100+ datasets found
  1. Revenue growth of esports worldwide 2018-2029

    • statista.com
    Updated Feb 20, 2026
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    Statista Research Department (2026). Revenue growth of esports worldwide 2018-2029 [Dataset]. https://www.statista.com/topics/3121/esports-market/
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    Dataset updated
    Feb 20, 2026
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    In 2024, the revenue change in the esports market worldwide was modeled to amount to 14.81 percent. Between 2018 and 2024, the figure dropped by 0.89 percentage points, though the decline followed an uneven course rather than a steady trajectory. The forecast shows the revenue change will steadily decline by 10.11 percentage points from 2024 to 2029.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Esports.

  2. m

    eSports Market Size, Growth Drivers, Share & Industry Overview, 2031

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Feb 26, 2026
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    Mordor Intelligence (2026). eSports Market Size, Growth Drivers, Share & Industry Overview, 2031 [Dataset]. https://www.mordorintelligence.com/industry-reports/esports-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Feb 26, 2026
    Dataset authored and provided by
    Mordor Intelligence
    License

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

    Time period covered
    2020 - 2031
    Area covered
    Global
    Description

    The Esports Market Report is Segmented by Revenue Model (Sponsorship, Media Rights, Advertising, Publisher Fees and In-Game Purchases, Tickets and Merchandise, Betting and Fantasy), Streaming Platform (Twitch, Youtube Gaming, Facebook Gaming, Huya, and More), Device Type (PC, Mobile/Handheld, Console), Game Genre (MOBA, FPS, Battle-Royale, and More), and Geography. Market Forecasts are Provided in Terms of Value (USD).

  3. Penetration rate of eSports worldwide 2017-2029

    • statista.com
    Updated Feb 20, 2026
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    Statista Research Department (2026). Penetration rate of eSports worldwide 2017-2029 [Dataset]. https://www.statista.com/topics/3121/esports-market/
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    Dataset updated
    Feb 20, 2026
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    The penetration in the esports market worldwide was modeled to amount to 11.87 percent in 2024. Following a continuous upward trend, the penetration has risen by 5.26 percentage points since 2017. Between 2024 and 2029, the penetration will rise by 2.36 percentage points, 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.

  4. T

    eSports Market Report - Trends & Innovations 2025 to 2035

    • futuremarketinsights.com
    html, pdf
    Updated Dec 31, 2025
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    Sudip Saha (2025). eSports Market Report - Trends & Innovations 2025 to 2035 [Dataset]. https://www.futuremarketinsights.com/reports/esports-market
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    pdf, htmlAvailable download formats
    Dataset updated
    Dec 31, 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%
  5. Esports market revenue worldwide 2017-2030

    • statista.com
    Updated Mar 16, 2026
    + more versions
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    Statista (2026). Esports market revenue worldwide 2017-2030 [Dataset]. https://www.statista.com/statistics/490522/global-esports-market-revenue/
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    Dataset updated
    Mar 16, 2026
    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 2030 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 2030. Notably, the revenue of the esports market was continuously increasing over the past years.

  6. Attitudes towards eSports in select countries 2024

    • statista.com
    Updated Feb 20, 2026
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    Statista Research Department (2026). Attitudes towards eSports in select countries 2024 [Dataset]. https://www.statista.com/topics/3121/esports-market/
    Explore at:
    Dataset updated
    Feb 20, 2026
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    A November 2024 survey found that online users in India were the most likely to support their favorite eSports team with donations and subscriptions, as about 32 percent of respondents from the market stated so. In contrast, only nine percent of respondents in Germany stated they did the same.

  7. E-sports market revenue change worldwide 2018-2030, by segment

    • statista.com
    Updated Feb 20, 2026
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    Statista Research Department (2026). E-sports market revenue change worldwide 2018-2030, by segment [Dataset]. https://www.statista.com/topics/3121/esports-market/
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    Dataset updated
    Feb 20, 2026
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    The revenue change is forecast to exhibit a decline in all segments in 2030 compared to the previous year. Comparing the six different segments for the year 2030, the segment 'Media Rights' leads the ranking with 6.8 percent. Contrastingly, 'Publisher Fees' is ranked last, with 2.5 percent.

  8. k

    Global Esports Market

    • kenresearch.com
    pdf
    Updated Aug 13, 2025
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    Ken Research (2025). Global Esports Market [Dataset]. https://www.kenresearch.com/global-esports-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Aug 13, 2025
    Dataset authored and provided by
    Ken Research
    License

    https://www.kenresearch.com/terms-and-conditionshttps://www.kenresearch.com/terms-and-conditions

    Description

    Global Esports Market is valued at USD 1.7 billion, driven by streaming platforms, competitive gaming popularity, and investments, with growth projected to exceed $1.5 billion in revenues.

  9. m

    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
    Explore at:
    Dataset updated
    Apr 15, 2025
    Dataset authored and provided by
    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%.

  10. E

    Esports Market Report

    • datainsightsreports.com
    doc, pdf, ppt
    Updated Jan 14, 2026
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    Data Insights Reports (2026). Esports Market Report [Dataset]. https://www.datainsightsreports.com/reports/esports-market-2947
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Jan 14, 2026
    Dataset authored and provided by
    Data Insights Reports
    License

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

    Time period covered
    2026 - 2034
    Area covered
    Global
    Variables measured
    Market Size
    Description

    Explore the booming Esports market, projected to reach $3.49 Billion with a 21.2% CAGR. Discover key drivers, trends, and regional growth for this dynamic industry. Key drivers for this market are: Emergence of streaming platforms, Expanding prize pools and sponsorships. Potential restraints include: Health concerns associated with esports due to long gaming hours, Difficulty in correctly predicting potential esports talent and events.

  11. a

    Global eSports Market Research Report 2020-2029

    • arizton.com
    pdf,excel,csv,ppt
    Updated Feb 15, 2025
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    Arizton Advisory & Intelligence (2025). Global eSports Market Research Report 2020-2029 [Dataset]. https://www.arizton.com
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Feb 15, 2025
    Dataset authored and provided by
    Arizton Advisory & Intelligence
    License

    https://www.arizton.com/privacyandpolicyhttps://www.arizton.com/privacyandpolicy

    Time period covered
    2024 - 2029
    Area covered
    Global
    Description

    Esports Market reach USD 5.17 billion by 2029, growing at a CAGR of 17.48%. Discover the esports market driven by increasing online gaming participation, sponsorship investments, streaming platform growth, and expanding global competitive gaming events.

  12. Z

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

    • zionmarketresearch.com
    pdf
    Updated Mar 18, 2026
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    Zion Market Research (2026). 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
    Mar 18, 2026
    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.

  13. k

    India Esports Market Outlook to 2030

    • kenresearch.com
    pdf
    Updated Jun 15, 2024
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    Ken Research (2024). India Esports Market Outlook to 2030 [Dataset]. https://www.kenresearch.com/industry-reports/india-esports-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jun 15, 2024
    Dataset authored and provided by
    Ken Research
    License

    https://www.kenresearch.com/terms-and-conditionshttps://www.kenresearch.com/terms-and-conditions

    Description

    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.

  14. e

    esports Market Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jan 30, 2026
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    Data Insights Market (2026). esports Market Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-market-13603
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Jan 30, 2026
    Dataset authored and provided by
    Data Insights Market
    License

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

    Time period covered
    2026 - 2034
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global esports market is booming, projected to reach $9 billion+ by 2033 with a 20%+ CAGR. This in-depth analysis explores key drivers, trends, revenue models (media rights, sponsorships, streaming), major players (Tencent, Activision Blizzard), and regional market shares (North America, Europe, Asia). Discover the lucrative opportunities and challenges in this rapidly evolving 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.

  15. Esports Market Growth Analysis - Size and Forecast 2025-2029 | Technavio

    • technavio.com
    pdf
    Updated Mar 6, 2025
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    Technavio (2025). Esports Market Growth Analysis - Size and Forecast 2025-2029 | Technavio [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
    Description

    snapshot-tab-pane Esports Market Size 2025-2029The 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 SampleThe 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 SponsorshipsMedia rightsPublisher feesAdvertisingMerchandise and ticket salesGenre MOBAFPSRTSOthersDevice Smart phone and smart TVGaming consoleDesktop / laptop / tabletsAudience Type PlayersSpectatorsCasual GamersEvent Type TournamentsExhibitionsOnline-OnlyLANPlatform PC-SpecificConsole-SpecificMobile-SpecificGeography North America USCanadaEurope FranceGermanyItalySpainUKMiddle East and Africa UAEAPAC ChinaIndiaJapanSouth KoreaSouth America BrazilRest of World (ROW) By Revenue Stream InsightsThe 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 opportunities for innovation, streaming, and monetization. Analytics and talent coaching help teams optimize performance and

  16. Preferred eSports genre in select countries 2024

    • statista.com
    Updated Feb 20, 2026
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    Statista Research Department (2026). Preferred eSports genre in select countries 2024 [Dataset]. https://www.statista.com/topics/3121/esports-market/
    Explore at:
    Dataset updated
    Feb 20, 2026
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    A November 2024 survey of eSports followers in select markets found that MOBA, sports simulations, and first-person shooter games were the most-watched types of eSports. Among respondents from China, 51 percent stated that they followed MOBA games, compared to 30 percent of respondents from Brazil who stated the same.

  17. m

    Mobile Esports Market Size, Share | CAGR of 29.4%

    • market.us
    csv, pdf
    Updated Apr 23, 2025
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    Market.us (2025). Mobile Esports Market Size, Share | CAGR of 29.4% [Dataset]. https://market.us/report/mobile-esports-market/
    Explore at:
    csv, pdfAvailable download formats
    Dataset updated
    Apr 23, 2025
    Dataset provided by
    Market.us
    License

    https://market.us/privacy-policy/https://market.us/privacy-policy/

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    The Mobile Esports Market is estimated to reach USD 8,622.84 Mn By 2034, Riding on a Strong 29.4% CAGR throughout the forecast period.

  18. e

    eSports Market Size, Share | Industry Forecast by 2034

    • emergenresearch.com
    pdf,excel,csv,ppt
    Updated Aug 1, 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
    Aug 1, 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...

  19. t

    Global Esports Market Report and Forecast 2026-2032

    • thereportcubes.com
    pdf
    Updated Apr 25, 2025
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    The Report Cube (2025). Global Esports Market Report and Forecast 2026-2032 [Dataset]. https://www.thereportcubes.com/report-store/esports-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Apr 25, 2025
    Dataset authored and provided by
    The Report Cube
    License

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

    Area covered
    Global Level
    Description

    Explore Esports market expansion: USD 2.76B in 2025 up to USD 10.54B by 2032 with 25.02% CAGR. Discover valuable market trends & forecasts.

  20. E

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

    • expertmarketresearch.com
    Updated Jan 6, 2024
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    Claight Corporation (Expert Market Research) (2024). Esports Market Size, Share and Growth Analysis Report - Forecast Trends and Outlook (2026-2035) [Dataset]. https://www.expertmarketresearch.com/reports/esports-market
    Explore at:
    pdf, excel, csv, pptAvailable download formats
    Dataset updated
    Jan 6, 2024
    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
    2026 - 2035
    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 was estimated at USD 2.43 Billion in 2025 and is projected to grow at a CAGR of 16.40%, to reach USD 11.10 Billion by 2035.

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Statista Research Department (2026). Revenue growth of esports worldwide 2018-2029 [Dataset]. https://www.statista.com/topics/3121/esports-market/
Organization logo

Revenue growth of esports worldwide 2018-2029

Explore at:
36 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Feb 20, 2026
Dataset provided by
Statistahttp://statista.com/
Authors
Statista Research Department
Description

In 2024, the revenue change in the esports market worldwide was modeled to amount to 14.81 percent. Between 2018 and 2024, the figure dropped by 0.89 percentage points, though the decline followed an uneven course rather than a steady trajectory. The forecast shows the revenue change will steadily decline by 10.11 percentage points from 2024 to 2029.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Esports.

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