openPR Logo
Press release

Global Esports and Game Streaming Market Trends and Forecast Report 2022 | By Players, Types, Applications and Regions

05-18-2022 08:00 AM CET | Advertising, Media Consulting, Marketing Research

Press release from: QY Research

/ PR Agency: QY Research
QY Research released a latest market research report on the global and United States Esports and Game Streaming market and Esports and Game Streaming market, which is segmented by region (country), players, by Type and by Application. Players, stakeholders, and other participants in the global Esports and Game Streaming 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 2017-2028.


Summary
Due to the COVID-19 pandemic, the global Esports and Game Streaming market size is estimated to be worth US$ million in 2022 and is forecast to a readjusted size of US$ million by 2028 with a CAGR of % during the forecast period 2022-2028. Fully considering the economic change by this health crisis, by Type, Web-Based accounting for % of the Esports and Game Streaming global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While by Application, iOS was the leading segment, accounting for over percent market share in 2021, and altered to an % CAGR throughout this forecast period.

Global Esports and Game Streaming Scope and Market Size
Esports and Game Streaming market is segmented by region (country), players, by Type and by Application. Players, stakeholders, and other participants in the global Esports and Game Streaming 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 2017-2028.

For United States market, this report focuses on the Esports and Game Streaming market size by players, by Type and by Application, for the period 2017-2028. The key players include the global and local players, which play important roles in United States.

For More Information About This Report, Please Enter:
https://us.qyresearch.com/reports/352481/esports-game-streaming

Segment by Type
Web-Based
App-Based

Segment by Application
iOS
Android

By Company
Amazon
Douyu TV (Tencent Holdings Limited)
YouTube Gaming (Alphabet Inc.)
Facebook Gaming
Mixer (Microsoft Corporation)

The report on the Esports and Game Streaming market covers the following region (country) analysis:
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Indonesia
Thailand
Malaysia
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East & Africa
Turkey
Saudi Arabia
UAE

The Goal of the Report
1.To study and analyze the global Esports and Game Streamingconsumption (value & volume) by key regions/countries, type and application, history data from 2017 to 2022, and forecast to 2028.
2.To understand the structure of Esports and Game Streamingmarket by identifying its various subsegments.
3.Focuses on the key global Esports and Game Streamingmanufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
4.To analyze the Esports and Game Streamingwith respect to individual growth trends, prospects, and their contribution to the total market.
5.To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges, and risks).
6.To project the consumption of Esports and Game Streamingsubmarkets, with respect to key regions (along with their respective key countries).
7.To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
8.To strategically profile the key players and comprehensively analyze their growth strategies.

Target Audience
> Esports and Game Streaming companies
> Research organizations
> Government Organizations
> Research/Consultancy firms
Table of Contents
 1 Study Coverage
1.1 Esports and Game Streaming Revenue in Esports and Game Streaming Business (2017-2022) & (US$ Million) Introduction
1.2 Global Esports and Game Streaming Outlook 2017 VS 2022 VS 2028
1.2.1 Global Esports and Game Streaming Market Size for the Year 2017-2028
1.2.2 Global Esports and Game Streaming Market Size for the Year 2017-2028
1.3 Esports and Game Streaming Market Size, United States VS Global, 2017 VS 2022 VS 2028
1.3.1 The Market Share of United States Esports and Game Streaming in Global, 2017 VS 2022 VS 2028
1.3.2 The Growth Rate of Esports and Game Streaming Market Size, United States VS Global, 2017 VS 2022 VS 2028
1.4 Esports and Game Streaming Market Dynamics
1.4.1 Esports and Game Streaming Industry Trends
1.4.2 Esports and Game Streaming Market Drivers
1.4.3 Esports and Game Streaming Market Challenges
1.4.4 Esports and Game Streaming Market Restraints
1.5 Study Objectives
1.6 Years Considered
 2 Esports and Game Streaming by Type
2.1 Esports and Game Streaming Market Segment by Type
2.1.1 Web-Based
2.1.2 App-Based
2.2 Global Esports and Game Streaming Market Size by Type (2017, 2022 & 2028)
2.3 Global Esports and Game Streaming Market Size by Type (2017-2028)
2.4 United States Esports and Game Streaming Market Size by Type (2017, 2022 & 2028)
2.5 United States Esports and Game Streaming Market Size by Type (2017-2028)
 3 Esports and Game Streaming by Application
3.1 Esports and Game Streaming Market Segment by Application
3.1.1 iOS
3.1.2 Android
3.2 Global Esports and Game Streaming Market Size by Application (2017, 2022 & 2028)
3.3 Global Esports and Game Streaming Market Size by Application (2017-2028)
3.4 United States Esports and Game Streaming Market Size by Application (2017, 2022 & 2028)
3.5 United States Esports and Game Streaming Market Size by Application (2017-2028)
 4 Global Esports and Game Streaming Competitor Landscape by Company
4.1 Global Esports and Game Streaming Market Size by Company
4.1.1 Top Global Esports and Game Streaming Companies Ranked by Revenue (2021)
4.1.2 Global Esports and Game Streaming Revenue by Player (2017-2022)
4.2 Global Esports and Game Streaming Concentration Ratio (CR)
4.2.1 Esports and Game Streaming Market Concentration Ratio (CR) (2017-2022)
4.2.2 Global Top 5 and Top 10 Largest Companies of Esports and Game Streaming in 2021
4.2.3 Global Esports and Game Streaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
4.3 Global Esports and Game Streaming Headquarters, Revenue in Esports and Game Streaming Business (2017-2022) & (US$ Million) Type
4.3.1 Global Esports and Game Streaming Headquarters and Area Served
4.3.2 Global Esports and Game Streaming Companies Revenue in Esports and Game Streaming Business (2017-2022) & (US$ Million) Type
4.3.3 Date of International Companies Enter into Esports and Game Streaming Market
4.4 Companies Mergers & Acquisitions, Expansion Plans
4.5 United States Esports and Game Streaming Market Size by Company
4.5.1 Top Esports and Game Streaming Players in United States, Ranked by Revenue (2021)
4.5.2 United States Esports and Game Streaming Revenue by Players (2020, 2021 & 2022)
 5 Global Esports and Game Streaming Market Size by Region
5.1 Global Esports and Game Streaming Market Size by Region: 2017 VS 2022 VS 2028
5.2 Global Esports and Game Streaming Market Size by Region (2017-2028)
5.2.1 Global Esports and Game Streaming Market Size by Region: 2017-2022
5.2.2 Global Esports and Game Streaming Market Size by Region (2023-2028)
 6 Segment in Region Level & Country Level
6.1 North America
6.1.1 North America Esports and Game Streaming Market Size YoY Growth 2017-2028
6.1.2 North America Esports and Game Streaming Market Facts & Figures by Country (2017, 2022 & 2028)
6.1.3 United States
6.1.4 Canada
6.2 Asia-Pacific
6.2.1 Asia-Pacific Esports and Game Streaming Market Size YoY Growth 2017-2028
6.2.2 Asia-Pacific Esports and Game Streaming Market Facts & Figures by Region (2017, 2022 & 2028)
6.2.3 China
6.2.4 Japan
6.2.5 South Korea
6.2.6 India
6.2.7 Australia
6.2.8 China Taiwan
6.2.9 Indonesia
6.2.10 Thailand
6.2.11 Malaysia
6.3 Europe
6.3.1 Europe Esports and Game Streaming Market Size YoY Growth 2017-2028
6.3.2 Europe Esports and Game Streaming Market Facts & Figures by Country (2017, 2022 & 2028)
6.3.3 Germany
6.3.4 France
6.3.5 U.K.
6.3.6 Italy
6.3.7 Russia
6.4 Latin America
6.4.1 Latin America Esports and Game Streaming Market Size YoY Growth 2017-2028
6.4.2 Latin America Esports and Game Streaming Market Facts & Figures by Country (2017, 2022 & 2028)
6.4.3 Mexico
6.4.4 Brazil
6.4.5 Argentina
6.4.6 Colombia
6.5 Middle East and Africa
6.5.1 Middle East and Africa Esports and Game Streaming Market Size YoY Growth 2017-2028
6.5.2 Middle East and Africa Esports and Game Streaming Market Facts & Figures by Country (2017, 2022 & 2028)
6.5.3 Turkey
6.5.4 Saudi Arabia
6.5.5 UAE
 7 Company Profiles
7.1 Amazon
7.1.1 Amazon Company Details
7.1.2 Amazon Business Overview
7.1.3 Amazon Esports and Game Streaming Introduction
7.1.4 Amazon Revenue in Esports and Game Streaming Business (2017-2022)
7.1.5 Amazon Recent Development
7.2 Douyu TV (Tencent Holdings Limited)
7.2.1 Douyu TV (Tencent Holdings Limited) Company Details
7.2.2 Douyu TV (Tencent Holdings Limited) Business Overview
7.2.3 Douyu TV (Tencent Holdings Limited) Esports and Game Streaming Introduction
7.2.4 Douyu TV (Tencent Holdings Limited) Revenue in Esports and Game Streaming Business (2017-2022)
7.2.5 Douyu TV (Tencent Holdings Limited) Recent Development
7.3 YouTube Gaming (Alphabet Inc.)
7.3.1 YouTube Gaming (Alphabet Inc.) Company Details
7.3.2 YouTube Gaming (Alphabet Inc.) Business Overview
7.3.3 YouTube Gaming (Alphabet Inc.) Esports and Game Streaming Introduction
7.3.4 YouTube Gaming (Alphabet Inc.) Revenue in Esports and Game Streaming Business (2017-2022)
7.3.5 YouTube Gaming (Alphabet Inc.) Recent Development
7.4 Facebook Gaming
7.4.1 Facebook Gaming Company Details
7.4.2 Facebook Gaming Business Overview
7.4.3 Facebook Gaming Esports and Game Streaming Introduction
7.4.4 Facebook Gaming Revenue in Esports and Game Streaming Business (2017-2022)
7.4.5 Facebook Gaming Recent Development
7.5 Mixer (Microsoft Corporation)
7.5.1 Mixer (Microsoft Corporation) Company Details
7.5.2 Mixer (Microsoft Corporation) Business Overview
7.5.3 Mixer (Microsoft Corporation) Esports and Game Streaming Introduction
7.5.4 Mixer (Microsoft Corporation) Revenue in Esports and Game Streaming Business (2017-2022)
7.5.5 Mixer (Microsoft Corporation) Recent Development
 8 Research Findings and Conclusion
 9 Appendix
9.1 Research Methodology
9.1.1 Methodology/Research Approach
9.1.2 Data Source
9.2 Author Details
9.3 Disclaimer

Access full Report Description, Table of Figure, Chart, FREE sample, etc. please click:
https://us.qyresearch.com/reports/352481/esports-game-streaming

Any doubts and questions will be welcome.

Customization of the Report:
This report can be customized to meet the client's requirements. Please contact with us (global@qyresearch.com), who will ensure that you get a report that suits your needs.

About Us:
QYResearch founded in California, USA in 2007.It is a leading global market research and consulting company. With over 15 years' experience and professional research team in various cities over the world,QY Research focuses on management consulting, database and seminar services, IPO consulting, industry chain research and customized research to help our clients in providing non-linear revenue model and make them successful. We are globally recognized for our expansive portfolio of services, good corporate citizenship, and our strong commitment to sustainability. Up to now, we have cooperated with more than 59,000 clients across five continents. Let's work closely with you and build a bold and better future.

Contact Us
QY Research
E-mail: global@qyresearch.com
Tel: +1-626-842-1666(US)   +852-5808-0956 (HK)
Add: 17890 Castleton Street Suite 369 City of Industry CA 91748 United States
Website: https://us.qyresearch.com

QY Research released a latest market research report on the global and United States Esports and Game Streaming market and Esports and Game Streaming market, which is segmented by region (country), players, by Type and by Application. Players, stakeholders, and other participants in the global Esports and Game Streaming 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 2017-2028.

QYResearch founded in California, USA in 2007.It is a leading global market research and consulting company. With over 15 years' experience and professional research team in various cities over the world,QY Research focuses on management consulting, database and seminar services, IPO consulting, industry chain research and customized research to help our clients in providing non-linear revenue model and make them successful. We are globally recognized for our expansive portfolio of services, good corporate citizenship, and our strong commitment to sustainability. Up to now, we have cooperated with more than 59,000 clients across five continents. Let's work closely with you and build a bold and better future.

This release was published on openPR.

Permanent link to this press release:

Copy
Please set a link in the press area of your homepage to this press release on openPR. openPR disclaims liability for any content contained in this release.

You can edit or delete your press release Global Esports and Game Streaming Market Trends and Forecast Report 2022 | By Players, Types, Applications and Regions here

News-ID: 2627681 • Views:

More Releases from QY Research

Global and U.S. Vinylcyclohexene Dioxide Market Report, Published by QY Research.
Global and U.S. Vinylcyclohexene Dioxide Market Report, Published by QY Research …
Vinylcyclohexene Dioxide (VCHD) is a low-viscosity aliphatic diepoxide used as a reactive diluent and crosslinking agent in epoxy resins, coatings, adhesives, and electrical insulation systems. With two oxirane groups attached to a cycloaliphatic backbone, it offers excellent thermal stability, chemical resistance, and dielectric strength, making it suitable for high-performance composites and electronic encapsulation. https://www.qyresearch.com/reports/4934028/vinylcyclohexene-dioxide The global market for Vinylcyclohexene Dioxide is projected at USD 86 million in 2024, growing at a
Global and U.S. Loose Bulk Density Meters Market Report, Published by QY Research.
Global and U.S. Loose Bulk Density Meters Market Report, Published by QY Researc …
Loose Bulk Density Meters are specialized instruments used to measure the mass per unit volume of bulk powders and granular materials in an uncompacted state. These devices help determine flowability, packing behavior, and quality control parameters critical in industries such as pharmaceuticals, chemicals, food processing, and construction materials. Measurement methods typically involve automated funnels, weighing platforms, and volume displacement chambers to ensure reproducibility. https://www.qyresearch.com/reports/4937970/loose-bulk-density-meters The global Loose Bulk Density Meters market reached
Global and U.S. Interactive Visual Presenters Market Report, Published by QY Research.
Global and U.S. Interactive Visual Presenters Market Report, Published by QY Res …
Interactive Visual Presenters, also known as document cameras or digital visualizers, are teaching and presentation tools that project real-time images of documents, 3D objects, or live demonstrations onto large displays through HDMI, USB, or wireless interfaces. Equipped with high-resolution cameras, LED lighting, zoom, and annotation functions, they are widely used in classrooms, corporate training, and hybrid learning environments. https://www.qyresearch.com/reports/4941119/interactive-visual-presenters The global Interactive Visual Presenters market reached USD 584 million in 2024, growing
Commercial Three Phase Micro Inverter Market to CAGR 12,4% by 2031 Top 10 Company Globally
Commercial Three Phase Micro Inverter Market to CAGR 12,4% by 2031 Top 10 Compan …
The global commercial three phase micro inverter market is witnessing accelerated adoption as industries and commercial establishments embrace renewable energy solutions for cost efficiency, grid stability, and sustainability. Micro inverters, which convert direct current (DC) from solar panels into alternating current (AC) at the individual panel level, are increasingly being used in commercial three phase setups for enhanced efficiency, safety, and scalability. Unlike string inverters, three phase micro inverters offer

All 5 Releases


More Releases for Esports

Esports Meets VR Fitness: Simtek's VR Esports Tournament Highlights VR Hoverboar …
In late November, Simtek hosted an exciting VR Esports tournament featuring cutting-edge programs such as VR skiing and competitive shooter games using the Simtek VR Hoverboard. The event [https://youtu.be/-UDfs4wiMHM?si=TGAmrEIt28KJcQRv] showcased the brand's innovative approach to blending entertainment and sports, and attracted enthusiastic participation from a wide range of gamers. With pre-sales beginning in early 2025, Simtek will bring its cutting-edge VR locomotion solutions to the consumer market, inviting more users
Asian Games Esports Baton Pass: Tencent E-sports' Empower Esports Worldwide Seri …
Against the backdrop of the Asian Games, to actively promote the sharing and exchange of experiences in the field of esports between China and Japan and jointly explore new development paths for esports under the influence of the Asian Games, from September 24th to 27th, Tencent, together with Chinese esports ecological partners, visited Japan. As an important member of the Japan eSports Union (JeSU), during the Tokyo Game Show, Tencent
Esports Analytics Services Market Booming Worldwide from 2023 to 2030 |Sportrada …
According to Worldwide Market Reports, the Esports Analytics Services market is expected to achieve the greatest growth between 2023 and 2030. The focus of this intelligence report is based on expert research insights and complete market dynamics to focus on current trends, industry, financial overview, and historical data evaluation. The company profile is based on the current Esports Analytics Services market performance (including driving factors, trends, and challenges) calculated worldwide
Esports Market CAGR 2030
According to Ameco Research, the worldwide esports industry will increase at a CAGR of more than 25% throughout the forecast period, reaching a market size of more than US$ 7,100 million by 2028. The esports sector is growing at a breakneck pace and is expected to be worth billions of dollars in the near future. Companies in the esports industry, teams in the esports industry, and even athletes in the esports
Live Streaming of Esports Events facilitates Global Esports Market Growth
Inkwood Research predicts that the Global Esports Market is evaluated to register a CAGR of 22.18% during the forecasted period of 2022-2030. "Browse 67 Market Data Tables and 55 Figures spread over 243 Pages, along with an in-depth TOC on the Global Esports Market Forecast 2022-2030." ESports entails organized and competitive video gaming, with competitors from various teams or leagues facing each other in the same games. Their huge popularity facilitates lucrative
Esports Market
AMR Market Research offers the latest published report on Esports Market Research Report 2019 delivering key insights and providing a competitive advantage to clients through a detailed report. The report contains 75 pages which highly exhibit on current market analysis scenario, upcoming as well as future opportunities, revenue growth, pricing, and profitability. The report covers the present scenario and the growth prospects of the Esports market for 2017-2020. The report