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eSports market projection says that global sales will increase from USD 3.7 billion in 2025 to USD 25.4 billion in 2035, with a compound annual growth rate of 21.1%.
Attributes | Key Insights |
---|---|
Industry Size (2025E) | USD 3.7 billion |
Industry Size (2035F) | USD 25.4 billion |
CAGR (2025 to 2035) | 21.1% |
Analyzing eSports market by Top Investment Segments
Game Genre Segment | Market Share |
---|---|
Multiplayer Online Battle Arena (MOBA) | 28.7% |
Platform Segment | CAGR (2025 to 2035) |
---|---|
Mobile eSports | 27.6% |
Revenue Stream Segment | CAGR (2025 to 2035) |
---|---|
Sponsorships & Advertising | 20.9% |
Trend Analysis and Purchasing Criteria across Different End Use Segment
Company | Contract Value (USA USD Million) |
---|---|
Adidas and Esports World Cup Foundation | 10 - 15 |
Pepsi and Esports World Cup | 12 - 18 |
LG UltraGear and Esports World Cup | 8 - 12 |
Porsche and ESL FACEIT Group | 5 - 10 |
Rolling Stone and ESL FACEIT Group | 6 - 9 |
MOONTON Games and Qiddiya | 10 - 14 |
BLAST and Revolut | 7 - 10 |
LEC and Marriott Bonvoy | 8 - 12 |
PGL and Oddin.gg | 6 - 10 |
Jaguar Land Rover and JD Gaming | 9 - 13 |
Country-wise Insights
Country | Value CAGR (2025 to 2035) |
---|---|
USA | 20.3% |
Germany | 21.0% |
China | 24.3% |
India | 26.7% |
Saudi Arabia | 25.2% |
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E-Sports Market is Segmented by Revenue Model (Media Rights, Advertising and Sponsorship, and More), Streaming Platform (Twitch, Youtube Gaming, and More), by Device Type (PC, Mobile/Handheld, Console), Game Genre (MOBA, First-Person Shooter (FPS) and More), and Geography. The Market Forecasts are Provided in Terms of Value (USD).
The global revenue in the esports market was forecast to continuously increase between 2025 and 2029 by in total *** billion U.S. dollars (+**** percent). After the twelfth consecutive increasing year, the revenue is estimated to reach **** billion U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the esports market was continuously increasing over the past years.
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The esports market size is predicted to reach $2.55 billion in 2024 to $18.85 billion by 2035, growing at a CAGR of 19.95% from 2024 to 2035.
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The global esports market size was valued at USD 2.08 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 10.06 Billion by 2033, exhibiting a CAGR of 17.05% during 2025-2033. Asia-Pacific currently dominates the market, holding a significant market share of over 30.0% in 2024. The market is primarily driven by rising internet penetration, significant innovations in gaming technology, increasing popularity of live-streaming platforms, and favorable investments from sponsors and advertisers.
Report Attribute
|
Key Statistics
|
---|---|
Base Year
|
2024
|
Forecast Years
|
2025-2033
|
Historical Years
|
2019-2024
|
Market Size in 2024
| USD 2.08 Billion |
Market Forecast in 2033
| USD 10.06 Billion |
Market Growth Rate 2025-2033 | 17.05% |
IMARC Group provides an analysis of the key trends in each segment of the global esports market report, along with forecasts at the global, regional and country levels from 2025-2033. Our report has categorized the market based on revenue model, platform and games.
The eSports market in Japan was valued at about **** billion Japanese yen in 2023. While the growth was somewhat stunted in 2020 and 2021 due to the COVID-19 pandemic, the market grew more strongly in 2022 and was expected to reach a size of almost ** billion yen by 2025. Makeup of the market A breakdown of the revenue by category shows that event management, sponsorships, and media rights are the largest revenue streams for the Japanese eSports market. Other categories are streaming, tickets, merchandise, licensing, and prizes. The high revenue share of event management, sponsorships, and media rights indicates the importance eSports viewers have for the market. A majority of people in Japan are aware of eSports, and the eSports audience is expected to grow in the coming years. Comparatively slow development of eSports in Japan Although Japan is one of largest gaming markets in the world and home to many important video game companies, such as Sony, Nintendo, Bandai Namco, and Square Enix, the development of eSports has been slow compared to other countries in the region, such as South Korea and China. Next to legal hurdles that capped the prize money people could win at competitions, one big factor are the preferences of consumers in Japan, which tend to be more in favor of mobile gaming and console gaming. PC gaming, which is the focal point of the international eSports scene, enjoys a lower popularity in Japan.
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The global esports market size reached USD 1,165.6 Million in 2020 and is expected to reach a market size of USD 5,199.8 Million registering a CAGR of 20.7%. Electronic sports industry report classifies global market by share, trend, growth and on the basis of game type, revenue streams, device, and...
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.
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Global eSports Management Software market size was USD 1,354.12 million in 2022 and it is forecasted to reach USD 3,985.41 million by 2030. eSports Management Software Industry's Compound Annual Growth Rate will be 5.6% from 2023 to 2030. Factors Impacting on eSports Management Software Market
Significant increase in web applications:
Majority of internet is made up of websites and web applications. As more and more businesses are digitalizing themselves across the globe which is enhancing the demand of web applications. The integration of advanced technologies, such as AI, machine learning, and blockchain is further creating new opportunities for the web applications. Sports industry is a multi-billion-dollar global industry and is significantly growing by every year. However, consumer changing behaviour has tremendously changed the trends of sports industry. In today’s digital world, consumer wants more personalized and immersive experience. Hence, gaming industry has increasingly moved towards live service models. Thus, rise in web applications and shift in sports industry drives the growth of esports management software market.
The Restraining Factor of eSports Management Software:
Several drawbacks associated with esports, including unregulated gambling, match fixing, cyber-attacks especially among millenniums can hinder the growth of market.
Opportunities on eSports Management Software:
Increasing number of advertisers through esports platforms will create lucrative opportunities for this market to grow during the forecast period. For instance, a product or a brand as a whole may be promoted at an event that a company sponsors. Successful sponsorships will bring in new income and business prospects for the brand, which will in turn fuel the global esports market.
The COVID-19 Impact on the eSports Management Software Market:
The out-break of COVID-19 pandemic has had a positive impact on the growth of market as traditional sports were halted during the pandemic. With the social restrictions, people were finding distraction which esports industry fulfilled. Hence, social distancing has been a massive enlargement of the audience available to publishers which enhances the demand for market. Introduction of eSports Management Software
Sports management software is a type of software that helps sports and other industry associations with club & league management, game organization, and other related activities. Primarily it helps in planning, organizing, leading, controlling, and evaluating different types of sports. Thus, this software automates administrative work and manages their players in relatively less amount of time.
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The esports market size was valued at USD 1.96 billion in 2023 and is projected to reach USD 5.17 billion by 2029, growing at a remarkable CAGR of 17.48%
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?
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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 oppor
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Esports market was valued at USD 1.81 billion in 2024 and is projected to reach USD 5.88 billion by 2030, growing at a CAGR of 22.21%.
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The global esports market size reached nearly USD 2.09 Billion in 2024. The market is projected to grow at a CAGR of 16.40% between 2025 and 2034 to reach a value of around USD 9.54 Billion by 2034.
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Mobile Esport Market size was valued at USD 1.06 Billion in 2024 and is projected to reach USD 4.41 Billion by 2032, growing at a CAGR of 22.50% during the forecasted period 2026 to 2032.
Global Mobile Esport Market Definition
Mobile Esports is a type of video game tournament. Electronic sports, e-sports, and competitive/professional gaming are other terms for esports. The most frequent kind of mobile esports is organised, multiplayer video game competitions, notably involving professional players. Furthermore, organised online and offline competitions have been a part of video game culture for a long time.
Esports are organised video game competitions that include fighting games, first-person shooters, multiplayer online battle arena tournaments, and massively multiplayer online games. Furthermore, colleges and universities are developing an esports curriculum to train skilled professionals.
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Esports Market valuation is estimated to reach US$ 3.49 Bn in 2025 and is anticipated to grow to US$ 13.42 Bn by 2032 with steady annual growth rate of 21%
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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
The ************* is projected to be the leading in the global eSports market in 2025, with *** billion U.S. dollars in revenue. China, meanwhile, followed in the ranking with revenues amounting to *** million U.S. dollars. The global eSports market represents the competitive video gaming industry, where professional players and teams compete in front of live audiences and online viewers. How big is the global eSports market? The eSports industry, which appeals particularly to younger, tech-savvy audiences, has experienced growth recently. From 2023 to 2024, the global eSports market value increased from around *** billion U.S. dollars to *** billion U.S. dollars. The market was forecast to exceed **** billion U.S. dollars in 2033, representing a compound annual growth rate of almost ** percent during this period. What is the most popular eSports tournament? Many eSports enthusiasts tune in to watch the best gamers in the world participate in tournament-style events. As of January 2025, the League of Legends 2024 World Championship ranked as the most watched eSports event of all time, with a recorded **** million peak viewers. The next most viewed tournament was the previous installment of the tournament, the League of Legends 2023 World Championships, with a peak audience of *** million concurrent viewers.
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Gain in-depth insights into Electronic Sports Esports Market Report from Market Research Intellect, valued at USD 1.84 billion in 2024, and projected to grow to USD 3.41 billion by 2033 with a CAGR of 8.5% from 2026 to 2033.
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The India Esports Market size is USD 107 million in 2023, driven by key players, industry analysis, and growth opportunities. Explore market segmentation, CAGR forecast, and revenue insights.
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Global Esports Market was valued at USD 1.98 Billion in 2024 and is expected to reach USD 9.55 Billion by 2030 with a CAGR of 29.80%.
Pages | 185 |
Market Size | 2024: USD 1.98 billion |
Forecast Market Size | 2030: USD 9.55 billion |
CAGR | 2025-2030: 29.80% |
Fastest Growing Segment | Occasional Viewers |
Largest Market | Asia Pacific |
Key Players | 1. Tencent Holdings Ltd 2. Activision Blizzard, Inc 3. Electronic Arts Inc 4. Riot Games, Inc 5. Epic Games, Inc 6. Valve Corporation 7. Sony Interactive Entertainment LLC 8. Microsoft Corporation 9. FaZe Clan Inc 10. Team Liquid Enterprises B.V |
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eSports market projection says that global sales will increase from USD 3.7 billion in 2025 to USD 25.4 billion in 2035, with a compound annual growth rate of 21.1%.
Attributes | Key Insights |
---|---|
Industry Size (2025E) | USD 3.7 billion |
Industry Size (2035F) | USD 25.4 billion |
CAGR (2025 to 2035) | 21.1% |
Analyzing eSports market by Top Investment Segments
Game Genre Segment | Market Share |
---|---|
Multiplayer Online Battle Arena (MOBA) | 28.7% |
Platform Segment | CAGR (2025 to 2035) |
---|---|
Mobile eSports | 27.6% |
Revenue Stream Segment | CAGR (2025 to 2035) |
---|---|
Sponsorships & Advertising | 20.9% |
Trend Analysis and Purchasing Criteria across Different End Use Segment
Company | Contract Value (USA USD Million) |
---|---|
Adidas and Esports World Cup Foundation | 10 - 15 |
Pepsi and Esports World Cup | 12 - 18 |
LG UltraGear and Esports World Cup | 8 - 12 |
Porsche and ESL FACEIT Group | 5 - 10 |
Rolling Stone and ESL FACEIT Group | 6 - 9 |
MOONTON Games and Qiddiya | 10 - 14 |
BLAST and Revolut | 7 - 10 |
LEC and Marriott Bonvoy | 8 - 12 |
PGL and Oddin.gg | 6 - 10 |
Jaguar Land Rover and JD Gaming | 9 - 13 |
Country-wise Insights
Country | Value CAGR (2025 to 2035) |
---|---|
USA | 20.3% |
Germany | 21.0% |
China | 24.3% |
India | 26.7% |
Saudi Arabia | 25.2% |