Esports: Douyu, Huya, Twitch and YouTube

Report Code: CON007A

Publish Date: May 2020

Publisher: BCC Publishing

Category: Consumer

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Report Highlights

The global esports market should reach $5 billion by 2024 from $1.3 billion in 2019 at a compound annual growth rate (CAGR) of 31.5% for the forecast period of 2019 to 2024.

Report Includes

  • 74 tables
  • An overview of global esports market
  • Analyses of global market trends, with data from 2018 and 2019, and projections of compound annual growth rates (CAGRs) through 2024
  • An idea about popular esports games and market analysis of target audience
  • Analysis of the market's dynamics, specifically growth drivers, restraints, and opportunities
  • Coverage of esports market landscape and involved parties
  • Knowledge about revenue streams of esports market, i.e., media rights, advertising, tickets and merchandise sales, sponsorships and publisher fees
  • Comprehensive profiles of major players in the industry, including Activision Blizzard, CJ Corp., Electronic Arts, Gfinity, Modern Times Group, Take-two Interactive Software Inc., Tencent and Valve Corp.

Report Scope

The scope of this report is broad and covers the global markets for esports, which is organized globally to generate various types of revenue streams, ranging from media rights to sponsorships to tickets and merchandise. The market is broken down by revenue streams and by region. Revenue forecasts from 2019 to 2024 are presented for revenue stream and regional market.

The report also includes a discussion on the major players in each of the regional markets for esports. It explains the major market drivers of the global market for esports, the current trends within the industry and the regional dynamics of the esports market. The report concludes with a special focus on the vendor landscape which includes detailed profiles of the major vendors in the esports industry globally.

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Analyst Credentials

Aneesh Kumar has been a project manager and partner with BizImpact Knowledge Services, LLP, a market research and services company primarily focused on opportunities in science and technology, since 2011. Kumar manages a team focused on global market research projects, primary interviews and market forecasting. He holds a BBA from the Institute of Chartered Financial Analysts of India and is a member of the Indo-German Chambers of Commerce.

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Table of Contents

All reports provided in PDF format. For shared licensing options (5+ Users), please call a representative at (+1) 781-489-7301 or contact us at info@bccresearch.com
Title/Chapter NamePagesMember Price
Full Report: Esports: Douyu, Huya, Twitch and YouTube145Free
Chapter- 1: Introduction7Free
Chapter- 2: Summary and Highlights3Free
Chapter- 3: Market and Technology Background11Free
Chapter- 4: Market Breakdown by Revenue Stream13Free
Chapter- 5: Market Breakdown by Region49Free
Chapter- 6: Market Drivers and Challenges9Free
Chapter- 7: Company Profiles53Free

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This is an Excel-only version of the report.

Report Includes

    Total Number of Tables in this Report: 74

  • Summary Table: Global Market for Esports, by Revenue Stream, Through 2024
  • Table 1: Biggest Esports Games with Total Prize Money, 2018
  • Table 2: Number of Viewers of the Biggest Esports Games for the Most Popular Tournaments, 2018
  • Table 3: Top 10 Professional Esports Companies, by Their Worth and Revenue, 2018
  • Table 4: Top 10 Most Watched Esports Games on Twitch, Jan.-Feb. 2020
  • Table 5: Top Esports Games Publishers and Their Most Popular Game Franchises, 2018
  • Table 6: Top 10 Esports Games by Player Participation and Number of Tournaments, 2018
  • Table 7: Most Played Esports Games by Percentage of Fans, 2018
  • Table 8: Most Played Esports Games Played in North America by Percentage of Fans, 2018
  • Table 9: Most Played Esports Games Played in Europe by Percentage of Fans, 2018
  • Table 10: Top 10 Countries by Esports Engagement Among Male Fans Aged 16-24 Years, 2018
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Esports: Douyu, Huya, Twitch and YouTube
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