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. 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.

  3. T

    eSports Market Report - Trends & Innovations 2025 to 2035

    • futuremarketinsights.com
    html, pdf
    Updated Aug 2, 2025
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    Sudip Saha (2025). eSports Market Report - Trends & Innovations 2025 to 2035 [Dataset]. https://www.futuremarketinsights.com/reports/esports-market
    Explore at:
    html, pdfAvailable download formats
    Dataset updated
    Aug 2, 2025
    Authors
    Sudip Saha
    License

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

    Time period covered
    2025 - 2035
    Area covered
    Worldwide
    Description

    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%.

    AttributesKey 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 SegmentMarket Share
    Multiplayer Online Battle Arena (MOBA)28.7%
    Platform SegmentCAGR (2025 to 2035)
    Mobile eSports27.6%
    Revenue Stream SegmentCAGR (2025 to 2035)
    Sponsorships & Advertising20.9%

    Trend Analysis and Purchasing Criteria across Different End Use Segment

    CompanyContract Value (USA USD Million)
    Adidas and Esports World Cup Foundation10 - 15
    Pepsi and Esports World Cup12 - 18
    LG UltraGear and Esports World Cup8 - 12
    Porsche and ESL FACEIT Group5 - 10
    Rolling Stone and ESL FACEIT Group6 - 9
    MOONTON Games and Qiddiya10 - 14
    BLAST and Revolut7 - 10
    LEC and Marriott Bonvoy8 - 12
    PGL and Oddin.gg6 - 10
    Jaguar Land Rover and JD Gaming9 - 13

    Country-wise Insights

    CountryValue CAGR (2025 to 2035)
    USA20.3%
    Germany21.0%
    China24.3%
    India26.7%
    Saudi Arabia25.2%
  4. Esports Market Report by Revenue Model (Media Rights, Advertising and...

    • imarcgroup.com
    pdf,excel,csv,ppt
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    IMARC Group, Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Games (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Region 2025-2033 [Dataset]. https://www.imarcgroup.com/esports-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset provided by
    Imarc Group
    Authors
    IMARC Group
    License

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    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 2025-203317.05%

    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.

  5. Global eSports market share 2021, by company

    • statista.com
    Updated Jun 30, 2021
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    Statista (2021). Global eSports market share 2021, by company [Dataset]. https://www.statista.com/statistics/1247892/esports-revenue-worldwide-by-company/
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    Dataset updated
    Jun 30, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2021
    Area covered
    Worldwide
    Description

    The eSports market has boomed in recent years, in no small part thanks to the coronavirus (COVID-19) pandemic, which forced people to look for alternative sources of entertainment during the large-scale cancelation of global sporting events. The global eSports market is generally quite fragmented, with several large media and gaming companies holding significant stakes in the industry. The Activision Blizzard Inc., known for games such as Overwatch and the Call of Duty series, held an estimated 21.85 percent share of the market in 2021.

  6. 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
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    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

  7. s

    Esports Market Trends, Growth Analysis, and Forecast 2033

    • straitsresearch.com
    pdf,excel,csv,ppt
    Updated Aug 9, 2022
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    Straits Research (2022). Esports Market Trends, Growth Analysis, and Forecast 2033 [Dataset]. https://straitsresearch.com/report/esports-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Aug 9, 2022
    Dataset authored and provided by
    Straits Research
    License

    https://straitsresearch.com/privacy-policyhttps://straitsresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    The global esports market size was USD 2.13 billion in 2024 & is projected to grow from USD 2.60 billion in 2025 to USD 12.68 billion by 2033.
    Report Scope:

    Report MetricDetails
    Market Size in 2024 USD 2.13 Billion
    Market Size in 2025 USD 2.60 Billion
    Market Size in 2033 USD 12.68 Billion
    CAGR21.9% (2025-2033)
    Base Year for Estimation 2024
    Historical Data2021-2023
    Forecast Period2025-2033
    Report CoverageRevenue Forecast, Competitive Landscape, Growth Factors, Environment & Regulatory Landscape and Trends
    Segments CoveredBy Revenue Model,By Streaming Platform,By Device Type,By Gaming Genre,By Region.
    Geographies CoveredNorth America, Europe, APAC, Middle East and Africa, LATAM,
    Countries CoveredU.S., Canada, U.K., Germany, France, Spain, Italy, Russia, Nordic, Benelux, China, Korea, Japan, India, Australia, Taiwan, South East Asia, UAE, Turkey, Saudi Arabia, South Africa, Egypt, Nigeria, Brazil, Mexico, Argentina, Chile, Colombia,

  8. Esports: Global Market Trends & Forecast

    • bccresearch.com
    html, pdf, xlsx
    Updated Feb 27, 2023
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    BCC Research (2023). Esports: Global Market Trends & Forecast [Dataset]. https://www.bccresearch.com/market-research/consumer/esports-market-report.html
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    html, xlsx, pdfAvailable download formats
    Dataset updated
    Feb 27, 2023
    Dataset authored and provided by
    BCC Research
    License

    https://www.bccresearch.com/aboutus/terms-conditionshttps://www.bccresearch.com/aboutus/terms-conditions

    Description

    BCC Research Market Report for Esports Market. The global market reached $1.3 billion in 2022 and should reach $3 billion by 2027, with a CAGR of 17.5%.

  9. 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

  10. Sports industry eSports involvement worldwide 2020

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Sports industry eSports involvement worldwide 2020 [Dataset]. https://www.statista.com/statistics/1192777/sports-industry-esports-engagement/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 2020 - Aug 2020
    Area covered
    Worldwide
    Description

    The eSports industry has experienced a significant boom in recent years, no doubt helped by the coronavirus pandemic in 2020 which forced the cancelation of many sporting events and traditional sports leagues. eSports are increasingly being seen as a legitimate professional sport, causing the sports industry to take notice and engage with the emerging market. During an August 2020 survey among sports industry leaders worldwide, some ** percent confirmed that their organization had already engaged with the eSports industry.

  11. 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.

  12. Gaming Market Size, Share, Growth, Trends & Industry Analysis 2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Nov 20, 2025
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    Mordor Intelligence (2025). Gaming Market Size, Share, Growth, Trends & Industry Analysis 2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/global-gaming-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Nov 20, 2025
    Dataset provided by
    Authors
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    Gaming Market is Segmented by Gaming Platform (Mobile Games, PC Games (Downloaded/Box & Browser), Console Games, and More), by Revenue Model (Free-To-Play (F2P), Pay-To-Play / Premium and More), by Genre (Action/Adventure, Shooter and Battle Royale and More) and Geography. The Market Forecasts are Provided in Terms of Value (USD).

  13. eSports Market Size, Growth Drivers, Share & Industry Overview, 2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jul 14, 2025
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    Mordor Intelligence (2025). eSports Market Size, Growth Drivers, Share & Industry Overview, 2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/esports-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 14, 2025
    Dataset provided by
    Authors
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    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).

  14. 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.

  15. F

    eSports Market Size & Share - Trend Analysis in America, Europe, & APAC...

    • fundamentalbusinessinsights.com
    Updated Sep 22, 2024
    + more versions
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    Fundamental Business Insights and Consulting (2024). eSports Market Size & Share - Trend Analysis in America, Europe, & APAC 2026-2035 [Dataset]. https://www.fundamentalbusinessinsights.com/industry-report/esports-market-6648
    Explore at:
    Dataset updated
    Sep 22, 2024
    Dataset authored and provided by
    Fundamental Business Insights and Consulting
    License

    https://www.fundamentalbusinessinsights.com/terms-of-usehttps://www.fundamentalbusinessinsights.com/terms-of-use

    Area covered
    United States
    Description

    The global eSports market size is expected to expand from USD 3.64 billion in 2025 to USD 37.3 billion by 2035, with CAGR growth exceeding 26.2%. Companies at the forefront of the industry include Tencent, Activision Blizzard, Electronic Arts, Epic Games, Valve, with strong portfolios and strategic initiatives.

  16. Z

    Esports Market By Revenue Resource (Media Rights, Game Publisher Fee,...

    • zionmarketresearch.com
    pdf
    Updated Nov 23, 2025
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    Zion Market Research (2025). Esports Market By Revenue Resource (Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, Tickets, and Merchandise), and By Region - Global and Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, and Forecasts 2023 - 2030- [Dataset]. https://www.zionmarketresearch.com/report/esports-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Nov 23, 2025
    Dataset authored and provided by
    Zion Market Research
    License

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

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    global esports market size was valued at $1,469.32 Mn in 2022 and is predicted to grow to $6,802.17 Mn by 2030 at a CAGR of 21.11% between 2023 and 2030.

  17. Global Esports Market Research Report: Forecast (2025-2030)

    • marknteladvisors.com
    Updated Apr 15, 2025
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    MarkNtel Advisors (2025). Global Esports Market Research Report: Forecast (2025-2030) [Dataset]. https://www.marknteladvisors.com/research-library/esports-market.html
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    Dataset updated
    Apr 15, 2025
    Dataset provided by
    Authors
    MarkNtel Advisors
    License

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

    Area covered
    Global
    Description

    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%.

  18. 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.

  19. 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.

  20. eSports market size Japan 2019-2025

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). eSports market size Japan 2019-2025 [Dataset]. https://www.statista.com/statistics/1104505/japan-esports-market-size/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Japan
    Description

    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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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

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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...

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