100+ datasets found
  1. 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%
  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. r

    Esports Market Size & Share Report, 2035

    • rootsanalysis.com
    Updated Nov 18, 2024
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    Roots Analysis (2024). Esports Market Size & Share Report, 2035 [Dataset]. https://www.rootsanalysis.com/esports-market
    Explore at:
    Dataset updated
    Nov 18, 2024
    Dataset authored and provided by
    Roots Analysis
    License

    https://www.rootsanalysis.com/privacy.htmlhttps://www.rootsanalysis.com/privacy.html

    Description

    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.

  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
    Explore at:
    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 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%.

  6. 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...

  7. 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).

  8. eSports market revenue worldwide 2017-2029

    • statista.com
    Updated Oct 1, 2025
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    Statista (2025). eSports market revenue worldwide 2017-2029 [Dataset]. https://www.statista.com/forecasts/490522/global-esports-market-revenue
    Explore at:
    Dataset updated
    Oct 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    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.

  9. eSports market revenue 2025, by country

    • statista.com
    Updated Oct 1, 2025
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    Statista (2025). eSports market revenue 2025, by country [Dataset]. https://www.statista.com/forecasts/1130696/esports-revenue-share-country
    Explore at:
    Dataset updated
    Oct 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    Worldwide
    Description

    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.

  10. 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
    Explore at:
    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,

  11. 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
    Explore at:
    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%.

  12. 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

  13. ESports market revenue in the United States 2017-2029

    • statista.com
    Updated Oct 18, 2022
    + more versions
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    Statista (2022). ESports market revenue in the United States 2017-2029 [Dataset]. https://www.statista.com/forecasts/1373903/esports-revenue-usa
    Explore at:
    Dataset updated
    Oct 18, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    The revenue in the esports market in the United States was modeled to amount to ************ U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************* U.S. dollars since 2017. Between 2024 and 2029, the revenue will rise by ************** U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Esports.

  14. e

    eSports Market Size, Share | Industry Forecast by 2034

    • emergenresearch.com
    pdf,excel,csv,ppt
    Updated Jul 31, 2025
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    Emergen Research (2025). eSports Market Size, Share | Industry Forecast by 2034 [Dataset]. https://www.emergenresearch.com/industry-report/esports-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 31, 2025
    Dataset authored and provided by
    Emergen Research
    License

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

    Area covered
    Global
    Variables measured
    Base Year, No. of Pages, Growth Drivers, Forecast Period, Segments covered, Historical Data for, Pitfalls Challenges, 2034 Value Projection, Tables, Charts, and Figures, Forecast Period 2024 - 2034 CAGR, and 1 more
    Description

    The global esports market size reached USD 3.5 Billion in 2024 and is expected to reach a market size of USD 9.7 Billion registering a CAGR of 10.6%. Electronic sports industry report classifies global market by share, trend, growth and on the basis of game type, revenue streams, device, and region...

  15. E

    India Esports Market Size and Share Outlook - Forecast Trends and Growth...

    • expertmarketresearch.com
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    Claight Corporation (Expert Market Research), India Esports Market Size and Share Outlook - Forecast Trends and Growth Analysis Report (2025-2034) [Dataset]. https://www.expertmarketresearch.com/reports/india-esports-market
    Explore at:
    pdf, excel, csv, pptAvailable download formats
    Dataset authored and provided by
    Claight Corporation (Expert Market Research)
    License

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

    Time period covered
    2025 - 2034
    Area covered
    India
    Variables measured
    CAGR, Forecast Market Value, Historical Market Value
    Measurement technique
    Secondary market research, data modeling, expert interviews
    Dataset funded by
    Claight Corporation (Expert Market Research)
    Description

    The India esports market attained a value of USD 208.73 Million in 2024 and is projected to expand at a CAGR of around 18.80% through 2034. Esports’ relevance is increasing due to its integration into brand engagement strategies and live streaming ecosystems. Brands like PepsiCo and Intel have recently collaborated with gaming tournaments, leveraging esports to tap into Gen Z consumers, propelling the market to achieve USD 1168.82 Million by 2034.

    Rising monetization opportunities via various streaming platforms as well as cross-industry sponsorships are key factors driving the India esports market. According to FICCI-EY (2024), India hosted over 275 large-scale esports tournaments in 2024, up from 190 in 2023. Investment in local gaming IPs along with the increased visibility of esports on platforms like YouTube Gaming and Rooter further support this growth. Regional leagues and college-level esports initiatives, like AIU’s 2025 inter-university esports championship, are also broadening the player and viewership base, thereby boosting the India esports market expansion.

    India's esports industry, which is driven by innovation, is slowly drifting towards edtech and skill-based learning. Gamerji and Stanza Living are offering competitive game training on their platforms, building a hybrid entertainment-education segment. Organic player development is accelerating in India’s Tier-II and Tier-III cities, positioning the esports sector at the crossroads of youth culture, technological advancement, and the expanding digital economy.

    Another notable innovation in the India esports market is the rise of blockchain-based esports platforms. Startups like STAN and FanAnywhere are integrating NFTs and token-based rewards into fan engagement. These platforms allow users to collect digital memorabilia, earn tokens through participation, and trade in-game assets securely. This Web3 integration is transforming fan interaction, offering monetization avenues for players and creators while building loyal digital communities. It also enhances transparency and ownership in esports-related content and merchandise.

  16. 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).

  17. E

    Esports Market Size, Share and Growth Analysis Report - Forecast Trends and...

    • expertmarketresearch.com
    Updated Feb 17, 2023
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    Claight Corporation (Expert Market Research) (2023). Esports Market Size, Share and Growth Analysis Report - Forecast Trends and Outlook 2025-2034 [Dataset]. https://www.expertmarketresearch.com/reports/esports-market
    Explore at:
    pdf, excel, csv, pptAvailable download formats
    Dataset updated
    Feb 17, 2023
    Dataset authored and provided by
    Claight Corporation (Expert Market Research)
    License

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

    Time period covered
    2025 - 2034
    Area covered
    Global
    Variables measured
    CAGR, Forecast Market Value, Historical Market Value
    Measurement technique
    Secondary market research, data modeling, expert interviews
    Dataset funded by
    Claight Corporation (Expert Market Research)
    Description

    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.

  18. D

    Electronic Sports (eSports) Market Report | Global Forecast From 2025 To...

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
    + more versions
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    Dataintelo (2025). Electronic Sports (eSports) Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-electronic-sports-esports-market
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Electronic Sports (eSports) Market Outlook



    The global eSports market size was valued at approximately $1.5 billion in 2023 and is projected to reach around $6.3 billion by 2032, experiencing a robust compound annual growth rate (CAGR) of 17.5% during this period. This remarkable growth can be attributed to several factors, including the increasing penetration of high-speed internet, the proliferation of smart devices, and the rising popularity of video games as a mainstream form of entertainment. The growing investment from both endemic and non-endemic companies, as well as the increasing acceptance of eSports as a legitimate form of competition, are significantly contributing to the market's expansion.



    One of the primary growth factors for the eSports market is the widespread adoption of digital platforms and the increasing accessibility of streaming services. Platforms like Twitch, YouTube Gaming, and Facebook Gaming have revolutionized the way audiences consume eSports content, offering an interactive and engaging experience that traditional sports broadcasting cannot match. These platforms provide opportunities for gamers to build and monetize their communities, effectively creating a new career path for professional players and streamers. Moreover, the integration of augmented reality (AR) and virtual reality (VR) technologies into gaming experiences is expected to further enhance viewer engagement and attract a wider audience base.



    Another significant growth factor is the increasing investment from major corporations and venture capitalists in the eSports industry. This investment is not limited to the development of gaming technologies but also extends to infrastructure, team sponsorships, and event management. Companies are recognizing the vast marketing potential that eSports offers, particularly in reaching younger demographics that traditional advertising methods may not effectively engage. This has led to increased sponsorships and partnerships, driving profitability and providing the financial stability needed for the industry to grow sustainably. Additionally, governments in various countries are beginning to recognize eSports as a legitimate sport, which is expected to result in favorable regulations and increased support for the industry.



    The demographic shift towards a younger, tech-savvy population is also playing a crucial role in the growth of the eSports market. Millennials and Gen Z, who are typically more comfortable with digital technologies and online interactions, are the primary audience and participants in eSports. This demographic is not only more engaged with video games but also tends to be more interactive with digital content. As this segment of the population continues to grow and gain purchasing power, the demand for eSports content and related products is expected to increase significantly. This shift is also influencing traditional sports organizations to invest in eSports teams and tournaments, further blurring the lines between conventional sports and digital competitions.



    The rise of eSports Betting has introduced a new dimension to the eSports industry, offering fans an additional layer of engagement with their favorite games and players. As eSports tournaments grow in popularity, so does the interest in betting on these events, mirroring the trends seen in traditional sports. This burgeoning sector provides opportunities for both established betting companies and new entrants to tap into a tech-savvy audience that is eager for interactive and immersive experiences. However, it also brings challenges, such as the need for robust regulatory frameworks to ensure fair play and integrity within the eSports ecosystem. As the industry continues to evolve, eSports Betting is poised to become a significant component of the overall market landscape.



    From a regional perspective, Asia Pacific holds the largest share of the eSports market due to the region's vast population, high internet penetration rates, and cultural affinity for gaming. China, South Korea, and Japan are particularly dominant, accounting for a substantial portion of global revenue. North America and Europe are also significant markets, driven by strong infrastructure and high consumer spending power. The Middle East & Africa and Latin America regions are emerging markets showing promising growth potential due to increasing smartphone penetration and improving internet connectivity. As these regions continue to develop, they are expected to contribute increasingly to the global eSports market's growth.

    &

  19. eSports revenue worldwide 2026, by type

    • statista.com
    Updated Nov 27, 2025
    + more versions
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    Statista (2025). eSports revenue worldwide 2026, by type [Dataset]. https://www.statista.com/statistics/1129573/esports-revenue-media/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2022
    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 2022 report, B2B revenue in the global eSports market is expected to grow from *** billion U.S. dollars in 2022 to *** billion U.S. dollars in 2026.

  20. e

    esports Market Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Mar 2, 2025
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    Data Insights Market (2025). esports Market Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-market-13603
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Mar 2, 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, valued at $2.11 billion in 2025, is experiencing explosive growth, projected to expand at a compound annual growth rate (CAGR) of 20.05% from 2025 to 2033. This surge is driven by several key factors. Increasing viewership and engagement across platforms like Twitch and YouTube, coupled with the rising popularity of mobile gaming, are significantly contributing to market expansion. Furthermore, substantial investments from established gaming companies like Electronic Arts, Activision Blizzard, and Tencent, along with the emergence of new esports titles and leagues, are fueling this rapid growth. The diversification of revenue streams, including media rights, advertising and sponsorships, merchandise, ticket sales, and burgeoning streaming platforms like DouYu and Hayu, ensures a robust and multifaceted market structure. Geographical expansion, particularly in rapidly developing Asian markets like India and South Korea, presents significant untapped potential for future growth. However, challenges remain, including the need for improved infrastructure in certain regions, concerns about player welfare and sustainability, and the ongoing battle against online toxicity and cheating. The market segmentation reveals significant opportunities. Media rights currently likely dominate revenue, given the significant viewership, but advertising and sponsorships are rapidly growing as brands recognize the engaged and valuable demographic. While North America and Europe currently hold substantial market share, the Asia-Pacific region, fueled by China, India, and South Korea, is expected to witness phenomenal growth in the coming years, driven by increased internet penetration and a burgeoning gaming culture. The competitive landscape is dominated by major players like Electronic Arts, Activision Blizzard, and Tencent, but smaller companies and independent leagues also contribute significantly to the ecosystem. Understanding these dynamics is critical for companies looking to capitalize on the vast potential of the global esports market. Strategic partnerships, innovative revenue models, and a focus on player well-being will be key to success in this dynamic and competitive environment. This comprehensive report provides an in-depth analysis of the global esports market, covering the period from 2019 to 2033. With a base year of 2025 and an estimated year of 2025, the report forecasts market growth from 2025 to 2033, leveraging historical data from 2019 to 2024. The report analyzes key market trends, identifies dominant segments and regions, profiles leading players, and assesses the impact of technological advancements and regulatory changes. This report is vital for investors, businesses, and anyone seeking to understand the rapidly evolving esports landscape. Expect detailed insights into revenue streams, streaming platforms, and the competitive dynamics shaping this multi-billion dollar industry. Recent developments include: January 2022 - A new category of 1440p NVIDIA G-SYNC esports screens and seven new games benefit from low latency thanks to NVIDIA Reflex. Since reducing system latency is recognized by gamers and game developers as essential to a quality gaming experience, the NVIDIA Reflex low latency ecosystem has grown significantly over the past year. Eight top-ten competitive shooters, including Apex Legends, Valorant, and Fortnite, support Reflex. Each month, more than 20 million GeForce gamers battle with Reflex ON. More than 50 mouse and screens support their Reflex Analyzer, enabling players to assess system latency quickly. Such developments are expected to flourish the esports market in the forecast period., February 2022 - Nintendo delivered its first Direct event of 2022 in a 40-minute presentation that featured several brand-new games and remakes. Highlights from Nintendo Direct 2022: Switch Sports, Mario Strikers, and announcements of other games. The market is expected to expand due to the release of multiple games.. Key drivers for this market are: Increasing Popularity of Video Games, Growing Awareness about eSports. Potential restraints include: Issues Such as Piracy, Laws and Regulations, and Concerns Relating to Fraud During Gaming Transactions. Notable trends are: Advertising to be the Largest Sources of eSports Revenue.

Share
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Click to copy link
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Close
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Sudip Saha (2025). eSports Market Report - Trends & Innovations 2025 to 2035 [Dataset]. https://www.futuremarketinsights.com/reports/esports-market

eSports Market Report - Trends & Innovations 2025 to 2035

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%
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