100+ datasets found
  1. S

    Esports Statistics 2025: Market Growth, Viewership, and Trends

    • sqmagazine.co.uk
    Updated Oct 1, 2025
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    SQ Magazine (2025). Esports Statistics 2025: Market Growth, Viewership, and Trends [Dataset]. https://sqmagazine.co.uk/esports-statistics-2/
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    Dataset updated
    Oct 1, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    In a packed arena in Seoul, fans wave glowsticks and chant player names like they would for rock stars. But these athletes wield keyboards, not cleats. Welcome to the world of esports, a global phenomenon that has transformed competitive gaming into a billion-dollar industry with fans, brands, and broadcasters all...

  2. Esports Performance Rankings and Results

    • kaggle.com
    zip
    Updated Dec 12, 2022
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    The Devastator (2022). Esports Performance Rankings and Results [Dataset]. https://www.kaggle.com/datasets/thedevastator/unlocking-collegiate-esports-performance-with-bu
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    zip(110148 bytes)Available download formats
    Dataset updated
    Dec 12, 2022
    Authors
    The Devastator
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    Esports Performance Rankings and Results

    Performance Rankings and Results from Multiple Esports Platforms

    By [source]

    About this dataset

    This dataset provides a detailed look into the world of competitive video gaming in universities. It covers a wide range of topics, from performance rankings and results across multiple esports platforms to the individual team and university rankings within each tournament. With an incredible wealth of data, fans can discover statistics on their favorite teams or explore the challenges placed upon university gamers as they battle it out to be the best. Dive into the information provided and get an inside view into the world of collegiate esports tournaments as you assess all things from Match ID, Team 1, University affiliations, Points earned or lost in each match and special Seeds or UniSeeds for exceptional teams. Of course don't forget about exploring all the great Team Names along with their corresponding websites for further details on stats across tournaments!

    More Datasets

    For more datasets, click here.

    Featured Notebooks

    • 🚨 Your notebook can be here! 🚨!

    How to use the dataset

    Download Files First, make sure you have downloaded the CS_week1, CS_week2, CS_week3 and seeds datasets on Kaggle. You will also need to download the currentRankings file for each week of competition. All files should be saved using their originally assigned name in order for your analysis tools to read them properly (ie: CS_week1.csv).

    Understand File Structure Once all data has been collected and organized into separate files on your desktop/laptop computer/mobile device/etc., it's time to become familiar with what type of information is included in each file. The main folder contains three main data files: week1-3 and seedings. The week1-3 contain teams matched against one another according to university, point score from match results as well as team name and website URL associated with university entry; whereas the seedings include a ranking system amongst university entries which are accompanied by information regarding team names, website URLs etc.. Furthermore, there is additional file featured which contains currentRankings scores for each individual player/teams for an first given period of competition (ie: first week).

    Analyzing Data Now that everything is set up on your end it’s time explore! You can dive deep into trends amongst universities or individual players in regards to specific match performances or standings overall throughout weeks of competition etc… Furthermore you may also jumpstart insights via further creation of graphs based off compiled date from sources taken from BUECTracker dataset! For example let us say we wanted compare two universities- let's say Harvard University v Cornell University - against one another since beginning of event i we shall extract respective points(column),dates(column)(found under result tab) ,regions(csilluminating North America vs Europe etc)general stats such as maps played etc.. As well any other custom ideas which would come along in regards when dealing with similar datasets!

    Research Ideas

    • Analyze the performance of teams and identify areas for improvement for better performance in future competitions.
    • Assess which esports platforms are the most popular among gamers.
    • Gain a better understanding of player rankings across different regions, based on rankings system, to create targeted strategies that could boost individual players' scoring potential or team overall success in competitive gaming events

    Acknowledgements

    If you use this dataset in your research, please credit the original authors. Data Source

    License

    License: CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication No Copyright - You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission. See Other Information.

    Columns

    File: CS_week1.csv | Column name | Description | |:---------------|:----------------------------------------------| | Match ID | Unique identifier for each match. (Integer) | | Team 1 | Name of the first team in the match. (String) | | University | University associated with the team. (String) |

    File: CS_week1_currentRankings.csv | Column name | Description | |:--------------|:-----------------------------------------------------------|...

  3. Revenue of the eSports market worldwide 2023-2030

    • statista.com
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    Statista, Revenue of the eSports market worldwide 2023-2030 [Dataset]. https://www.statista.com/statistics/1129596/esports-revenue/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    Worldwide
    Description

    The eSports market has boomed in recent years with more and more viewers tuning in to watch their favorite games being played by some of the best gamers in the world. Players can compete against each other, individually or in teams, in multiplayer video game tournaments across the world. According to a 2023 report, the value of the eSports market worldwide is expected to grow from 1.64 billion U.S. dollars in 2023 to over 4.8 billion U.S. dollars by 2030.

  4. Public interest in eSports in the U.S. 2023, by age

    • statista.com
    Updated Apr 15, 2023
    + more versions
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    Statista (2023). Public interest in eSports in the U.S. 2023, by age [Dataset]. https://www.statista.com/statistics/1108276/esports-interest-age/
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    Dataset updated
    Apr 15, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 10, 2023 - Apr 12, 2023
    Area covered
    United States
    Description

    The eSports industry has become an increasingly significant part of the entertainment sector in recent years. Players can compete against each other, individually or in teams, in a multiplayer video game tournaments across the world. In a survey conducted in April 2023, around 16 percent of respondents aged 35 to 44 were avid fans of eSports in the United States.

  5. LoL E-sports 2022

    • kaggle.com
    zip
    Updated Feb 2, 2023
    + more versions
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    Arthur Bernardo (2023). LoL E-sports 2022 [Dataset]. https://www.kaggle.com/datasets/arthur1511/lol-esports-2022
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    zip(22433841 bytes)Available download formats
    Dataset updated
    Feb 2, 2023
    Authors
    Arthur Bernardo
    Description

    Match Data

    Below you will find a collection of data files containing match data from the LCS, LEC, LCK, LPL, PCS, CBLoL, and many more leagues. Files are in .csv format.

    All data has been aggregated and released by Tim Sevenhuysen of OraclesElixir.com. It is provided free of charge and is intended for use by analysts, commentators, and fans.

    Changelogs, news, and updates are maintained on the Oracle's Elixir Discord server in the oe-data-updates channel.

    Definitions for the data in these files can be found or inferred from the information on theDefinitions page.

    Questions or requests? Get in touch, or join the Oracle's Elixir Discord server.

    If you find this downloadable data useful, please consider helping out with the cost of running the site by subscribing on Patreon.

    Available Downloads

    Game statistics are the property of Riot Games, and any usage of such data must follow Riot Games' terms and policies.

    Access files via Google Drive.

  6. i

    League of Legends Esports Player Game Data (2019-2024)

    • ieee-dataport.org
    Updated Nov 21, 2025
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    Maxime De Bois (2025). League of Legends Esports Player Game Data (2019-2024) [Dataset]. https://ieee-dataport.org/documents/league-legends-esports-player-game-data-2019-2024
    Explore at:
    Dataset updated
    Nov 21, 2025
    Authors
    Maxime De Bois
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    2019

  7. Public interest in eSports in the U.S. 2023, by gender

    • statista.com
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    Statista, Public interest in eSports in the U.S. 2023, by gender [Dataset]. https://www.statista.com/statistics/1108273/esports-interest-gender/
    Explore at:
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 10, 2023 - Apr 12, 2023
    Area covered
    United States
    Description

    The eSports industry has become an increasingly significant part of the entertainment sector in recent years. Players can compete against each other, individually or in teams, in a multiplayer video game tournaments across the world. In a survey conducted in April 2023, around 17 percent of male respondents were avid fans of eSports in the United States.

  8. E

    E-sports Data Service Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 3, 2025
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    Market Report Analytics (2025). E-sports Data Service Report [Dataset]. https://www.marketreportanalytics.com/reports/e-sports-data-service-56082
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Apr 3, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The esports data service market is booming, projected to reach $500 million in 2025 and grow at a CAGR of 25%. Learn about key market trends, leading companies (Sportradar, OddsMatrix, Bayes Esports), and regional growth opportunities in this comprehensive analysis.

  9. Esports Data: Valorant VCT LOCK//IN Player Stats

    • kaggle.com
    zip
    Updated Mar 11, 2023
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    Vishal Agarwal (2023). Esports Data: Valorant VCT LOCK//IN Player Stats [Dataset]. https://www.kaggle.com/datasets/agarwalvishal00/esports-data-valorant-vct-lockin-player-stats
    Explore at:
    zip(34478 bytes)Available download formats
    Dataset updated
    Mar 11, 2023
    Authors
    Vishal Agarwal
    Description

    The data has been scraped from VLR, which is a source of tournament statistics. You can use this dataset to perform Exploratory Data Analysis (EDA) and create meaningful analysis.

  10. E

    E-sports Data Service Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 15, 2025
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    Archive Market Research (2025). E-sports Data Service Report [Dataset]. https://www.archivemarketresearch.com/reports/e-sports-data-service-58483
    Explore at:
    pdf, ppt, docAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Archive Market Research
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The booming esports data service market is projected to reach $500 million in 2025, growing at a CAGR of 25% through 2033. Discover key trends, market segments (data collection, analysis, enterprise, club), leading companies (Sportradar, OddsMatrix, etc.), and regional insights in this comprehensive analysis.

  11. How UK Esports are Entering the Game

    • ibisworld.com
    Updated Jul 18, 2022
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    IBISWorld (2022). How UK Esports are Entering the Game [Dataset]. https://www.ibisworld.com/blog/how-uk-esports-are-entering-the-game/44/1126/
    Explore at:
    Dataset updated
    Jul 18, 2022
    Dataset authored and provided by
    IBISWorld
    Time period covered
    Jul 18, 2022
    Area covered
    United Kingdom
    Description

    Though uptake of esports in the United Kingdom has been slow, it is beginning to accelerate. We've looked at what the industry can do to help it grow further.

  12. G

    Cross-Game Esports Stats Aggregation Market Research Report 2033

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Oct 4, 2025
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    Growth Market Reports (2025). Cross-Game Esports Stats Aggregation Market Research Report 2033 [Dataset]. https://growthmarketreports.com/report/cross-game-esports-stats-aggregation-market
    Explore at:
    pdf, pptx, csvAvailable download formats
    Dataset updated
    Oct 4, 2025
    Dataset authored and provided by
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Cross-Game Esports Stats Aggregation Market Outlook



    According to our latest research, the global Cross-Game Esports Stats Aggregation market size reached USD 1.43 billion in 2024, with a robust compound annual growth rate (CAGR) of 17.6%. The market is expected to grow significantly, reaching USD 6.36 billion by 2033. This remarkable growth trajectory is primarily driven by the escalating demand for unified analytics and data-driven decision-making across the rapidly expanding esports ecosystem, which now spans multiple games, platforms, and stakeholders worldwide.




    The surge in the Cross-Game Esports Stats Aggregation market is propelled by the increasing professionalization and commercialization of esports. As esports tournaments attract larger audiences and higher prize pools, the need for advanced analytics to monitor player performance, strategize team management, and optimize fan engagement has intensified. The integration of sophisticated data aggregation tools enables stakeholders to consolidate disparate data from various games and platforms, offering a holistic view of player and team metrics. This not only enhances competitive integrity but also provides a foundation for more accurate performance benchmarking and talent scouting, further fueling market expansion.




    Another significant growth factor is the rapid technological advancements in artificial intelligence, machine learning, and cloud computing. These technologies have revolutionized the way esports data is collected, processed, and visualized, making cross-game stats aggregation more accessible and scalable. The adoption of cloud-based solutions, in particular, allows organizations to manage vast volumes of real-time data efficiently, regardless of geographic location or device. As a result, esports teams, tournament organizers, and broadcasters can leverage actionable insights to refine strategies, improve content delivery, and drive audience engagement, thereby enhancing the overall value proposition of the market.




    The proliferation of mobile and cloud gaming platforms has also contributed to the rising demand for Cross-Game Esports Stats Aggregation solutions. With esports transcending traditional PC and console boundaries, there is an increasing need for unified analytics that can seamlessly aggregate data from a diverse array of devices and titles. This trend is further amplified by the growing participation of amateur and semi-professional players, who seek access to advanced analytics tools for personal development and competitive advantage. Consequently, solution providers are innovating rapidly to offer flexible, scalable, and user-friendly platforms tailored to the evolving needs of the esports community.




    Regionally, North America continues to dominate the Cross-Game Esports Stats Aggregation market, accounting for the largest share in 2024, followed closely by Asia Pacific and Europe. The region’s leadership is underpinned by a mature esports infrastructure, high internet penetration, and a strong presence of leading esports organizations and technology providers. However, Asia Pacific is expected to register the fastest growth over the forecast period, driven by burgeoning esports adoption in countries like China, South Korea, and India, as well as increasing investments in digital infrastructure and gaming innovation.





    Component Analysis



    The Component segment of the Cross-Game Esports Stats Aggregation market is bifurcated into Software and Services. Software solutions form the backbone of this market, enabling real-time data collection, integration, and analysis across multiple games and platforms. These software platforms leverage advanced algorithms and machine learning models to extract actionable insights from vast amounts of structured and unstructured data, including in-game statistics, player biometrics, and social media interactions. The growing demand for customizable dashboards, predictive analytics, and automated

  13. E

    Electronic Sports (eSports) Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jul 20, 2025
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    Data Insights Market (2025). Electronic Sports (eSports) Report [Dataset]. https://www.datainsightsmarket.com/reports/electronic-sports-esports-1399786
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Jul 20, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global esports market is booming, projected to reach $7.8B by 2033, fueled by rising viewership, mobile gaming, and major investments. Discover key trends, challenges, and leading companies shaping the future of competitive gaming.

  14. TOP 100 E-SPORTS GAMES BY PRIZE POOL

    • kaggle.com
    zip
    Updated Jan 12, 2022
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    Sandip devre (2022). TOP 100 E-SPORTS GAMES BY PRIZE POOL [Dataset]. https://www.kaggle.com/datasets/sandipdevre/top-100-esports-games-by-winning-money-prize
    Explore at:
    zip(2368 bytes)Available download formats
    Dataset updated
    Jan 12, 2022
    Authors
    Sandip devre
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    Context

    THIS DATABASE SHOWES THE TOP 100 GAMES BY WINNING PRIZE POOL

    Content

    FILE DESCRIBE THE GAME RANK AND WINING PRIZE POOL AND OTHER DETAILS

    Acknowledgements

    THIS DATA IS BASED ON WEB DATA.

    Inspiration

    ITS SHOWES THAT HOW E-SPORTS IS GROWING FOR GAMERS COMMUNITY.

  15. Worldwide eSports viewer numbers 2020-2025, by type

    • statista.com
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    Statista, Worldwide eSports viewer numbers 2020-2025, by type [Dataset]. https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/
    Explore at:
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The eSports market has boomed in recent years with more and more viewers tuning in to watch their favorite games being played by some of the best gamers in the world. By 2025, there are expected to be over 318 million eSports enthusiasts worldwide, a significant increase from the 215.2 million in 2020. Additionally, some 322.7 million people are forecast to be occasional viewers of eSports by 2025.

    Leading eSports tournaments The most watched eSports event of all time is the 2021 Free Fire World Series, a Garena Free Fire tournament hosted by Singapore. With millions of viewers tuning in to watch expert gamers battle it out, it is unsurprising that large sums of money are at stake. The International 2021, which was the tenth edition of the annual DOTA 2 world championship, had a combined prize pool of over 40 million U.S. dollars. In addition, the cumulative prize pool for DOTA 2 tournaments around the world in 2021 stood at a huge 47.8 million U.S. dollars.

  16. F

    Esports Market Size, Share, Growth Analysis Report By Gaming Genre...

    • fnfresearch.com
    pdf
    Updated Nov 23, 2025
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    Facts and Factors (2025). Esports Market Size, Share, Growth Analysis Report By Gaming Genre (Multiplayer Online Battle Arena Games, Fighting Games, First Person Shooter Games, Real-Time Strategy Games, And Others), By Revenue Streaming (Media Rights, Publishers Fees, Merchandise & Tickets, Advertising, Sponsorship, And Others), By Streaming Type (Video-On-Demand And Live), And By Region - Global Industry Insights, Overview, Comprehensive Analysis, Trends, Statistical Research, Market Intelligence, Historical Data and Forecast 2024 – 2032. [Dataset]. https://www.fnfresearch.com/esports-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Nov 23, 2025
    Dataset authored and provided by
    Facts and Factors
    License

    https://www.fnfresearch.com/privacy-policyhttps://www.fnfresearch.com/privacy-policy

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    The global esports market size is expected to grow from USD 1,703.64 million in 2023 to USD 8,594.60 million by 2032, at a CAGR of 19.70% from 2024-2032

  17. Esports Market Analysis, Size, and Forecast 2025-2029: North America (US and...

    • technavio.com
    pdf
    Updated Mar 6, 2025
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    Technavio (2025). Esports Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, Spain, and UK), Middle East and Africa (UAE), APAC (China, India, Japan, and South Korea), South America (Brazil), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/esports-market-industry-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Mar 6, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2025 - 2029
    Area covered
    United States
    Description

    Snapshot img

    Esports Market Size 2025-2029

    The esports market size is forecast to increase by USD 4.34 billion at a CAGR of 21.2% between 2024 and 2029.

    The market is experiencing significant growth, driven by increasing brand engagement and the surge in esports betting. Brands are recognizing the value of esports as a powerful marketing tool to reach the coveted millennial and Gen Z demographics. Sports events offer unique opportunities for brand activation and fan engagement, with sponsorships, product placements, and team collaborations becoming increasingly common. Additionally, the global esports betting market is projected to reach substantial growth, fueled by the rise in popularity of esports and the increasing legalization of online gambling. However, the market also faces challenges, including the escalating costs of game development and the need for standardized regulations to ensure ethical business practices.
    Game developers are under pressure to continuously release new titles and updates to maintain player engagement and stay competitive, driving up development costs. Regulations surrounding esports betting vary widely across jurisdictions, creating complexities for businesses operating in multiple markets. Companies seeking to capitalize on the market's opportunities must navigate these challenges effectively, focusing on innovation, cost management, and regulatory compliance.
    

    What will be the Size of the Esports Market during the forecast period?

    Request Free Sample

    The market continues to evolve, with dynamic interactions between various sectors shaping its growth and development. Esports demographics expand as new audiences discover the excitement of competitive gaming, leading to increased esports participation and engagement. Esports media outlets adapt to cater to this growing audience, providing comprehensive coverage of esports events, trends, and player profiles. Esports development is driven by innovative strategies and infrastructure, enabling the creation of immersive gaming experiences and advanced training facilities. Esports management teams leverage technology to optimize operations and enhance fan experiences, while esports ecosystems foster collaboration and growth across the industry.
    Esports trends emerge and evolve, with a focus on sustainability, accessibility, and ethical practices. Esports franchises and teams form strategic partnerships, while esports content and platforms monetize their offerings through various revenue streams, including advertising, sponsorships, merchandise sales, and analytics. Esports governance and regulations aim to ensure fair play and ethical conduct, while esports betting and disruption introduce new challenges and opportunities for innovation. Esports education and talent development programs foster the next generation of gaming professionals, ensuring the continued growth and vitality of the esports industry.
    

    How is this Esports Industry segmented?

    The esports industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Revenue Stream
    
      Sponsorships
      Media rights
      Publisher fees
      Advertising
      Merchandise and ticket sales
    
    
    Genre
    
      MOBA
      FPS
      RTS
      Others
    
    
    Device
    
      Smart phone and smart TV
      Gaming console
      Desktop / laptop / tablets
    
    
    Audience Type
    
      Players
      Spectators
      Casual Gamers
    
    
    Event Type
    
      Tournaments
      Exhibitions
      Online-Only
      LAN
    
    
    Platform
    
      PC-Specific
      Console-Specific
      Mobile-Specific
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        Spain
        UK
    
    
      Middle East and Africa
    
        UAE
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      South America
    
        Brazil
    
    
      Rest of World (ROW)
    

    By Revenue Stream Insights

    The sponsorships segment is estimated to witness significant growth during the forecast period.

    Esports, a dynamic and evolving industry, encompasses various entities that fuel its growth and engagement. Training programs hone the skills of esports athletes, ensuring they remain at the top of their game. Regulations and ethics establish a fair and competitive environment, while broadcasting platforms deliver immersive experiences to a global audience. Esports strategies and marketing tactics attract sponsors, who invest in teams, franchises, and events to reach the highly engaged demographic. Esports infrastructure, including arenas and studios, provides the necessary resources for players and teams to thrive. Sustainability initiatives and betting regulations ensure the industry's long-term viability.

    Esports communities foster a sense of belonging and passion among fans, driving participation and merchandise sales. Esports content and platforms offer endless opportuni

  18. S

    Sports Data Service Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 3, 2025
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    Market Report Analytics (2025). Sports Data Service Report [Dataset]. https://www.marketreportanalytics.com/reports/sports-data-service-56093
    Explore at:
    pdf, ppt, docAvailable download formats
    Dataset updated
    Apr 3, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global sports data service market, valued at $1736 million in 2025, is experiencing robust growth, projected to expand at a Compound Annual Growth Rate (CAGR) of 9.4% from 2025 to 2033. This expansion is fueled by several key drivers. The increasing popularity of sports globally, coupled with the rising demand for advanced analytics in sports management and broadcasting, is a major catalyst. Furthermore, technological advancements, particularly in data collection and processing, are enabling the development of sophisticated data services catering to diverse needs within the industry. The rise of fantasy sports and esports further contributes to market growth, as these sectors heavily rely on accurate and timely sports data. The market is segmented by application (Professional Clubs, State Management Agencies, Others) and type of service (Sports Data Collection Service, Sports Data Analysis Service, Others). Professional clubs and sports data analysis services currently dominate, but other segments are poised for significant growth driven by increased adoption in emerging markets and the expanding use of data for fan engagement and player development. Market restraints primarily involve data privacy concerns and the competitive landscape. Stringent regulations regarding data usage and player information necessitate robust security protocols, increasing operational costs. Simultaneously, the market is characterized by intense competition amongst established players and new entrants vying for market share. This competition leads to pricing pressure, making innovation and differentiation crucial for sustainable growth. North America currently holds a significant market share due to a well-established sports infrastructure and advanced technological capabilities. However, rapidly growing interest in sports and increasing digital penetration in Asia-Pacific and other regions indicate a promising expansion potential for these markets in the forecast period. Successful companies in this space are adapting to these factors by focusing on data security, providing personalized and niche services, and forging strategic partnerships to expand their reach and maintain a competitive edge.

  19. E

    E-sports Data Service Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 15, 2025
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    Archive Market Research (2025). E-sports Data Service Report [Dataset]. https://www.archivemarketresearch.com/reports/e-sports-data-service-58623
    Explore at:
    doc, ppt, pdfAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Archive Market Research
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The esports data service market is experiencing robust growth, driven by the escalating popularity of esports globally and the increasing demand for data-driven insights within the industry. While precise figures for market size and CAGR were not provided, a reasonable estimation, based on industry reports and the observed growth in related sectors like esports betting and media, suggests a 2025 market size of approximately $500 million. Considering the rapid expansion of esports viewership and the growing sophistication of analytics in professional and amateur leagues, a conservative Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033 is plausible. This would translate to a market value exceeding $2 billion by 2033. This growth is fueled by several key drivers. The need for advanced analytics to optimize team performance, scout talent, and enhance fan engagement is paramount. Enterprises are increasingly using esports data for marketing and sponsorship strategies, while clubs utilize it for player recruitment and training optimization. The market is segmented into data collection and analysis services, catering to enterprises, clubs, and other stakeholders. Key players like Sportradar, OddsMatrix, and Bayes Esports are at the forefront of innovation, constantly developing new data solutions and analytical tools. Regional growth will vary, with North America and Europe expected to dominate initially due to established esports infrastructures and high levels of investment. However, rapid expansion in Asia-Pacific, particularly in China and India, promises significant future growth. While challenges remain, such as data security and the standardization of data collection methods, the overall market outlook for esports data services remains exceptionally positive.

  20. Esports - 200 Tournaments

    • kaggle.com
    zip
    Updated Apr 17, 2021
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    Hein Bakker (2021). Esports - 200 Tournaments [Dataset]. https://www.kaggle.com/hbakker/esports-200-tournaments
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    zip(5584 bytes)Available download formats
    Dataset updated
    Apr 17, 2021
    Authors
    Hein Bakker
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    Context

    This dataset is created to provide more insights into the esports industry and contains specific information about tournaments with large prize pools. The data is retrieved from esportsearnings.com.

    Content

    • GameId - Unique identification number associated with a game on the site (esportsearnings.com).
    • TournamentName - Short-hand name of the tournament. (or full name if it's short enough)
    • StartDate - Date the tournament started.
    • EndDate - Date the tournament ended.
    • Location - Town or city that the event took place.
    • Country - Country the event took place (or "online" if it was held online).
    • Teamplay - Boolean determining whether the tournament was held between individuals (1v1, FFA) or teams (2v2, 5v5, etc.).
    • TotalUSDPrize - Total prize money awarded in the tournament in US Dollars.

    Acknowledgements

    I want to thank Jack Daoud for creating and publishing the initial dataset about esports earnings

    Photo by Emanuel Ekström on Unsplash

    Inspiration

    Feel free to use the following task to start with this dataset: https://www.kaggle.com/hbakker/esports-200-tournaments/tasks?taskId=4100

Share
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Click to copy link
Link copied
Close
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SQ Magazine (2025). Esports Statistics 2025: Market Growth, Viewership, and Trends [Dataset]. https://sqmagazine.co.uk/esports-statistics-2/

Esports Statistics 2025: Market Growth, Viewership, and Trends

Explore at:
Dataset updated
Oct 1, 2025
Dataset authored and provided by
SQ Magazine
License

https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

Time period covered
Jan 1, 2024 - Dec 31, 2025
Area covered
Global
Description

In a packed arena in Seoul, fans wave glowsticks and chant player names like they would for rock stars. But these athletes wield keyboards, not cleats. Welcome to the world of esports, a global phenomenon that has transformed competitive gaming into a billion-dollar industry with fans, brands, and broadcasters all...

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