games Streaming Market. This section also highlights the inclusions and exclusions, which help the reader, understand the scope of the E-Sports & Games Streaming Market report.

Chapter 03 – Market Background

The associated industry assessment of the E-Sports & Games Streaming Market is carried out in this section. The macroeconomic factors affecting the growth of the E-Sports & Games Streaming Market are provided in this section and the impact of these macroeconomic indicators on the E-Sports & Games Streaming Market is analyzed.

The processing overview and technological advancements in the E-Sports & Games Streaming Market are also provided.

Chapter 04 – E-Sports & Games Streaming Market Value Chain

Profit margins at each level of the E-Sports & Games Streaming Market are analyzed and readers can find detailed information on top importers and exporters as well as the value chain of the E-Sports & Games Streaming Market.

Chapter 05 – Market Dynamics

The drivers and restraints impacting the growth of the E-Sports & Games Streaming Market are explained in this chapter. Opportunities and ongoing trends in the E-Sports & Games Streaming Market are also comprehensively discussed.

Chapter 06 – E-Sports & Games Streaming Market - Pricing Analysis

This chapter includes global as well as regional pricing analysis by Revenue Streams. The pricing influencing factors are also explained in this chapter. The readers can understand the manufacturer level, distributor level as well as retail level pricing analysis for 2022 and 2032.

Chapter 07 – E-Sports & Games Streaming Market Demand Analysis and Forecast 2022-2032

This chapter includes a detailed analysis of the historical E-Sports & Games Streaming Market (2014-2021), along with an opportunity analysis for the forecast period (2022-2032). Readers can also find the absolute $ opportunity for the current year (2022) and incremental opportunity for the forecast period (2022-2032).

Chapter 08 – Global E-Sports & Games Streaming Market Analysis (2014-2021) & Opportunity Assessment (2022-2032), By Revenue Streams

Based on the Revenue Streams, the E-Sports & Games Streaming Market is segmented into Media Rights, Subscriptions, Online Advertisements, Tickets and Merchandize, Sponsorships and Direct Advertisements, Publisher Fees. In this chapter, readers can find information about key trends and developments in the E-Sports & Games Streaming Market and market attractive analysis based on the Revenue Streams.

Chapter 09 – Global E-Sports & Games Streaming Market Analysis (2014-2021) & Opportunity Assessment (2022-2032), By Solutions

Based on the Solutions, the E-Sports & Games Streaming Market is segmented into Web-Based, App-Based. In this chapter, readers can find information about key trends and developments in the E-Sports & Games Streaming Market and market attractive analysis based on the Solutions.

Chapter 10 – Global E-Sports & Games Streaming Market Analysis (2014-2021) & Opportunity Assessment (2022-2032), By Region

This chapter explains how the E-Sports & Games Streaming Market will grow across various geographic regions, such as North America, Latin America, Western Europe, Eastern Europe, Southeast Asia & Pacific, China, India, Japan and the Middle East & Africa (MEA).

Chapter 11 – North America E-Sports & Games Streaming Market Analysis 2014-2021 & Opportunity Assessment 2022-2032

This chapter includes detailed analysis of the growth of the North America E-Sports & Games Streaming Market along with the country-wise assessment including the U.S. and Canada. Readers can also find regional trends and market growth based on Revenue Streams, Solutions, and country of E-Sports & Games Streaming in North America.

Chapter 12 – Latin America E-Sports & Games Streaming Market Analysis 2014-2021 & Opportunity Assessment 2022-2032

Readers can find detailed information about factors such as, pricing analysis, and regional trends that are impacting the growth of the Latin America E-Sports & Games Streaming Market. This chapter also includes the growth prospects of the E-Sports & Games Streaming Market in leading LATAM countries such as Brazil, Mexico, and rest of the Latin America region.

Chapter 13 – Eastern Europe E-Sports & Games Streaming Market Analysis 2014-2021 & Forecast 2022-2032

This chapter includes a detailed analysis of the growth of the Eastern Europe E-Sports & Games Streaming Market, along with a country-wise assessment that includes Poland, Czech Republic and Rest of Eastern Europe. Readers can also find the pricing analysis, regional trends, and market growth based on countries in Eastern Europe.

Chapter 14 – Western Europe E-Sports & Games Streaming Market Analysis 2014-2021 & Forecast 2022-2032

This chapter includes a detailed analysis of the growth of the Western Europe E-Sports & Games Streaming Market, along with a country-wise assessment that includes the U.K., France, Germany and Rest of Western Europe. Readers can also find the pricing analysis, regional trends, and market growth based on countries in Western Europe.

Chapter 15 – APEJ E-Sports & Games Streaming Market Analysis 2014-2021 & Opportunity Assessment 2022-2032

Readers can find thorough information about the growth parameters of the APEJ E-Sports & Games Streaming Market during the period 2022-2032.

Chapter 16 – Japan E-Sports & Games Streaming Market Analysis 2014-2021 & Opportunity Assessment 2022-2032

Readers can find important factors that can make a huge impact on the growth of the E-Sports & Games Streaming Market in Japan based on the market segmentation, during the forecast period. This chapter provides the overview of drivers, restraints, and trends in the Japan E-Sports & Games Streaming Market.

Chapter 17 – MEA E-Sports & Games Streaming Market Analysis 2014-2021 & Opportunity Assessment 2022-2032

This chapter provides information on how the E-Sports & Games Streaming Market will grow in the major countries in MEA region, such as GCC Countries, South Africa and Rest of MEA during the period 2022-2032.

Chapter 18 – Competition Landscape, Company Share and Company Profiles

In this chapter, readers can find a comprehensive list of all the leading stakeholders in the E-Sports & Games Streaming Market along with detailed information about each company, including company overview, revenue shares, strategic overview, and recent company developments.

Chapter 19 – Assumptions and Acronyms

This chapter includes a list of acronyms and assumptions that provide a base to the information and statistics included in the report.

Chapter 20 – Research Methodology

This chapter helps readers to understand the research methodology followed to obtain various conclusions, important qualitative information, and quantitative information about the E-Sports & Games Streaming Market.

Table of Contents

296 Pages
1. Executive Summary
1.1. Global Market Outlook 
1.2. Summary of Statistics
1.3. Key Market Characteristics & Attributes
1.4. Fact.MR Analysis and Recommendations
2. Market Overview
2.1. Market Coverage / Taxonomy 
2.2. Market Definition / Scope / Limitations
3. Market Risks and Trends Assessment 
3.1. Risk Assessment 
3.1.1. COVID-19 Crisis and Impact on eSports & Games Streaming Demand
3.1.2. COVID-19 Impact Benchmark with Previous Crisis 
3.1.3. Impact on Market Value (US$ Mn)
3.1.4. Assessment by Key Countries
3.1.5. Assessment by Key Market Segments
3.1.6. Action Points and Recommendation for Suppliers
3.2. Key Trends Impacting the Market
3.3. Formulation and Product Development Trends
4. Market Background and Foundation Data Points 
4.1. Global Protective Coatings Market (US$ Mn)
4.2. eSports & Games Streaming Market Opportunity Assessment (US$ Mn)
4.2.1. Total Available Market
4.2.2. Serviceable Addressable Market
4.2.3. Serviceable Obtainable Market
4.3. Market Scenario Forecast 
4.3.1. Demand in optimistic Scenario
4.3.2. Demand in Likely Scenario
4.3.3. Demand in Conservative Scenario 
4.4. Investment Feasibility Analysis 
4.4.1. Investment in Established Markets
4.4.1.1. In Short Term
4.4.1.2. In Long Term
4.4.2. Investment in Emerging Markets
4.4.2.1. In Short Term
4.4.2.2. In Long Term
4.5. Forecast Factors - Relevance & Impact 
4.5.1. Top Companies Historical Growth
4.5.2. Global Protective Coatings Market Growth
4.5.3. eSports & Games Streaming Adoption Rate, By Country
4.6. Market Dynamics 
4.6.1. Market Driving Factors and Impact Assessment
4.6.2. Prominent Market Challenges and Impact Assessment
4.6.3. eSports & Games Streaming Market Opportunities
4.6.4. Prominent Trends in the Global Market & Their Impact Assessment
5. Key Success Factors 
5.1. Manufacturers’ Focus on Low Penetration High Growth Markets
5.2. Banking on with Segments High Incremental Opportunity
5.3. Peer Benchmarking 
6. Global eSports & Games Streaming Market Demand Analysis 2015-2021 and Forecast, 2022-2032
6.1. Historical Market Analysis, 2015-2021
6.2. Current and Future Market Projections, 2022-2032
6.3. Y-o-Y Growth Trend Analysis
7. Global eSports & Games Streaming Market Value Analysis 2015-2021 and Forecast, 2022-2032
7.1. Historical Market Value (US$ Mn) Analysis, 2015-2021
7.2. Current and Future Market Value (US$ Mn) Projections, 2022-2032
7.2.1. Y-o-Y Growth Trend Analysis
7.2.2. Absolute $ Opportunity Analysis
8. Global eSports & Games Streaming Market Analysis 2015-2021 and Forecast 2022-2032, By Revenue Streams
8.1. Introduction / Key Findings
8.2. Historical Market Size (US$ Mn) Analysis By Revenue Streams, 2015-2021
8.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Revenue Streams, 2022-2032
8.3.1. Media Rights
8.3.2. Subscriptions
8.3.3. Online Advertisements
8.3.4. Tickets and Merchandise
8.3.5. Sponsorships and Direct Advertisements
8.3.6. Publisher Fees
8.4. Market Attractiveness Analysis By Revenue Streams
9. Global eSports & Games Streaming Market Analysis 2015-2021 and Forecast 2022-2032, By Solutions
9.1. Introduction / Key Findings
9.2. Historical Market Size (US$ Mn) Analysis By Solutions, 2015-2021
9.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Solutions, 2022-2032
9.3.1. Web Based
9.3.2. App Based
9.4. Market Attractiveness Analysis By Solutions
10. Global eSports & Games Streaming Market Analysis 2015-2021 and Forecast 2022-2032, By Region
10.1. Introduction
10.2. Historical Market Size (US$ Mn) Analysis By Region, 2015-2021
10.3. Current Market Size (US$ Mn) & Analysis and Forecast By Region, 2022-2032
10.3.1. North America
10.3.2. Latin America
10.3.3. Europe
10.3.4. Asia Pacific 
10.3.5. Middle East and Africa (MEA)
10.4. Market Attractiveness Analysis By Region
11. North America eSports & Games Streaming Market Analysis 2015-2021 and Forecast 2022-2032
11.1. Introduction
11.2. Pricing Analysis
11.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2015-2021
11.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2022-2032
11.4.1. By Country
11.4.1.1. U.S.
11.4.1.2. Canada
11.4.1.3. Rest of North America
11.4.2. By Revenue Streams
11.4.3. By Solutions
11.5. Market Attractiveness Analysis
11.5.1. By Country
11.5.2. By Revenue Streams
11.5.3. By Solutions
12. Latin America eSports & Games Streaming Market Analysis 2015-2021 and Forecast 2022-2032
12.1. Introduction
12.2. Pricing Analysis
12.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2015-2021
12.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2022-2032
12.4.1. By Country
12.4.1.1. Brazil
12.4.1.2. Mexico
12.4.1.3. Rest of Latin America
12.4.2. By Revenue Streams
12.4.3. By Solutions
12.5. Market Attractiveness Analysis
12.5.1. By Country
12.5.2. By Revenue Streams
12.5.3. By Solutions
13. Europe eSports & Games Streaming Market Analysis 2015-2021 and Forecast 2022-2032
13.1. Introduction
13.2. Pricing Analysis
13.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2015-2021
13.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2022-2032
13.4.1. By Country
13.4.1.1. Germany
13.4.1.2. France
13.4.1.3. U.K.
13.4.1.4. Italy
13.4.1.5. Benelux
13.4.1.6. Nordic Countries
13.4.1.7. Rest of Europe
13.4.2. By Revenue Streams
13.4.3. By Solutions
13.5. Market Attractiveness Analysis
13.5.1. By Country
13.5.2. By Revenue Streams
13.5.3. By Solutions
14. Asia Pacific eSports & Games Streaming Market Analysis 2015-2021 and Forecast 2022-2032
14.1. Introduction
14.2. Pricing Analysis
14.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2015-2021
14.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2022-2032
14.4.1. By Country
14.4.1.1. China
14.4.1.2. Japan
14.4.1.3. South Korea
14.4.1.4. Rest of Asia Pacific
14.4.2. By Revenue Streams
14.4.3. By Solutions
14.5. Market Attractiveness Analysis
14.5.1. By Country
14.5.2. By Revenue Streams
14.5.3. By Solutions
15. Middle East and Africa eSports & Games Streaming Market Analysis 2015-2021 and Forecast 2022-2032
15.1. Introduction
15.2. Pricing Analysis
15.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2015-2021
15.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2022-2032
15.4.1. By Country
15.4.1.1. GCC Countries
15.4.1.2. South Africa
15.4.1.3. Turkey
15.4.1.4. Rest of Middle East and Africa
15.4.2. By Revenue Streams
15.4.3. By Solutions
15.5. Market Attractiveness Analysis
15.5.1. By Country
15.5.2. By Revenue Streams
15.5.3. By Solutions
16. Key Countries eSports & Games Streaming Market Analysis 2015-2021 and Forecast 2022-2032
16.1. Introduction
16.1.1. Market Value Proportion Analysis, By Key Countries
16.1.2. Global Vs. Country Growth Comparison
16.2. US eSports & Games Streaming Market Analysis
16.2.1. Value Proportion Analysis by Market Taxonomy
16.2.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.2.2.1. By Revenue Streams
16.2.2.2. By Solutions
16.3. Canada eSports & Games Streaming Market Analysis
16.3.1. Value Proportion Analysis by Market Taxonomy
16.3.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.3.2.1. By Revenue Streams
16.3.2.2. By Solutions
16.4. Mexico eSports & Games Streaming Market Analysis
16.4.1. Value Proportion Analysis by Market Taxonomy
16.4.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.4.2.1. By Revenue Streams
16.4.2.2. By Solutions
16.5. Brazil eSports & Games Streaming Market Analysis
16.5.1. Value Proportion Analysis by Market Taxonomy
16.5.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.5.2.1. By Revenue Streams
16.5.2.2. By Solutions
16.6. Germany eSports & Games Streaming Market Analysis
16.6.1. Value Proportion Analysis by Market Taxonomy
16.6.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.6.2.1. By Revenue Streams
16.6.2.2. By Solutions
16.7. France eSports & Games Streaming Market Analysis
16.7.1. Value Proportion Analysis by Market Taxonomy
16.7.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.7.2.1. By Revenue Streams
16.7.2.2. By Solutions
16.8. Italy eSports & Games Streaming Market Analysis
16.8.1. Value Proportion Analysis by Market Taxonomy
16.8.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.8.2.1. By Revenue Streams
16.8.2.2. By Solutions
16.9. BENELUX eSports & Games Streaming Market Analysis
16.9.1. Value Proportion Analysis by Market Taxonomy
16.9.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.9.2.1. By Revenue Streams
16.9.2.2. By Solutions
16.10. UK eSports & Games Streaming Market Analysis
16.10.1. Value Proportion Analysis by Market Taxonomy
16.10.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.10.2.1. By Revenue Streams
16.10.2.2. By Solutions
16.11. Nordic Countries eSports & Games Streaming Market Analysis
16.11.1. Value Proportion Analysis by Market Taxonomy
16.11.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.11.2.1. By Revenue Streams
16.11.2.2. By Solutions
16.12. China eSports & Games Streaming Market Analysis
16.12.1. Value Proportion Analysis by Market Taxonomy
16.12.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.12.2.1. By Revenue Streams
16.12.2.2. By Solutions
16.13. Japan eSports & Games Streaming Market Analysis
16.13.1. Value Proportion Analysis by Market Taxonomy
16.13.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.13.2.1. By Revenue Streams
16.13.2.2. By Solutions
16.14. South Korea eSports & Games Streaming Market Analysis
16.14.1. Value Proportion Analysis by Market Taxonomy
16.14.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.14.2.1. By Revenue Streams
16.14.2.2. By Solutions
16.15. GCC Countries eSports & Games Streaming Market Analysis
16.15.1. Value Proportion Analysis by Market Taxonomy
16.15.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.15.2.1. By Revenue Streams
16.15.2.2. By Solutions
16.16. South Africa eSports & Games Streaming Market Analysis
16.16.1. Value Proportion Analysis by Market Taxonomy
16.16.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.16.2.1. By Revenue Streams
16.16.2.2. By Solutions
16.17. Turkey eSports & Games Streaming Market Analysis
16.17.1. Value Proportion Analysis by Market Taxonomy
16.17.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.17.2.1. By Revenue Streams
16.17.2.2. By Solutions
16.17.3. Competition Landscape and Player Concentration in the Country
17. Market Structure Analysis
17.1. Market Analysis by Tier of Companies 
17.2. Market Concentration
17.3. Market Share Analysis of Top Players
17.4. Market Presence Analysis
17.4.1. By Regional footprint of Players
17.4.2. Product footprint by Players
18. Competition Analysis
18.1. Competition Dashboard
18.2. Competition Benchmarking
18.3. Competition Deep Dive 
18.3.1. Amazon.com Inc.
18.3.1.1. Overview
18.3.1.2. Product Portfolio
18.3.1.3. Sales Footprint
18.3.1.4. Strategy Overview
18.3.2. Douyu TV (Tencent Holdings Limited)
18.3.2.1. Overview
18.3.2.2. Product Portfolio
18.3.2.3. Sales Footprint
18.3.2.4. Strategy Overview
18.3.3. YouTube Gaming (Alphabet Inc.)
18.3.3.1. Overview
18.3.3.2. Product Portfolio
18.3.3.3. Sales Footprint
18.3.3.4. Strategy Overview
18.3.4. Facebook Gaming
18.3.4.1. Overview
18.3.4.2. Product Portfolio
18.3.4.3. Sales Footprint
18.3.4.4. Strategy Overview
18.3.5. Mixer (Microsoft Corporation)
18.3.5.1. Overview
18.3.5.2. Product Portfolio
18.3.5.3. Sales Footprint
18.3.5.4. Strategy Overview
19. Assumptions and Acronyms Used
20. Research Methodology
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