Facebook
Twitterhttps://www.futuremarketinsights.com/privacy-policyhttps://www.futuremarketinsights.com/privacy-policy
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% |
Facebook
Twitterhttps://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy
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).
Facebook
Twitterhttps://www.imarcgroup.com/privacy-policyhttps://www.imarcgroup.com/privacy-policy
The global esports market size was valued at USD 2.08 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 10.06 Billion by 2033, exhibiting a CAGR of 17.05% during 2025-2033. Asia-Pacific currently dominates the market, holding a significant market share of over 30.0% in 2024. The market is primarily driven by rising internet penetration, significant innovations in gaming technology, increasing popularity of live-streaming platforms, and favorable investments from sponsors and advertisers.
|
Report Attribute
|
Key Statistics
|
|---|---|
|
Base Year
|
2024
|
|
Forecast Years
|
2025-2033
|
|
Historical Years
|
2019-2024
|
|
Market Size in 2024
| USD 2.08 Billion |
|
Market Forecast in 2033
| USD 10.06 Billion |
| Market Growth Rate 2025-2033 | 17.05% |
IMARC Group provides an analysis of the key trends in each segment of the global esports market report, along with forecasts at the global, regional and country levels from 2025-2033. Our report has categorized the market based on revenue model, platform and games.
Facebook
Twitterhttps://www.rootsanalysis.com/privacy.htmlhttps://www.rootsanalysis.com/privacy.html
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.
Facebook
TwitterThe ************* 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.
Facebook
TwitterThe 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.
Facebook
Twitterhttps://straitsresearch.com/privacy-policyhttps://straitsresearch.com/privacy-policy
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 Metric | Details |
|---|---|
| Market Size in 2024 | USD 2.13 Billion |
| Market Size in 2025 | USD 2.60 Billion |
| Market Size in 2033 | USD 12.68 Billion |
| CAGR | 21.9% (2025-2033) |
| Base Year for Estimation | 2024 |
| Historical Data | 2021-2023 |
| Forecast Period | 2025-2033 |
| Report Coverage | Revenue Forecast, Competitive Landscape, Growth Factors, Environment & Regulatory Landscape and Trends |
| Segments Covered | By Revenue Model,By Streaming Platform,By Device Type,By Gaming Genre,By Region. |
| Geographies Covered | North America, Europe, APAC, Middle East and Africa, LATAM, |
| Countries Covered | U.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, |
Facebook
Twitterhttps://www.marknteladvisors.com/privacy-policyhttps://www.marknteladvisors.com/privacy-policy
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%.
Facebook
Twitterhttps://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/
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...
Facebook
Twitterhttps://www.kenresearch.com/terms-and-conditionshttps://www.kenresearch.com/terms-and-conditions
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.
Facebook
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.
Facebook
Twitterhttps://www.zionmarketresearch.com/privacy-policyhttps://www.zionmarketresearch.com/privacy-policy
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.
Facebook
Twitterhttps://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy
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.
Facebook
Twitterhttps://www.expertmarketresearch.com/privacy-policyhttps://www.expertmarketresearch.com/privacy-policy
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.
Facebook
Twitterhttps://www.coherentmarketinsights.com/privacy-policyhttps://www.coherentmarketinsights.com/privacy-policy
Esports Market valuation is estimated to reach USD 3.49 Bn in 2025 and is anticipated to grow to USD 13.42 Bn by 2032 with steady annual growth rate of 21.2%
Facebook
Twitterhttps://www.thereportcubes.com/privacy-policyhttps://www.thereportcubes.com/privacy-policy
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.
Facebook
Twitterhttps://www.expertmarketresearch.com/privacy-policyhttps://www.expertmarketresearch.com/privacy-policy
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.
Facebook
Twitterhttps://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice
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
Facebook
Twitterhttps://www.strategicrevenueinsights.com/privacy-policyhttps://www.strategicrevenueinsights.com/privacy-policy
The global esports market is projected to reach a valuation of approximately USD 6.5 billion by 2033, growing at a compound annual growth rate (CAGR) of 15.1% from 2025 to 2033.
Facebook
Twitterhttps://www.emergenresearch.com/privacy-policyhttps://www.emergenresearch.com/privacy-policy
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...
Facebook
Twitterhttps://www.futuremarketinsights.com/privacy-policyhttps://www.futuremarketinsights.com/privacy-policy
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% |