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E-Sports and Game Streaming Market By Revenue Streams (Media Rights, Subscriptions, Online Advertisements, Tickets and Merchandise, Sponsorships and Direct Advertisements, Publisher Fees); By Solutions (Web Based, App Based); By Geography – Growth, Share, Opportunities & Competitive Analysis, 2024 – 2032

Report ID: 73344 | Report Format : Excel, PDF

REPORT ATTRIBUTE DETAILS
Historical Period 2020-2023
Base Year 2024
Forecast Period 2025-2032
E-Sports and Game Streaming Market Size 2024 USD 2604.6 million
E-Sports and Game Streaming Market, CAGR 12.4%
E-Sports and Game Streaming MarketSize 2032 USD 6635.4 million

Market Overview:

The E-Sports and Game Streaming Market is projected to grow from USD 2604.6 million in 2024 to an estimated USD 6635.4 million by 2032, with a compound annual growth rate (CAGR) of 12.4% from 2024 to 2032.

Several key factors are fueling the growth of the e-sports and game streaming market. The widespread availability of high-speed internet and the increasing penetration of smartphones have made gaming and streaming more accessible to a broader audience. Platforms like Twitch, YouTube Gaming, and Facebook Gaming have revolutionized content consumption by offering interactive and engaging experiences. Additionally, the surge in mobile gaming, particularly in emerging markets, has contributed significantly to market expansion. The integration of advanced technologies, such as augmented reality (AR) and virtual reality (VR), is enhancing user engagement, while the growing investment from sponsors and advertisers is providing substantial revenue streams for content creators and organizations.

Regionally, Asia Pacific dominates the e-sports and game streaming market, driven by a large and engaged gaming population, supportive government policies, and significant investments in infrastructure. Countries like China, South Korea, and Japan are at the forefront, with China recognizing e-sports as an official sport and South Korea hosting numerous international tournaments. North America follows closely, with the United States leading in terms of revenue generation and technological advancements. Europe is also witnessing substantial growth, attributed to increasing viewership and the establishment of professional leagues. Emerging markets in Latin America and the Middle East & Africa are gradually gaining traction, supported by improving internet infrastructure and a growing youth demographic interested in gaming and streaming activities.

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Market Insights:

  • The E-Sports and Game Streaming market is projected to grow from USD 2,604.6 million in 2024 to USD 6,635.4 million by 2032, at a CAGR of 12.4%, driven by rising global interest in digital entertainment.
  • High-speed internet access and smartphone penetration are expanding participation in streaming and competitive gaming, especially in Asia Pacific and Latin America.
  • Platforms like Twitch, YouTube Gaming, and Facebook Gaming have transformed viewer interaction by enabling real-time engagement and creator-driven content ecosystems.
  • Competitive gaming tournaments with large prize pools and global fanbases are attracting substantial brand sponsorships and advertising revenue.
  • AR, VR, and AI are being integrated to enhance content delivery, drive viewer retention, and differentiate streaming platforms in a competitive environment.
  • Monetization challenges persist for smaller creators due to unequal revenue distribution, platform dependence, and audience fragmentation.
  • Asia Pacific leads the market with a 40% share, followed by North America and Europe, while emerging regions like Latin America and the Middle East show rapid adoption potential.

Report Scope

This report segments the E-Sports and Game Streaming Market  as follows:

E-Sports and Game Streaming Market

Market Drivers:

Surging Popularity of Competitive Gaming Drives Viewer Engagement and Revenue Potential

The E-Sports and Game Streaming Market is thriving due to the explosive growth in competitive gaming viewership. Audiences across age groups are increasingly drawn to professional e-sports tournaments, fostering a community-driven ecosystem around gaming culture. High-profile tournaments like League of Legends World Championship and The International attract millions of viewers and offer prize pools exceeding tens of millions of dollars. These events not only generate substantial revenue through sponsorships and advertising but also encourage participation at amateur levels. Live streaming platforms such as Twitch and YouTube Gaming enable real-time interaction between streamers and fans, enhancing engagement. The rise in viewership has incentivized brands to invest in the space, further strengthening the commercial viability of this sector.

  • For instance, Riot Games reported that the 2023 League of Legends World Championship Finals reached a peak viewership of 6.4 million concurrent viewers globally, according to Esports Charts.

Expansion of High-Speed Internet and Mobile Penetration Enables Market Accessibility Across Demographics

Widespread access to high-speed internet and smartphones has opened up the E-Sports and Game Streaming Market to a global audience. Regions with previously low digital engagement are now contributing significantly to online traffic and content consumption. Improved infrastructure allows seamless game streaming and low-latency multiplayer experiences, making participation and viewership more enjoyable. Mobile gaming, in particular, has gained popularity in Asia Pacific and Latin America, creating a broader user base for streaming content. Affordable devices and increased mobile data coverage make it easier for new users to access competitive games and follow streamers. This accessibility expands the market’s demographic reach and attracts developers and content creators to tap into emerging economies.

Growing Investments from Advertisers, Sponsors, and Game Publishers Accelerate Commercialization

The commercialization of the E-Sports and Game Streaming Market is accelerating due to robust investments from global brands, sponsors, and gaming companies. Leading brands recognize the marketing potential of this market and actively pursue collaborations with top influencers and gaming tournaments. Sponsorship deals, product placements, and branded in-game content contribute significantly to revenue generation. Game publishers also benefit from increased visibility and extended game lifecycles through streamers who demonstrate gameplay and build loyal communities. It provides a direct marketing channel that influences purchasing behavior and boosts user retention. Strategic partnerships between streaming platforms and game developers further enhance monetization opportunities across the value chain.

  • For example, in 2023, Mastercard renewed its global sponsorship agreement with Riot Games, extending its multi-year partnership for League of Legends e-sports events.

Adoption of Emerging Technologies Enhances Viewer Experience and Platform Differentiation

The E-Sports and Game Streaming Market is adopting advanced technologies to deliver immersive and personalized experiences. Augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) are transforming how audiences interact with content. VR headsets enable fans to attend virtual arenas, while AI-driven recommendations improve content discovery and viewer retention. Real-time analytics provide streamers and platforms with insights to optimize performance and tailor content. Technology adoption also enhances security, reduces latency, and improves video quality across devices. These innovations differentiate platforms in a competitive landscape and elevate the overall user experience.

Market Trends:

Integration of Artificial Intelligence and Data Analytics is Reshaping Content Personalization and Monetization

The E-Sports and Game Streaming Market is witnessing a strong shift toward the use of artificial intelligence (AI) and data analytics to personalize user experiences. Platforms deploy AI to recommend content based on user preferences, viewing history, and engagement behavior. It enables streamers and content creators to analyze audience metrics and adapt their strategies in real time. Brands use analytics to optimize ad placements and measure return on investment across campaigns. This data-driven approach improves monetization, strengthens audience retention, and increases platform stickiness. AI tools also assist in moderating chatrooms and identifying potential risks to maintain a safe and engaging environment.

  • For instance, Twitch uses AI to recommend streams based on user preferences and viewing history, while also providing streamers with real-time audience metrics to adapt content strategies.

Rise of Cross-Platform and Cloud Gaming is Driving a More Connected and Scalable Ecosystem

Cross-platform compatibility and cloud gaming are redefining how users access and participate in the E-Sports and Game Streaming Market. Gamers now engage across devices without traditional hardware constraints, creating a more connected ecosystem. Cloud gaming allows access to high-performance games on low-spec devices, removing barriers for new users. Streaming platforms benefit from increased traffic and engagement as content becomes more accessible. Game developers design titles to support multiple platforms from launch, ensuring broader reach and higher competitive participation. It creates new content opportunities for streamers while boosting inclusivity across markets with varying digital infrastructure.

Expansion of Exclusive Streaming Partnerships is Reshaping Platform Competition and Creator Loyalty

The E-Sports and Game Streaming Market is being influenced by a surge in exclusive streaming agreements between platforms and top-tier content creators. Platforms secure contracts with high-profile streamers to attract dedicated fan bases and increase daily active users. These deals include guaranteed revenue, performance-based incentives, and promotional support, creating a competitive advantage. Content creators benefit from increased visibility and platform-backed tools that enhance audience engagement. Viewers follow favorite streamers across platforms, shifting traffic and driving subscription revenues. It intensifies rivalry among streaming services, prompting them to innovate in content offerings and user interface enhancements.

  • For example, Microsoft’s Xbox Cloud Gaming (formerly xCloud) allows users to stream games across smartphones, tablets, and PCs without the need for high-end hardware.

Growth of Virtual Events and Digital Fan Engagement is Changing How Audiences Interact with E-Sports

Virtual tournaments and interactive experiences are reshaping fan engagement in the E-Sports and Game Streaming Market. With audiences unable to attend in-person events consistently, platforms have enhanced digital interactions through virtual meetups, chat-integrated polling, and digital merchandise. Gamified viewing features like prediction challenges and reward points incentivize longer watch times. Tournament organizers integrate real-time commentary, multilingual streams, and behind-the-scenes content to enrich the viewer experience. It allows fans worldwide to participate actively regardless of location or time zone. This trend creates new revenue streams and deepens the emotional connection between audiences and e-sports brands.

Market Challenges Analysis:

Monetization Limitations and Revenue Fragmentation Create Growth Uncertainty for Emerging Creators

The E-Sports and Game Streaming Market faces significant challenges related to sustainable monetization and equitable revenue distribution. While top streamers and large organizations attract major sponsorships and advertising income, smaller creators often struggle to secure financial support. It limits content diversity and discourages new entrants from pursuing long-term engagement. Advertising models remain platform-dependent, with limited revenue-sharing flexibility for creators across different geographies. Subscription fatigue also affects consumer willingness to support multiple streamers or platforms. The growing number of content providers further dilutes viewership, making it harder for emerging talent to establish visibility and consistent income streams.

  • For example, YouTube Gaming’s Partner Program only allows channels with at least 1,000 subscribers and 4,000 watch hours to monetize, leaving many small creators without access to ad revenue.

Cybersecurity Risks and Regulatory Complexities Undermine Platform Trust and Global Scalability

Cybersecurity vulnerabilities and inconsistent regulations present operational hurdles for the E-Sports and Game Streaming Market. Live-streamed content is vulnerable to unauthorized access, stream hijacking, and data breaches, which can damage platform credibility. It places pressure on service providers to invest in robust security infrastructure and real-time threat detection. Regulatory frameworks vary widely across regions, complicating cross-border content delivery and monetization. Compliance with data privacy laws such as GDPR and content moderation policies demands significant resources. Content platforms must also address challenges around age-appropriate engagement and digital well-being, especially for younger audiences frequently involved in e-sports and gaming content.

Market Opportunities:

The E-Sports and Game Streaming Market holds significant growth opportunities in emerging regions such as Southeast Asia, Latin America, and the Middle East. Rising internet penetration and growing smartphone adoption in these areas are enabling broader participation in streaming and competitive gaming. Local language content and culturally tailored experiences can help platforms engage new audiences. Governments in several countries are also supporting digital infrastructure and youth development in e-sports. It encourages both domestic content creation and international investment. Expanding into these regions allows platforms to diversify revenue sources and build loyal viewer communities.

Adopting immersive technologies such as augmented reality, virtual reality, and haptic feedback systems presents new engagement models in the E-Sports and Game Streaming Market. These innovations enhance how viewers interact with games and streamers, turning passive audiences into active participants. It creates new avenues for monetization through premium features, virtual goods, and interactive events. Brands can also explore product placement within virtual environments, blending advertising with entertainment. The integration of immersive tech elevates the viewing experience and strengthens platform differentiation. It helps retain users in a highly competitive digital media landscape.

Market Segmentation Analysis:

The E-Sports and Game Streaming Market is segmented by streaming platform, revenue source, game type, and device type.

By Streaming platforms, Twitch leads in global engagement, followed by YouTube Gaming and Facebook Gaming, while Mixer and other platforms cater to niche audiences. It reflects a growing preference for live, interactive content.

By revenue source, advertising remains the dominant stream, supported by strong viewer metrics and targeted campaigns. Sponsorship contributes significantly through tournament funding and brand collaborations. Subscription models drive platform loyalty, while ticket sales and other sources such as merchandise sales offer incremental revenue opportunities.

By game type, First-Person Shooter (FPS) and Multiplayer Online Battle Arena (MOBA) games generate the highest viewership due to competitive formats and fan engagement. Real-Time Strategy (RTS) and Sports games retain a dedicated following, while other genres expand the viewer base with diverse content.

By device type, mobile dominates in emerging markets due to accessibility and cost-efficiency. PC remains the preferred choice for high-performance gaming, while consoles offer seamless integration with streaming services. Others include smart TVs and tablets, which enhance cross-device viewing flexibility.

Segmentation:

 By Streaming Platform

  • Twitch
  • YouTube Gaming
  • Facebook Gaming
  • Mixer
  • Others

By Revenue Source

  • Advertising
  • Sponsorship
  • Subscription
  • Ticket Sales
  • Others

 By Game Type

  • First-Person Shooter (FPS)
  • Multiplayer Online Battle Arena (MOBA)
  • Real-Time Strategy (RTS)
  • Sports
  • Others

 By Device Type

  • PC
  • Console
  • Mobile
  • Others

Regional Analysis:

Asia Pacific Leads Global Growth with Expanding Mobile Gaming Ecosystem
Asia Pacific holds the largest share of the E-Sports and Game Streaming Market, accounting for approximately 40% of global revenue. China, South Korea, and Japan anchor this dominance through a combination of massive user bases, government support, and advanced digital infrastructure. China leads in both viewership and platform development, while South Korea maintains its global influence through competitive leagues and talent cultivation. Japan’s console legacy continues to evolve with localized streaming content and partnerships. Mobile gaming plays a pivotal role, particularly in Southeast Asia, where affordable smartphones and data plans have accelerated adoption. India’s market is also expanding rapidly, driven by a young demographic and rising internet penetration. It positions Asia Pacific as the fastest-growing region in the global landscape.

North America Maintains Stronghold with Established Infrastructure and Premium Content
North America contributes approximately 35% of the global E-Sports and Game Streaming Market revenue, underpinned by a mature ecosystem of professional leagues, exclusive content deals, and high consumer spending. The United States leads the region with established franchises, robust sponsorship networks, and technological innovation. Major publishers and streaming platforms headquartered in the U.S. drive content creation and distribution. Canada also contributes significantly through talent development and supportive policies. The region’s advanced infrastructure and high disposable incomes support sustained growth and innovation. It continues to be a critical contributor to the industry’s revenue.

Europe, Latin America, and Middle East & Africa Exhibit Emerging Potential Amid Infrastructure Improvements
Europe holds a significant share of the E-Sports and Game Streaming Market, with countries like Germany, the United Kingdom, and Sweden leading in terms of viewership and infrastructure. The region benefits from a diverse range of gaming interests and a strong emphasis on community-driven content. Latin America, accounting for approximately 2.5% of global revenue, is experiencing rapid growth, particularly in Brazil and Mexico, driven by increasing internet penetration and a growing youth demographic. The Middle East and Africa, while currently holding a smaller market share, are witnessing gradual growth supported by improving internet infrastructure and a rising interest in gaming and streaming activities. It reflects a dynamic and varied landscape across these regions.

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Key Player Analysis:

  • com, Inc.
  • Douyu TV (Tencent Holdings Limited)
  • YouTube Gaming
  • Facebook Gaming
  • Twitch

Competitive Analysis:

The E-Sports and Game Streaming Market remains highly competitive, led by dominant players like Twitch (Amazon), YouTube Gaming (Google), and Facebook Gaming (Meta). These platforms compete through exclusive partnerships, real-time engagement features, and creator-centric tools. Twitch holds a strong position in North America, while YouTube Gaming expands its global influence with integrated video services and mobile reach. Facebook Gaming focuses on community interaction and regional expansion, especially in emerging markets. Chinese platforms like Douyu TV and Huya, backed by Tencent, command significant viewership in Asia. Game publishers such as Riot Games and Activision Blizzard further strengthen the ecosystem by producing competitive titles optimized for streaming. It encourages strategic collaborations between developers and platforms to drive user retention and engagement. Market leadership depends on technology innovation, content diversity, and the ability to monetize large, loyal audiences at scale. Competitive intensity continues to increase with rising investments and new market entrants.

Recent Developments:

  • In July 2024, Amazon was announced as the Official Ecommerce Partner for the Esports World Cup (EWC). As part of this partnership, Amazon launched the Esports World Cup Hub, a dedicated online platform for fans in the Middle East and North Africa (MENA) region. This hub integrates live esports broadcasts-featuring the official EWC Twitch stream-with exclusive shopping deals on gaming devices and accessories, bringing together online retail and live streaming for the first time in this region.
  • In late 2024, Douyu reinforced its position in the competitive Chinese esports streaming market by launching a series of self-produced esports events. These events not only spanned popular and niche games but also introduced a cross-platform cooperation model, notably through the “Delta Force: Xtreme” Tigerfish Bounty Cup, co-organized with Huya. This innovative approach integrated resources and audiences from both platforms, enhancing user engagement and setting a new industry benchmark for cross-platform collaboration.

Market Concentration & Characteristics:

The E-Sports and Game Streaming Market displays moderate to high market concentration, with a few dominant platforms controlling a large share of global traffic and revenue. Twitch, YouTube Gaming, and Huya lead the market through scale, exclusive content, and advanced engagement tools. It features strong network effects, where larger audiences attract top content creators and sponsors. The market is highly dynamic, shaped by rapid technology adoption, changing viewer preferences, and regional content demands. User loyalty often depends on creator relationships and platform experience. Entry barriers remain high due to infrastructure costs and the need for continuous innovation. Market consolidation through acquisitions and partnerships continues to influence competitive positioning.

Report Coverage:

The research report offers an in-depth analysis based on Streaming Platform, Revenue Source, Game Type and Device Type. It details leading market players, providing an overview of their business, product offerings, investments, revenue streams, and key applications. Additionally, the report includes insights into the competitive environment, SWOT analysis, current market trends, as well as the primary drivers and constraints. Furthermore, it discusses various factors that have driven market expansion in recent years. The report also explores market dynamics, regulatory scenarios, and technological advancements that are shaping the industry. It assesses the impact of external factors and global economic changes on market growth. Lastly, it provides strategic recommendations for new entrants and established companies to navigate the complexities of the market.

Future Outlook:

  • Viewer numbers will continue to rise, driven by growing internet access and mobile gaming adoption in emerging markets.
  • Streaming platforms will invest in immersive technologies like AR and VR to enhance audience interaction.
  • Sponsorship and advertising revenue will increase as brands prioritize digital engagement and influencer marketing.
  • Exclusive content deals and creator partnerships will intensify competition among streaming platforms.
  • Game publishers will expand in-house streaming capabilities to retain audience control and monetize directly.
  • AI-driven personalization will shape content recommendations and viewer retention strategies.
  • Regional platforms will gain traction by offering localized content and language-specific streams.
  • Cloud gaming integration will expand access to high-performance games, drawing new users to live streams.
  • Regulatory oversight on digital content and data privacy will shape platform operations and monetization models.
  • Strategic acquisitions and cross-industry collaborations will define market consolidation and global expansion.

CHAPTER NO. 1 : INTRODUCTION 30
1.1.1. Report Description 30
Purpose of the Report 30
USP & Key Offerings 30
1.1.2. Key Benefits for Stakeholders 30
1.1.3. Target Audience 31
1.1.4. Report Scope 31
1.1.5. Regional Scope 32
CHAPTER NO. 2 : EXECUTIVE SUMMARY 33
2.1. E-Sports and Game Streaming Market Snapshot 33
2.1.1. Global E-Sports and Game Streaming Market, 2018 – 2032 (USD Million) 35
CHAPTER NO. 3 : GEOPOLITICAL CRISIS IMPACT ANALYSIS 36
3.1. Russia-Ukraine and Israel-Palestine War Impacts 36
CHAPTER NO. 4 : E-SPORTS AND GAME STREAMING MARKET – INDUSTRY ANALYSIS 37
4.1. Introduction 37
4.2. Market Drivers 38
4.2.1. Increased Digital Connectivity 38
4.2.2. Growing Popularity of Video Games 39
4.3. Market Restraints 40
4.3.1. High Costs of Esports Infrastructure 40
4.4. Market Opportunities 41
4.4.1. Market Opportunity Analysis 41
4.5. Porter’s Five Forces Analysis 42
CHAPTER NO. 5 : ANALYSIS COMPETITIVE LANDSCAPE 43
5.1. Company Market Share Analysis – 2023 43
5.1.1. Global E-Sports and Game Streaming Market: Company Market Share, by Volume, 2023 43
5.1.2. Global E-Sports and Game Streaming Market: Company Market Share, by Revenue, 2023 44
5.1.3. Global E-Sports and Game Streaming Market: Top 6 Company Market Share, by Revenue, 2023 44
5.1.4. Global E-Sports and Game Streaming Market: Top 3 Company Market Share, by Revenue, 2023 45
5.2. Global E-Sports and Game Streaming Market Company Revenue Market Share, 2023 46
5.3. Company Assessment Metrics, 2023 47
5.3.1. Stars 47
5.3.2. Emerging Leaders 47
5.3.3. Pervasive Players 47
5.3.4. Participants 47
5.4. Start-ups /SMEs Assessment Metrics, 2023 47
5.4.1. Progressive Companies 47
5.4.2. Responsive Companies 47
5.4.3. Dynamic Companies 47
5.4.4. Starting Blocks 47
5.5. Strategic Developments 48
5.5.1. Acquisitions & Mergers 48
New Product Launch 48
Regional Expansion 48
5.6. Key Players Product Matrix 49
CHAPTER NO. 6 : PESTEL & ADJACENT MARKET ANALYSIS 50
6.1. PESTEL 50
6.1.1. Political Factors 50
6.1.2. Economic Factors 50
6.1.3. Social Factors 50
6.1.4. Technological Factors 50
6.1.5. Environmental Factors 50
6.1.6. Legal Factors 50
6.2. Adjacent Market Analysis 50
CHAPTER NO. 7 : E-SPORTS AND GAME STREAMING MARKET – BY STREAMING PLATFORM SEGMENT ANALYSIS 51
7.1. E-Sports and Game Streaming Market Overview, by Streaming Platform Segment 51
7.1.1. E-Sports and Game Streaming Market Revenue Share, By Streaming Platform, 2023 & 2032 52
7.1.2. E-Sports and Game Streaming Market Attractiveness Analysis, By Streaming Platform 53
7.1.3. Incremental Revenue Growth Opportunity, by Streaming Platform, 2024 – 2032 53
7.1.4. E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018, 2023, 2027 & 2032 54
7.2. Twitch 55
7.2.1. Global Twitch E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 56
7.2.2. Global Twitch E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 56
7.3. YouTube Gaming 57
7.3.1. Global YouTube Gaming E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 58
7.3.2. Global YouTube Gaming E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 58
7.4. Facebook Gaming 59
7.4.1. Global Facebook Gaming E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 60
7.4.2. Global Facebook Gaming E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 60
7.5. Mixer 61
7.5.1. Global Mixer E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 62
7.5.2. Global Mixer E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 62
7.6. Others 63
7.6.1. Global Others E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 64
7.6.2. Global Others E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 64
CHAPTER NO. 8 : E-SPORTS AND GAME STREAMING MARKET – BY REVENUE SOURCE SEGMENT ANALYSIS 65
8.1. E-Sports and Game Streaming Market Overview, by Revenue Source Segment 65
8.1.1. E-Sports and Game Streaming Market Revenue Share, By Revenue Source, 2023 & 2032 66
8.1.2. E-Sports and Game Streaming Market Attractiveness Analysis, By Revenue Source 67
8.1.3. Incremental Revenue Growth Opportunity, by Revenue Source, 2024 – 2032 67
8.1.4. E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018, 2023, 2027 & 2032 68
8.2. Advertising 69
8.2.1. Global Advertising E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 70
8.2.2. Global Advertising E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 70
8.3. Sponsorship 71
8.3.1. Global Sponsorship E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 72
8.3.2. Global Sponsorship E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 72
8.4. Subscription 73
8.4.1. Global Subscription E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 74
8.4.2. Global Subscription E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 74
8.5. Ticket Sales 75
8.5.1. Global Ticket Sales E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 76
8.5.2. Global Ticket Sales E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 76
8.6. Others 77
8.6.1. Global Others E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 78
8.6.2. Global Others E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 78
CHAPTER NO. 9 : E-SPORTS AND GAME STREAMING MARKET – BY GAME TYPE SEGMENT ANALYSIS 79
9.1. E-Sports and Game Streaming Market Overview, by Game Type Segment 79
9.1.1. E-Sports and Game Streaming Market Revenue Share, By Game Type, 2023 & 2032 80
9.1.2. E-Sports and Game Streaming Market Attractiveness Analysis, By Game Type 81
9.1.3. Incremental Revenue Growth Opportunity, by Game Type, 2024 – 2032 81
9.1.4. E-Sports and Game Streaming Market Revenue, By Game Type, 2018, 2023, 2027 & 2032 82
9.2. First-Person Shooter 83
9.2.1. Global First-Person Shooter E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 84
9.2.2. Global First-Person Shooter E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 84
9.3. Multiplayer Online Battle Arena 85
9.3.1. Global Multiplayer Online Battle Arena E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 86
9.3.2. Global Multiplayer Online Battle Arena E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 86
9.4. Real-Time Strategy 87
9.4.1. Global Real-Time Strategy E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 88
9.4.2. Global Real-Time Strategy E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 88
9.5. Sports 89
9.5.1. Global Sports E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 90
9.5.2. Global Sports E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 90
9.6. Others 91
9.6.1. Global Others E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 92
9.6.2. Global Others E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 92
CHAPTER NO. 10 : E-SPORTS AND GAME STREAMING MARKET – BY DEVICE TYPE SEGMENT ANALYSIS 93
10.1. E-Sports and Game Streaming Market Overview, by Device Type Segment 93
10.1.1. E-Sports and Game Streaming Market Revenue Share, By Device Type , 2023 & 2032 94
10.1.2. E-Sports and Game Streaming Market Attractiveness Analysis, By Device Type 95
10.1.3. Incremental Revenue Growth Opportunity, by Device Type , 2024 – 2032 95
10.1.4. E-Sports and Game Streaming Market Revenue, By Device Type , 2018, 2023, 2027 & 2032 96
10.2. PC 97
10.2.1. Global PC E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 98
10.2.2. Global PC E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 98
10.3. Console 99
10.3.1. Global Console E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 100
10.3.2. Global Console E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 100
10.4. Mobile 101
10.4.1. Global Mobile E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 102
10.4.2. Global Mobile E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 102
10.5. Others 103
10.5.1. Global Others E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 104
10.5.2. Global Others E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 104
CHAPTER NO. 11 : E-SPORTS AND GAME STREAMING MARKET – REGIONAL ANALYSIS 105
11.1. E-Sports and Game Streaming Market Overview, by Regional Segments 105
11.2. Region 106
11.2.1. Global E-Sports and Game Streaming Market Revenue Share, By Region, 2023 & 2032 106
11.2.2. E-Sports and Game Streaming Market Attractiveness Analysis, By Region 107
11.2.3. Incremental Revenue Growth Opportunity, by Region, 2024 – 2032 107
11.2.4. E-Sports and Game Streaming Market Revenue, By Region, 2018, 2023, 2027 & 2032 108
11.2.5. Global E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 109
11.2.6. Global E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 109
11.3. Streaming Platform 110
11.3.1. Global E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 110
11.3.2. Global E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2024 – 2032 (USD Million) 110
11.4. Revenue Source 111
11.4.1. Global E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 111
11.4.2. Global E-Sports and Game Streaming Market Revenue, By Revenue Source, 2024 – 2032 (USD Million) 111
11.5. Game Type 112
11.5.1. Global E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 112
11.5.2. Global E-Sports and Game Streaming Market Revenue, By Game Type, 2024 – 2032 (USD Million) 112
11.6. Device Type 113
11.6.1. Global E-Sports and Game Streaming Market Revenue, By Device Type, 2018 – 2023 (USD Million) 113
11.6.2. Global E-Sports and Game Streaming Market Revenue, By Device Type, 2024 – 2032 (USD Million) 113
CHAPTER NO. 12 : E-SPORTS AND GAME STREAMING MARKET – NORTH AMERICA 114
12.1. North America 114
12.1.1. Key Highlights 114
12.1.2. North America E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 115
12.1.3. North America E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 116
12.1.4. North America E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 117
12.1.5. North America E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 118
12.1.6. North America E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 119
12.1.7. North America E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 120
12.2. U.S. 121
12.3. Canada 121
12.4. Mexico 121
CHAPTER NO. 13 : E-SPORTS AND GAME STREAMING MARKET – EUROPE 122
13.1. Europe 122
13.1.1. Key Highlights 122
13.1.2. Europe E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 123
13.1.3. Europe E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 124
13.1.4. Europe E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 125
13.1.5. Europe E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 126
13.1.6. Europe E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 127
13.1.7. Europe E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 128
13.2. UK 129
13.3. France 129
13.4. Germany 129
13.5. Italy 129
13.6. Spain 129
13.7. Russia 129
13.8. Belgium 129
13.9. Netherland 129
13.10. Austria 129
13.11. Sweden 129
13.12. Poland 129
13.13. Denmark 129
13.14. Switzerland 129
13.15. Rest of Europe 129
CHAPTER NO. 14 : E-SPORTS AND GAME STREAMING MARKET – ASIA PACIFIC 130
14.1. Asia Pacific 130
14.1.1. Key Highlights 130
14.1.2. Asia Pacific E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 131
14.1.3. Asia Pacific E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 132
14.1.4. Asia Pacific E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 133
14.1.5. Asia Pacific E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 134
14.1.6. Asia Pacific E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 135
14.1.7. Asia Pacific E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 136
14.2. China 137
14.3. Japan 137
14.4. South Korea 137
14.5. India 137
14.6. Australia 137
14.7. Thailand 137
14.8. Indonesia 137
14.9. Vietnam 137
14.10. Malaysia 137
14.11. Philippines 137
14.12. Taiwan 137
14.13. Rest of Asia Pacific 137
CHAPTER NO. 15 : E-SPORTS AND GAME STREAMING MARKET – LATIN AMERICA 138
15.1. Latin America 138
15.1.1. Key Highlights 138
15.1.2. Latin America E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 139
15.1.3. Latin America E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 140
15.1.4. Latin America E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 141
15.1.5. Latin America E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 142
15.1.6. Latin America E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 143
15.1.7. Latin America E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 144
15.2. Brazil 145
15.3. Argentina 145
15.4. Peru 145
15.5. Chile 145
15.6. Colombia 145
15.7. Rest of Latin America 145
CHAPTER NO. 16 : E-SPORTS AND GAME STREAMING MARKET – MIDDLE EAST 146
16.1. Middle East 146
16.1.1. Key Highlights 146
16.1.2. Middle East E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 147
16.1.3. Middle East E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 148
16.1.4. Middle East E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 149
16.1.5. Middle East E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 150
16.1.6. Middle East E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 151
16.1.7. Middle East E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 152
16.2. UAE 153
16.3. KSA 153
16.4. Israel 153
16.5. Turkey 153
16.6. Iran 153
16.7. Rest of Middle East 153
CHAPTER NO. 17 : E-SPORTS AND GAME STREAMING MARKET – AFRICA 154
17.1. Africa 154
17.1.1. Key Highlights 154
17.1.2. Africa E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 155
17.1.3. Africa E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 156
17.1.4. Africa E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 157
17.1.5. Africa E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 158
17.1.6. Africa E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 159
17.1.7. Africa E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 160
17.2. Egypt 161
17.3. Nigeria 161
17.4. Algeria 161
17.5. Morocco 161
17.6. Rest of Africa 161
CHAPTER NO. 18 : COMPANY PROFILES 162
18.1. Amazon.com, Inc. 162
18.1.1. Company Overview 162
18.1.2. Product Portfolio 162
18.1.3. Swot Analysis 162
18.1.4. Business Strategy 163
18.1.5. Financial Overview 163
18.2. Douyu TV (Tencent Holdings Limited) 164
18.3. YouTube Gaming 164
18.4. Facebook Gaming 164
18.5. Twitch 164
18.6. Company 6 164
18.7. Company 7 164
18.8. Company 8 164
18.9. Company 9 164
18.10. Company 10 164
18.11. Company 11 164
18.12. Company 12 164
18.13. Company 13 164
18.14. Company 14 164

List of Figures
FIG NO. 1. Global E-Sports and Game Streaming Market Revenue, 2018 – 2032 (USD Million) 35
FIG NO. 2. Porter’s Five Forces Analysis for Global E-Sports and Game Streaming Market 42
FIG NO. 3. Company Share Analysis, 2023 43
FIG NO. 4. Company Share Analysis, 2023 44
FIG NO. 5. Company Share Analysis, 2023 44
FIG NO. 6. Company Share Analysis, 2023 45
FIG NO. 7. E-Sports and Game Streaming Market – Company Revenue Market Share, 2023 46
FIG NO. 8. E-Sports and Game Streaming Market Revenue Share, By Streaming Platform, 2023 & 2032 52
FIG NO. 9. Market Attractiveness Analysis, By Streaming Platform 53
FIG NO. 10. Incremental Revenue Growth Opportunity by Streaming Platform, 2024 – 2032 53
FIG NO. 11. E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018, 2023, 2027 & 2032 54
FIG NO. 12. Global E-Sports and Game Streaming Market for Twitch, Revenue (USD Million) 2018 – 2032 55
FIG NO. 13. Global E-Sports and Game Streaming Market for YouTube Gaming, Revenue (USD Million) 2018 – 2032 57
FIG NO. 14. Global E-Sports and Game Streaming Market for Facebook Gaming, Revenue (USD Million) 2018 – 2032 59
FIG NO. 15. Global E-Sports and Game Streaming Market for Mixer, Revenue (USD Million) 2018 – 2032 61
FIG NO. 16. Global E-Sports and Game Streaming Market for Others, Revenue (USD Million) 2018 – 2032 63
FIG NO. 17. E-Sports and Game Streaming Market Revenue Share, By Revenue Source, 2023 & 2032 66
FIG NO. 18. Market Attractiveness Analysis, By Revenue Source 67
FIG NO. 19. Incremental Revenue Growth Opportunity by Revenue Source, 2024 – 2032 67
FIG NO. 20. E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018, 2023, 2027 & 2032 68
FIG NO. 21. Global E-Sports and Game Streaming Market for Advertising, Revenue (USD Million) 2018 – 2032 69
FIG NO. 22. Global E-Sports and Game Streaming Market for Sponsorship, Revenue (USD Million) 2018 – 2032 71
FIG NO. 23. Global E-Sports and Game Streaming Market for Subscription, Revenue (USD Million) 2018 – 2032 73
FIG NO. 24. Global E-Sports and Game Streaming Market for Ticket Sales, Revenue (USD Million) 2018 – 2032 75
FIG NO. 25. Global E-Sports and Game Streaming Market for Others, Revenue (USD Million) 2018 – 2032 77
FIG NO. 26. E-Sports and Game Streaming Market Revenue Share, By Game Type, 2023 & 2032 80
FIG NO. 27. Market Attractiveness Analysis, By Game Type 81
FIG NO. 28. Incremental Revenue Growth Opportunity by Game Type, 2024 – 2032 81
FIG NO. 29. E-Sports and Game Streaming Market Revenue, By Game Type, 2018, 2023, 2027 & 2032 82
FIG NO. 30. Global E-Sports and Game Streaming Market for First-Person Shooter, Revenue (USD Million) 2018 – 2032 83
FIG NO. 31. Global E-Sports and Game Streaming Market for Multiplayer Online Battle Arena, Revenue (USD Million) 2018 – 2032 85
FIG NO. 32. Global E-Sports and Game Streaming Market for Real-Time Strategy, Revenue (USD Million) 2018 – 2032 87
FIG NO. 33. Global E-Sports and Game Streaming Market for Sports, Revenue (USD Million) 2018 – 2032 89
FIG NO. 34. Global E-Sports and Game Streaming Market for Others, Revenue (USD Million) 2018 – 2032 91
FIG NO. 35. E-Sports and Game Streaming Market Revenue Share, By Device Type , 2023 & 2032 94
FIG NO. 36. Market Attractiveness Analysis, By Device Type 95
FIG NO. 37. Incremental Revenue Growth Opportunity by Device Type , 2024 – 2032 95
FIG NO. 38. E-Sports and Game Streaming Market Revenue, By Device Type , 2018, 2023, 2027 & 2032 96
FIG NO. 39. Global E-Sports and Game Streaming Market for PC, Revenue (USD Million) 2018 – 2032 97
FIG NO. 40. Global E-Sports and Game Streaming Market for Console, Revenue (USD Million) 2018 – 2032 99
FIG NO. 41. Global E-Sports and Game Streaming Market for Mobile, Revenue (USD Million) 2018 – 2032 101
FIG NO. 42. Global E-Sports and Game Streaming Market for Others, Revenue (USD Million) 2018 – 2032 103
FIG NO. 43. Global E-Sports and Game Streaming Market Revenue Share, By Region, 2023 & 2032 106
FIG NO. 44. Market Attractiveness Analysis, By Region 107
FIG NO. 45. Incremental Revenue Growth Opportunity by Region, 2024 – 2032 107
FIG NO. 46. E-Sports and Game Streaming Market Revenue, By Region, 2018, 2023, 2027 & 2032 108
FIG NO. 47. North America E-Sports and Game Streaming Market Revenue, 2018 – 2032 (USD Million) 114
FIG NO. 48. Europe E-Sports and Game Streaming Market Revenue, 2018 – 2032 (USD Million) 122
FIG NO. 49. Asia Pacific E-Sports and Game Streaming Market Revenue, 2018 – 2032 (USD Million) 130
FIG NO. 50. Latin America E-Sports and Game Streaming Market Revenue, 2018 – 2032 (USD Million) 138
FIG NO. 51. Middle East E-Sports and Game Streaming Market Revenue, 2018 – 2032 (USD Million) 146
FIG NO. 52. Africa E-Sports and Game Streaming Market Revenue, 2018 – 2032 (USD Million) 154

List of Tables
TABLE NO. 1. : Global E-Sports and Game Streaming Market: Snapshot 33
TABLE NO. 2. : Drivers for the E-Sports and Game Streaming Market: Impact Analysis 38
TABLE NO. 3. : Restraints for the E-Sports and Game Streaming Market: Impact Analysis 40
TABLE NO. 4. : Global Twitch E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 56
TABLE NO. 5. : Global Twitch E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 56
TABLE NO. 6. : Global YouTube Gaming E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 58
TABLE NO. 7. : Global YouTube Gaming E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 58
TABLE NO. 8. : Global Facebook Gaming E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 60
TABLE NO. 9. : Global Facebook Gaming E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 60
TABLE NO. 10. : Global Mixer E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 62
TABLE NO. 11. : Global Mixer E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 62
TABLE NO. 12. : Global Others E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 64
TABLE NO. 13. : Global Others E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 64
TABLE NO. 14. : Global Advertising E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 70
TABLE NO. 15. : Global Advertising E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 70
TABLE NO. 16. : Global Sponsorship E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 72
TABLE NO. 17. : Global Sponsorship E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 72
TABLE NO. 18. : Global Subscription E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 74
TABLE NO. 19. : Global Subscription E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 74
TABLE NO. 20. : Global Ticket Sales E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 76
TABLE NO. 21. : Global Ticket Sales E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 76
TABLE NO. 22. : Global Others E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 78
TABLE NO. 23. : Global Others E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 78
TABLE NO. 24. : Global First-Person Shooter E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 84
TABLE NO. 25. : Global First-Person Shooter E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 84
TABLE NO. 26. : Global Multiplayer Online Battle Arena E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 86
TABLE NO. 27. : Global Multiplayer Online Battle Arena E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 86
TABLE NO. 28. : Global Real-Time Strategy E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 88
TABLE NO. 29. : Global Real-Time Strategy E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 88
TABLE NO. 30. : Global Sports E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 90
TABLE NO. 31. : Global Sports E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 90
TABLE NO. 32. : Global Others E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 92
TABLE NO. 33. : Global Others E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 92
TABLE NO. 34. : Global PC E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 98
TABLE NO. 35. : Global PC E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 98
TABLE NO. 36. : Global Console E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 100
TABLE NO. 37. : Global Console E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 100
TABLE NO. 38. : Global Mobile E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 102
TABLE NO. 39. : Global Mobile E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 102
TABLE NO. 40. : Global Others E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 104
TABLE NO. 41. : Global Others E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 104
TABLE NO. 42. : Global E-Sports and Game Streaming Market Revenue, By Region, 2018 – 2023 (USD Million) 109
TABLE NO. 43. : Global E-Sports and Game Streaming Market Revenue, By Region, 2024 – 2032 (USD Million) 109
TABLE NO. 44. : Global E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 110
TABLE NO. 45. : Global E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2024 – 2032 (USD Million) 110
TABLE NO. 46. : Global E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 111
TABLE NO. 47. : Global E-Sports and Game Streaming Market Revenue, By Revenue Source, 2024 – 2032 (USD Million) 111
TABLE NO. 48. : Global E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 112
TABLE NO. 49. : Global E-Sports and Game Streaming Market Revenue, By Game Type, 2024 – 2032 (USD Million) 112
TABLE NO. 50. : Global E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 113
TABLE NO. 51. : Global E-Sports and Game Streaming Market Revenue, By Device Type, 2024 – 2032 (USD Million) 113
TABLE NO. 52. : North America E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 115
TABLE NO. 53. : North America E-Sports and Game Streaming Market Revenue, By Country, 2024 – 2032 (USD Million) 115
TABLE NO. 54. : North America E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 116
TABLE NO. 55. : North America E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2024 – 2032 (USD Million) 116
TABLE NO. 56. : North America E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 117
TABLE NO. 57. : North America E-Sports and Game Streaming Market Revenue, By Revenue Source, 2024 – 2032 (USD Million) 117
TABLE NO. 58. : North America E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 118
TABLE NO. 59. : North America E-Sports and Game Streaming Market Revenue, By End-user, 2024 – 2032 (USD Million) 118
TABLE NO. 60. : North America E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 119
TABLE NO. 61. : North America E-Sports and Game Streaming Market Revenue, By Game Type, 2024 – 2032 (USD Million) 119
TABLE NO. 62. : North America E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 120
TABLE NO. 63. : North America E-Sports and Game Streaming Market Revenue, By Device Type , 2024 – 2032 (USD Million) 120
TABLE NO. 64. : Europe E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 123
TABLE NO. 65. : Europe E-Sports and Game Streaming Market Revenue, By Country, 2024 – 2032 (USD Million) 123
TABLE NO. 66. : Europe E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 124
TABLE NO. 67. : Europe E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2024 – 2032 (USD Million) 124
TABLE NO. 68. : Europe E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 125
TABLE NO. 69. : Europe E-Sports and Game Streaming Market Revenue, By Revenue Source, 2024 – 2032 (USD Million) 125
TABLE NO. 70. : Europe E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 126
TABLE NO. 71. : Europe E-Sports and Game Streaming Market Revenue, By End-user, 2024 – 2032 (USD Million) 126
TABLE NO. 72. : Europe E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 127
TABLE NO. 73. : Europe E-Sports and Game Streaming Market Revenue, By Game Type, 2024 – 2032 (USD Million) 127
TABLE NO. 74. : Europe E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 128
TABLE NO. 75. : Europe E-Sports and Game Streaming Market Revenue, By Device Type , 2024 – 2032 (USD Million) 128
TABLE NO. 76. : Asia Pacific E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 131
TABLE NO. 77. : Asia Pacific E-Sports and Game Streaming Market Revenue, By Country, 2024 – 2032 (USD Million) 131
TABLE NO. 78. : Asia Pacific E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 132
TABLE NO. 79. : Asia Pacific E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2024 – 2032 (USD Million) 132
TABLE NO. 80. : Asia Pacific E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 133
TABLE NO. 81. : Asia Pacific E-Sports and Game Streaming Market Revenue, By Revenue Source, 2024 – 2032 (USD Million) 133
TABLE NO. 82. : Asia Pacific E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 134
TABLE NO. 83. : Asia Pacific E-Sports and Game Streaming Market Revenue, By End-user, 2024 – 2032 (USD Million) 134
TABLE NO. 84. : Asia Pacific E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 135
TABLE NO. 85. : Asia Pacific E-Sports and Game Streaming Market Revenue, By Game Type, 2024 – 2032 (USD Million) 135
TABLE NO. 86. : Asia Pacific E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 136
TABLE NO. 87. : Asia Pacific E-Sports and Game Streaming Market Revenue, By Device Type , 2024 – 2032 (USD Million) 136
TABLE NO. 88. : Latin America E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 139
TABLE NO. 89. : Latin America E-Sports and Game Streaming Market Revenue, By Country, 2024 – 2032 (USD Million) 139
TABLE NO. 90. : Latin America E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 140
TABLE NO. 91. : Latin America E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2024 – 2032 (USD Million) 140
TABLE NO. 92. : Latin America E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 141
TABLE NO. 93. : Latin America E-Sports and Game Streaming Market Revenue, By Revenue Source, 2024 – 2032 (USD Million) 141
TABLE NO. 94. : Latin America E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 142
TABLE NO. 95. : Latin America E-Sports and Game Streaming Market Revenue, By End-user, 2024 – 2032 (USD Million) 142
TABLE NO. 96. : Latin America E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 143
TABLE NO. 97. : Latin America E-Sports and Game Streaming Market Revenue, By Game Type, 2024 – 2032 (USD Million) 143
TABLE NO. 98. : Latin America E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 144
TABLE NO. 99. : Latin America E-Sports and Game Streaming Market Revenue, By Device Type , 2024 – 2032 (USD Million) 144
TABLE NO. 100. : Middle East E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 147
TABLE NO. 101. : Middle East E-Sports and Game Streaming Market Revenue, By Country, 2024 – 2032 (USD Million) 147
TABLE NO. 102. : Middle East E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 148
TABLE NO. 103. : Middle East E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2024 – 2032 (USD Million) 148
TABLE NO. 104. : Middle East E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 149
TABLE NO. 105. : Middle East E-Sports and Game Streaming Market Revenue, By Revenue Source, 2024 – 2032 (USD Million) 149
TABLE NO. 106. : Middle East E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 150
TABLE NO. 107. : Middle East E-Sports and Game Streaming Market Revenue, By End-user, 2024 – 2032 (USD Million) 150
TABLE NO. 108. : Middle East E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 151
TABLE NO. 109. : Middle East E-Sports and Game Streaming Market Revenue, By Game Type, 2024 – 2032 (USD Million) 151
TABLE NO. 110. : Middle East E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 152
TABLE NO. 111. : Middle East E-Sports and Game Streaming Market Revenue, By Device Type , 2024 – 2032 (USD Million) 152
TABLE NO. 112. : Africa E-Sports and Game Streaming Market Revenue, By Country, 2018 – 2023 (USD Million) 155
TABLE NO. 113. : Africa E-Sports and Game Streaming Market Revenue, By Country, 2024 – 2032 (USD Million) 155
TABLE NO. 114. : Africa E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2018 – 2023 (USD Million) 156
TABLE NO. 115. : Africa E-Sports and Game Streaming Market Revenue, By Streaming Platform, 2024 – 2032 (USD Million) 156
TABLE NO. 116. : Africa E-Sports and Game Streaming Market Revenue, By Revenue Source, 2018 – 2023 (USD Million) 157
TABLE NO. 117. : Africa E-Sports and Game Streaming Market Revenue, By Revenue Source, 2024 – 2032 (USD Million) 157
TABLE NO. 118. : Africa E-Sports and Game Streaming Market Revenue, By End-user, 2018 – 2023 (USD Million) 158
TABLE NO. 119. : Africa E-Sports and Game Streaming Market Revenue, By End-user, 2024 – 2032 (USD Million) 158
TABLE NO. 120. : Africa E-Sports and Game Streaming Market Revenue, By Game Type, 2018 – 2023 (USD Million) 159
TABLE NO. 121. : Africa E-Sports and Game Streaming Market Revenue, By Game Type, 2024 – 2032 (USD Million) 159
TABLE NO. 122. : Africa E-Sports and Game Streaming Market Revenue, By Device Type , 2018 – 2023 (USD Million) 160
TABLE NO. 123. : Africa E-Sports and Game Streaming Market Revenue, By Device Type , 2024 – 2032 (USD Million) 160

 

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Frequently Asked Questions:

What is the current size of the E-Sports and Games Streaming Market?

The E-Sports and game streaming market is projected to grow from USD 2,604.6 million in 2024 to USD 6,635.46 million by 2032, reflecting a compound annual growth rate (CAGR) of 12.4%.

What factors are driving the growth of the E-Sports and Games Streaming Market?

Key growth drivers include rising global digitalization, increased internet penetration, advancements in streaming technologies, and the growing popularity of competitive gaming. Additionally, mobile gaming, corporate sponsorships, and emerging technologies like VR, AR, and blockchain are significantly contributing to market expansion.

What are the key segments within the E-Sports and Games Streaming Market?

The market is segmented by revenue streams, including advertising, sponsorships, media rights, ticket sales, and in-game purchases, and by solutions such as web-based and app-based platforms. Geographically, it is divided into regions like North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa.

What are some challenges faced by the E-Sports and Games Streaming Market?

The market faces challenges like intense competition, market fragmentation, regulatory barriers, and inadequate internet infrastructure in some regions. Additionally, the need for constant technological upgrades and addressing data security and intellectual property concerns add complexity.

Who are the major players in the E-Sports and Games Streaming Market?

Leading players include Riot Games, Epic Games, Nintendo, Twitch.tv, YouTube, Facebook, Wargaming Public, Turner Broadcasting System, Hi-Rez Studios, and Gfinity. These companies drive market innovation and growth through advanced technologies and diverse offerings.

About Author

Sushant Phapale

Sushant Phapale

ICT & Automation Expert

Sushant is an expert in ICT, automation, and electronics with a passion for innovation and market trends.

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South Korea Sports Tourism Market size was valued at USD 7166.5 million in 2024 and is anticipated to reach USD 10832.63 million by 2032, at a CAGR of 5.3% during the forecast period (2024-2032).

Computing Device Keyboards Market

The Computing Device Keyboards Market is projected to grow from USD 6568 million in 2024 to USD 9058.13 million by 2032, at a CAGR of 4.1% from 2024 to 2032.

Home Console Market

The Home Console Market is projected to grow from USD 53705 million in 2024 to an estimated USD 78744.2 million by 2032, with a compound annual growth rate (CAGR) of 4.9% from 2024 to 2032.

Sports Management Software Market

The Global Sports Management Software Market is valued at USD 6,485 million and is projected to grow at a compound annual growth rate (CAGR) of 12.90% over the forecast period, reaching approximately USD 17,117.01 million by 2032.

Corporate Performance Management Market

The Corporate Performance Management Market size was valued at USD 9529.7 million in 2024 and is anticipated to reach USD 25514.1 million by 2032, at a CAGR of 13.1% during the forecast period (2024-2032).

End User Experience Monitoring Market

The End User Experience Monitoring (EUEM) Market size was valued at USD 3890.5 million in 2024 and is anticipated to reach USD 12321.4 million by 2032, growing at a CAGR of 15.5% during the forecast period.

Composite AI Market

The Global Composite AI Market size was valued at USD 1,847.20 million in 2018 to USD 11,791.70 million in 2024 and is anticipated to reach USD 1,39,634.72 million by 2032, at a CAGR of 36.20% during the forecast period.

Cloud Social Media Management Market

The Global Cloud Social Media Management Market size was valued at USD 4,335.18 million in 2018 to USD 8,453.98 million in 2024 and is anticipated to reach USD 23,463.33 million by 2032, at a CAGR of 12.68% during the forecast period.

Canada Telecommunication Services Market

The Canada Telecommunication Services Market size was valued at USD 42,325.05 million in 2018 to USD 52,251.2 million in 2024 and is anticipated to reach USD 73,791.98 million by 2032, at a CAGR of 4.41% during the forecast period.

Connected Baby Monitor Market

The Global Connected Baby Monitor Market size was valued at USD 800.28 million in 2018 to USD 1,370.37 million in 2024 and is anticipated to reach USD 2,910.31 million by 2032, at a CAGR of 9.20% during the forecast period.

Enterprise Wireless Local Area Network (WLAN) Market

The Enterprise Wireless Local Area Network (WLAN) market was valued at USD 8,060.4 million in 2024. It is projected to grow to USD 21,428.1 million by 2032, reflecting a compound annual growth rate (CAGR) of 13% over the forecast period.

Travel Technology Solutions Market

The Travel Technology Solutions Market size was valued at USD 9308 million in 2024 and is anticipated to reach USD 19664.1 million by 2032, at a CAGR of 9.8% during the forecast period (2024-2032).

Explosive Detectors Market

The Explosive Detectors Market size was valued at USD 11214.2 million in 2024 and is anticipated to reach USD 27765.9 million by 2032, at a CAGR of 12% during the forecast period (2024-2032).

Live Streaming Market

The live streaming market size was valued at USD 79554.6 million in 2024 and is anticipated to reach USD 214504.7 million by 2032, at a CAGR of 13.2 % during the forecast period (2024-2032).

Distributed Antenna Systems Market

Distributed Antenna Systems (DAS) Market size was valued at USD 2809 million in 2024 and is anticipated to reach USD 5597.1 million by 2032, at a CAGR of 9% during the forecast period.

Image Processing Systems Market

The Image Processing Systems Market size was valued at USD 13646 million in 2024 and is anticipated to reach USD 26208.6 million by 2032, at a CAGR of 8.5% during the forecast period (2024-2032).

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The report was an excellent overview of the Industrial Burners market. This report does a great job of breaking everything down into manageable chunks.

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