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eSports market projection says that global sales will increase from USD 3.7 billion in 2025 to USD 25.4 billion in 2035, with a compound annual growth rate of 21.1%.
| Attributes | Key Insights |
|---|---|
| Industry Size (2025E) | USD 3.7 billion |
| Industry Size (2035F) | USD 25.4 billion |
| CAGR (2025 to 2035) | 21.1% |
Analyzing eSports market by Top Investment Segments
| Game Genre Segment | Market Share |
|---|---|
| Multiplayer Online Battle Arena (MOBA) | 28.7% |
| Platform Segment | CAGR (2025 to 2035) |
|---|---|
| Mobile eSports | 27.6% |
| Revenue Stream Segment | CAGR (2025 to 2035) |
|---|---|
| Sponsorships & Advertising | 20.9% |
Trend Analysis and Purchasing Criteria across Different End Use Segment
| Company | Contract Value (USA USD Million) |
|---|---|
| Adidas and Esports World Cup Foundation | 10 - 15 |
| Pepsi and Esports World Cup | 12 - 18 |
| LG UltraGear and Esports World Cup | 8 - 12 |
| Porsche and ESL FACEIT Group | 5 - 10 |
| Rolling Stone and ESL FACEIT Group | 6 - 9 |
| MOONTON Games and Qiddiya | 10 - 14 |
| BLAST and Revolut | 7 - 10 |
| LEC and Marriott Bonvoy | 8 - 12 |
| PGL and Oddin.gg | 6 - 10 |
| Jaguar Land Rover and JD Gaming | 9 - 13 |
Country-wise Insights
| Country | Value CAGR (2025 to 2035) |
|---|---|
| USA | 20.3% |
| Germany | 21.0% |
| China | 24.3% |
| India | 26.7% |
| Saudi Arabia | 25.2% |
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E-Sports Market is Segmented by Revenue Model (Media Rights, Advertising and Sponsorship, and More), Streaming Platform (Twitch, Youtube Gaming, and More), by Device Type (PC, Mobile/Handheld, Console), Game Genre (MOBA, First-Person Shooter (FPS) and More), and Geography. The Market Forecasts are Provided in Terms of Value (USD).
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Esports Market is estimated to reach USD 16.7 billion by 2033, Riding on a Strong 21.9% CAGR throughout the forecast period
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TwitterTencent was the eSports company with the highest market capitalization worldwide as of February 2025. The digital company is the owner of the Tencent Esports brand, which is the owner of several professional eSports gaming league. Take-Two Interactive was the second largest eSports brand globally, with market capitalization amounting to 37.97 billion U.S. dollars. Take-Two owns 50 percent of the NBA 2K League, competitive eSports league based on its NBA 2K series.
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The esports market size is predicted to reach $2.55 billion in 2024 to $18.85 billion by 2035, growing at a CAGR of 19.95% from 2024 to 2035.
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TwitterThe professionalization of the e-sports market has validated it as a career choice for talented players to earn millions and sign lucrative sponsorship deals. The highest earning player of 2024 was Wang Yuan-hao, better known by the player ID UMA, who earned approximately 1 million U.S. dollars that year.
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TwitterA 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.
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The global esports market size was valued at USD 2.08 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 10.06 Billion by 2033, exhibiting a CAGR of 17.05% during 2025-2033. Asia-Pacific currently dominates the market, holding a significant market share of over 30.0% in 2024. The market is primarily driven by rising internet penetration, significant innovations in gaming technology, increasing popularity of live-streaming platforms, and favorable investments from sponsors and advertisers.
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Report Attribute
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Key Statistics
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|---|---|
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Base Year
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2024
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Forecast Years
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2025-2033
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Historical Years
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2019-2024
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Market Size in 2024
| USD 2.08 Billion |
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Market Forecast in 2033
| USD 10.06 Billion |
| Market Growth Rate 2025-2033 | 17.05% |
IMARC Group provides an analysis of the key trends in each segment of the global esports market report, along with forecasts at the global, regional and country levels from 2025-2033. Our report has categorized the market based on revenue model, platform and games.
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TwitterDuring a survey in the second quarter of 2024, over 30 percent of respondents worldwide aged 18 to 29 listed eSports as one of their interests. This figure was lower among the general population, with 17 percent of overall respondents declaring an interest in eSports.
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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.
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The esports market size was valued at USD 1.96 billion in 2023 and is projected to reach USD 5.17 billion by 2029, growing at a remarkable CAGR of 17.48%
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TwitterThe eSports market has boomed in recent years with more and more viewers tuning in to watch their favorite games being played by some of the best gamers in the world. Players can compete against each other, individually or in teams, in multiplayer video game tournaments across the world. According to a 2023 report, the value of the eSports market worldwide is expected to grow from 1.64 billion U.S. dollars in 2023 to over 4.8 billion U.S. dollars by 2030.
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According to our latest research, the global eSports market size in 2024 reached USD 2.6 billion, reflecting robust growth driven by increasing digital engagement and the mainstream adoption of competitive gaming. The industry is forecasted to expand at a compelling CAGR of 16.8% from 2025 to 2033, with the market expected to reach an estimated USD 8.1 billion by 2033. This remarkable growth trajectory is underpinned by the surge in streaming platforms, heightened sponsorship activity, and the proliferation of mobile gaming, all of which are transforming the global entertainment landscape.
The rapid expansion of the eSports market is fueled by several pivotal growth factors. First and foremost, the widespread penetration of high-speed internet and the ubiquity of smartphones have democratized access to eSports, enabling millions of new gamers and viewers to participate in the ecosystem. This has led to an exponential increase in live streaming and online tournaments, making eSports a mainstream entertainment option for younger demographics. Furthermore, the integration of advanced technologies such as virtual reality (VR) and augmented reality (AR) is enhancing the immersive experience for both players and spectators, driving engagement and retention rates. These technological advancements are not only revolutionizing gameplay but are also attracting significant investments from venture capitalists and traditional sports organizations seeking to capitalize on this burgeoning market.
Another significant factor contributing to the growth of the eSports market is the escalating involvement of global brands through sponsorship and advertising. Major corporations across sectors such as technology, automotive, and consumer goods are actively partnering with eSports organizations to tap into the highly engaged, tech-savvy audience. Sponsorship deals have become a primary revenue stream, accounting for a substantial portion of the marketÂ’s income. Additionally, media rights sales are surging as broadcasters and streaming platforms compete to secure exclusive coverage of high-profile tournaments. This increased visibility is not only boosting the marketÂ’s revenue but is also helping to legitimize eSports as a professional sporting endeavor, attracting new talent and fostering the development of structured leagues and teams.
The evolution of eSports as a viable career path is also a critical growth driver. The rise of professional leagues, lucrative prize pools, and dedicated training facilities have elevated the status of professional gamers, making eSports an aspirational pursuit for many young enthusiasts. Educational institutions are introducing eSports scholarships and integrating competitive gaming into their extracurricular programs, further legitimizing the industry. The growing ecosystem of coaches, analysts, and support staff is fostering a professional environment akin to traditional sports, which is essential for sustained growth. This maturation of the eSports ecosystem is not only attracting players but also drawing in a diverse audience of fans, content creators, and investors, all contributing to the marketÂ’s expansion.
Esports has evolved from a niche hobby into a global phenomenon, captivating millions of fans worldwide. The rise of Esports has been fueled by technological advancements and the increasing accessibility of gaming platforms. As digital connectivity improves, more people are able to participate in and view Esports events, creating a vibrant community of players and fans. This growth is further supported by the proliferation of streaming services, which allow audiences to engage with live and recorded content from anywhere in the world. The dynamic nature of Esports, with its diverse range of game genres and competitive formats, ensures that there is something for everyone, attracting a wide array of participants and spectators.
Regionally, the Asia Pacific region continues to dominate the global eSports market, accounting for the largest share of both revenue and audience. Countries such as China, South Korea, and Japan are at the forefront, driven by a deep-rooted gaming culture, robust infrastructure, and supportive government policies. North America and Europe are also experiencing significant growth, fueled by increasing investments,
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The India Esports Market size is USD 107 million in 2023, driven by key players, industry analysis, and growth opportunities. Explore market segmentation, CAGR forecast, and revenue insights.
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The global esports market size reached nearly USD 2.09 Billion in 2024. The market is projected to grow at a CAGR of 16.40% between 2025 and 2034 to reach a value of around USD 9.54 Billion by 2034.
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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...
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Esports market was valued at USD 1.81 billion in 2024 and is projected to reach USD 5.88 billion by 2030, growing at a CAGR of 22.21%.
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The global esports game products market is experiencing robust growth, driven by increasing popularity of competitive gaming, advancements in game technology, and expanding viewership across various platforms. While the exact market size for 2025 isn't provided, considering the industry's trajectory and reported CAGRs for similar markets (let's assume a conservative CAGR of 15% for illustrative purposes), a reasonable estimate for the 2025 market size could be placed in the range of $15 to $20 billion (USD). This substantial market value reflects the significant investments being made by major players like Tencent, Activision Blizzard, and NetEase, who are constantly developing new titles and expanding their esports ecosystems. The market is segmented by game type (MOBA, tactical shooters, strategy, racing, card games, fighting games, auto chess, and sports games) and platform (PC and mobile), with mobile gaming showing particularly strong growth, fueled by increased smartphone penetration and accessibility. Key trends include the rise of mobile esports, the integration of blockchain technology, and the increasing professionalization of esports leagues and tournaments. Regional growth varies, with North America, Europe, and Asia-Pacific leading the market, although emerging markets in regions like South America and Africa are exhibiting significant potential for future expansion. Challenges include maintaining player engagement, addressing concerns around game addiction, and navigating the complexities of regulatory frameworks for esports. The projected growth for the esports game products market signifies substantial opportunities for both established and emerging companies in the sector. Continued innovation in game development, the expansion of esports infrastructure (including improved streaming and broadcasting capabilities), and the further professionalization of the competitive scene will all play critical roles in shaping the market's future. The diversification of game genres and platforms will continue to attract a wider player base, creating diverse revenue streams for companies. However, maintaining a competitive edge necessitates a commitment to quality game design, effective marketing strategies, and a proactive approach to managing the challenges related to game ethics, regulatory compliance, and fostering a sustainable and inclusive esports community. A careful consideration of these factors will be crucial for success in this dynamic and rapidly evolving market.
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Esports Market valuation is estimated to reach US$ 3.49 Bn in 2025 and is anticipated to grow to US$ 13.42 Bn by 2032 with steady annual growth rate of 21%
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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.
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eSports market projection says that global sales will increase from USD 3.7 billion in 2025 to USD 25.4 billion in 2035, with a compound annual growth rate of 21.1%.
| Attributes | Key Insights |
|---|---|
| Industry Size (2025E) | USD 3.7 billion |
| Industry Size (2035F) | USD 25.4 billion |
| CAGR (2025 to 2035) | 21.1% |
Analyzing eSports market by Top Investment Segments
| Game Genre Segment | Market Share |
|---|---|
| Multiplayer Online Battle Arena (MOBA) | 28.7% |
| Platform Segment | CAGR (2025 to 2035) |
|---|---|
| Mobile eSports | 27.6% |
| Revenue Stream Segment | CAGR (2025 to 2035) |
|---|---|
| Sponsorships & Advertising | 20.9% |
Trend Analysis and Purchasing Criteria across Different End Use Segment
| Company | Contract Value (USA USD Million) |
|---|---|
| Adidas and Esports World Cup Foundation | 10 - 15 |
| Pepsi and Esports World Cup | 12 - 18 |
| LG UltraGear and Esports World Cup | 8 - 12 |
| Porsche and ESL FACEIT Group | 5 - 10 |
| Rolling Stone and ESL FACEIT Group | 6 - 9 |
| MOONTON Games and Qiddiya | 10 - 14 |
| BLAST and Revolut | 7 - 10 |
| LEC and Marriott Bonvoy | 8 - 12 |
| PGL and Oddin.gg | 6 - 10 |
| Jaguar Land Rover and JD Gaming | 9 - 13 |
Country-wise Insights
| Country | Value CAGR (2025 to 2035) |
|---|---|
| USA | 20.3% |
| Germany | 21.0% |
| China | 24.3% |
| India | 26.7% |
| Saudi Arabia | 25.2% |