100+ datasets found
  1. eSports market revenue 2025, by country

    • statista.com
    • ai-chatbox.pro
    Updated Jun 23, 2025
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    Statista (2025). eSports market revenue 2025, by country [Dataset]. https://www.statista.com/forecasts/1130696/esports-revenue-share-country
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    Dataset updated
    Jun 23, 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.

  2. Esports Market Size & Share Report, 2035

    • rootsanalysis.com
    Updated Aug 5, 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
    Aug 5, 2024
    Dataset provided by
    Authors
    Roots Analysis
    License

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

    Time period covered
    2021 - 2031
    Area covered
    Global
    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.

  3. eSports Market Report - Trends & Innovations 2025 to 2035

    • futuremarketinsights.com
    html, pdf
    Updated Jun 17, 2025
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    Future Market Insights (2025). eSports Market Report - Trends & Innovations 2025 to 2035 [Dataset]. https://www.futuremarketinsights.com/reports/esports-market
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    html, pdfAvailable download formats
    Dataset updated
    Jun 17, 2025
    Dataset authored and provided by
    Future Market Insights
    License

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

    Time period covered
    2025 - 2035
    Area covered
    Worldwide
    Description

    eSports market projection says that global sales will increase from USD 3.7 billion in 2025 to USD 25.4 billion in 2035, with a compound annual growth rate of 21.1%.

    AttributesKey Insights
    Industry Size (2025E)USD 3.7 billion
    Industry Size (2035F)USD 25.4 billion
    CAGR (2025 to 2035)21.1%

    Analyzing eSports market by Top Investment Segments

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

    Trend Analysis and Purchasing Criteria across Different End Use Segment

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

    Country-wise Insights

    CountryValue CAGR (2025 to 2035)
    USA20.3%
    Germany21.0%
    China24.3%
    India26.7%
    Saudi Arabia25.2%
  4. eSports Market Size, Growth Drivers, Share & Industry Overview, 2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jun 22, 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
    Jun 22, 2025
    Dataset authored and provided by
    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).

  5. eSports market revenue worldwide 2017-2029

    • statista.com
    • ai-chatbox.pro
    Updated Jun 23, 2025
    + more versions
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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
    Jun 23, 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.

  6. eSports market revenue worldwide 2017-2029, by segment

    • statista.com
    • ai-chatbox.pro
    Updated Jun 26, 2025
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    Statista (2025). eSports market revenue worldwide 2017-2029, by segment [Dataset]. https://www.statista.com/forecasts/1308525/worldwide-esports-revenue-by-segment
    Explore at:
    Dataset updated
    Jun 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    World
    Description

    Over the forecast period until 2029, the ad spending is forecast to exhibit fluctuations among the five segments. Overall, the ad spending appears to follow a positive trend, as there are more increasing values than decreasing values expected in the individual segments until 2029. Among them, the segment Sponsorship & Advertising achieves the relatively highest value throughout the entire period, reaching **** billion U.S. dollars. Find other insights concerning similar markets and segments, such as a comparison of revenue in Poland and a comparison of revenue in the United Arab Emirates.The Statista Market Insights cover a broad range of additional markets.

  7. 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.

  8. eSports Market Size, Share | Industry Forecast by 2028

    • emergenresearch.com
    pdf,excel,csv,ppt
    Updated Jul 27, 2021
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    Emergen Research (2021). eSports Market Size, Share | Industry Forecast by 2028 [Dataset]. https://www.emergenresearch.com/industry-report/esports-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 27, 2021
    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, 2028 Value Projection, Tables, Charts, and Figures, Forecast Period 2021 - 2028 CAGR, and 1 more
    Description

    The global esports market size reached USD 1,165.6 Million in 2020 and is expected to reach a market size of USD 5,199.8 Million registering a CAGR of 20.7%. Electronic sports industry report classifies global market by share, trend, growth and on the basis of game type, revenue streams, device, and...

  9. E

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

    • expertmarketresearch.com
    Updated Dec 23, 2024
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    Claight Corporation (Expert Market Research) (2024). 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
    Dec 23, 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
    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.

  10. Revenue of the eSports market worldwide 2023-2030

    • statista.com
    Updated Feb 12, 2025
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    Statista (2025). Revenue of the eSports market worldwide 2023-2030 [Dataset]. https://www.statista.com/statistics/1129596/esports-revenue/
    Explore at:
    Dataset updated
    Feb 12, 2025
    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.

  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. Global revenue of the eSports market 2022, by segment

    • statista.com
    • ai-chatbox.pro
    Updated Jan 16, 2025
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    Statista (2025). Global revenue of the eSports market 2022, by segment [Dataset]. https://www.statista.com/statistics/490358/esports-revenue-worldwide-by-segment/
    Explore at:
    Dataset updated
    Jan 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2022
    Area covered
    Worldwide
    Description

    During 2022, the merchandise and tickets segment of the global eSports market was expected to generate 107.9 million U.S. dollars in revenue.

    eSports market

    Video gaming has long stopped being entertainment solely for the solitary player holed up in their living room. Today, not only is video gaming a networking activity, but it has also become a regularly scheduled, profit-generating pastime in the form of eSports. eSports can be described as organized multiplayer gaming events, mostly between professional players. There is usually a series of tournaments which culminate in championships, both at a regional and a global level. The entire eSports market is expected to grow over the coming years, with worldwide revenues projected to reach 1.87billion U.S. dollars in 2025. Looking at the latest regional profitability data, China was considered to be generating a lion’s share of the revenues in 2021, followed by the United States' eSports market.

    Top eSports players eSports is profitable, not only for the entire industry, but also for the individual players. As of 2022, the highest earnings were those of a Danish professional gamer, Johan Sundstein, more known among his peers as "N0tail". Throughout his recorded gaming career, N0tail has earned over seven million U.S. dollars through playing Dota 2. Among female players, the profits are significantly smaller. To date, the highest earning female gamer, Sasha Hostyn, who goes by "Scarlett" in the gaming industry, has made over 400 thousand U.S. dollars in the course of her eSports career.

  13. 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%.

  14. c

    Esports Market Size, Share and Opportunities, 2025-2032

    • coherentmarketinsights.com
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    Coherent Market Insights, Esports Market Size, Share and Opportunities, 2025-2032 [Dataset]. https://www.coherentmarketinsights.com/market-insight/esports-market-4191
    Explore at:
    Dataset authored and provided by
    Coherent Market Insights
    License

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

    Time period covered
    2025 - 2031
    Area covered
    Global
    Description

    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%

  15. 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

    Area covered
    India
    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.

  16. Electronic Sports Game Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
    + more versions
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    Dataintelo (2025). Electronic Sports Game Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-electronic-sports-game-market
    Explore at:
    pptx, csv, 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 Game Market Outlook




    The global market size for electronic sports games, also known as eSports, was valued at approximately $1.8 billion in 2023 and is projected to reach around $7.2 billion by 2032, growing at a compound annual growth rate (CAGR) of 16.5%. This impressive growth is driven by several factors, including the increasing popularity of online gaming, the rise in internet and smartphone penetration, and the growing acceptance of eSports as a legitimate form of entertainment and competition.




    One of the primary growth factors for the electronic sports game market is the rapid technological advancements in gaming hardware and software. Enhanced graphics, more immersive gameplay, and the introduction of virtual and augmented reality are elevating the gaming experience, drawing in larger audiences. Moreover, the development of high-speed internet infrastructure globally has enabled seamless online gaming, contributing to the market's expansion. The proliferation of 5G technology is further expected to boost the eSports market by reducing latency and enhancing the overall gaming experience.




    Another significant growth driver is the surge in audience and viewership for eSports tournaments. Major streaming platforms like Twitch, YouTube Gaming, and Facebook Gaming have created a robust ecosystem for live streaming of eSports events, attracting millions of viewers worldwide. Sponsorships, advertising revenue, and media rights have become substantial revenue streams for the market. The engagement levels offered by these platforms, coupled with interactive features like live chats and in-game purchases, have also contributed to the increasing popularity and financial growth of the eSports industry.




    The increasing investment and involvement of traditional sports organizations and celebrities in eSports is also fueling market growth. Many traditional sports teams and athletes are investing in eSports teams, recognizing the potential for high returns and the opportunity to reach younger, tech-savvy audiences. This crossover has not only brought in significant capital but also added to the credibility and legitimacy of electronic sports as a mainstream entertainment option. Additionally, governmental recognition of eSports as an official sport in various countries has played a vital role in its growth and acceptance.



    The role of Esport Agency Service has become increasingly pivotal in the burgeoning eSports industry. These agencies provide a range of services that are crucial for the growth and professionalization of eSports teams and players. From securing sponsorships and managing public relations to organizing events and negotiating contracts, esport agencies are instrumental in navigating the complex landscape of competitive gaming. They help bridge the gap between players and brands, ensuring that both parties benefit from mutually advantageous partnerships. As the eSports industry continues to expand, the demand for specialized agency services is expected to grow, providing opportunities for new entrants and established firms alike to capitalize on this dynamic market.




    Regionally, Asia Pacific dominates the electronic sports game market, followed by North America and Europe. The Asia Pacific region is home to some of the largest eSports markets, such as China and South Korea, where gaming is deeply ingrained in the culture. North America remains a significant player due to its strong infrastructure, high disposable income, and a growing community of professional gamers. Europe is also witnessing substantial growth, primarily driven by increasing investments and the popularity of gaming tournaments. The Middle East & Africa and Latin America are emerging markets with significant growth potential due to improving internet penetration and rising interest in gaming.



    Game Type Analysis




    The electronic sports game market is divided into several game types, including First-Person Shooter (FPS), Real-Time Strategy (RTS), Multiplayer Online Battle Arena (MOBA), Sports, Fighting, and Others. First-Person Shooters such as "Call of Duty" and "Counter-Strike" continue to be among the most popular genres, known for their high-octane gameplay and strategic depth. FPS games attract a substantial player base and viewing audience, making them lucrative for organizers and advertisers. The

  17. eSports Market Research Report 2033

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Jun 28, 2025
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    Growth Market Reports (2025). eSports Market Research Report 2033 [Dataset]. https://growthmarketreports.com/report/esports-market
    Explore at:
    pptx, pdf, csvAvailable download formats
    Dataset updated
    Jun 28, 2025
    Dataset authored and provided by
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    eSports Market Outlook



    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 market’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 market’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 market’s expansion.




    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, rising viewership, and the establishment of professional leagues. Latin America and the Middle East & Africa are emerging as promising markets, with rising internet penetration and a growing youth population. The regional diversity in market dynamics underscores the global appeal of eSports and highlights the importance of localized strategies for sustained growth.





    Game Type Analysis



    The eSports mar

  18. Global Mobile Esport Market Size By Product (First-person shooter (FPS),...

    • verifiedmarketresearch.com
    Updated Apr 15, 2025
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    VERIFIED MARKET RESEARCH (2025). Global Mobile Esport Market Size By Product (First-person shooter (FPS), Real-time strategy (RTS)), By Application (Offline, Online), By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/mobile-esport-market/
    Explore at:
    Dataset updated
    Apr 15, 2025
    Dataset provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    Authors
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2026 - 2032
    Area covered
    Global
    Description

    Mobile Esport Market size was valued at USD 1.06 Billion in 2024 and is projected to reach USD 4.41 Billion by 2032, growing at a CAGR of 22.50% during the forecasted period 2026 to 2032.

    Global Mobile Esport Market Definition

    Mobile Esports is a type of video game tournament. Electronic sports, e-sports, and competitive/professional gaming are other terms for esports. The most frequent kind of mobile esports is organised, multiplayer video game competitions, notably involving professional players. Furthermore, organised online and offline competitions have been a part of video game culture for a long time.

    Esports are organised video game competitions that include fighting games, first-person shooters, multiplayer online battle arena tournaments, and massively multiplayer online games. Furthermore, colleges and universities are developing an esports curriculum to train skilled professionals.

  19. Esports Market - Global Outlook & Forecast 2024-2029

    • arizton.com
    pdf,excel,csv,ppt
    Updated Nov 27, 2024
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    Arizton Advisory & Intelligence (2024). Esports Market - Global Outlook & Forecast 2024-2029 [Dataset]. https://www.arizton.com
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Nov 27, 2024
    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

    The esports market is projected to grow from USD 1.96 billion in 2023 to reach USD 5.17 billion by 2029, at a CAGR of 17.48% during the forecast period.

  20. 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/
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    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.

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Statista (2025). eSports market revenue 2025, by country [Dataset]. https://www.statista.com/forecasts/1130696/esports-revenue-share-country
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eSports market revenue 2025, by country

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3 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jun 23, 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.

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