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.
https://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.
https://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% |
https://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).
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.
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.
https://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.
https://www.emergenresearch.com/privacy-policyhttps://www.emergenresearch.com/privacy-policy
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...
https://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.
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.
https://www.bccresearch.com/aboutus/terms-conditionshttps://www.bccresearch.com/aboutus/terms-conditions
BCC Research Market Report for Esports Market. The global market reached $1.3 billion in 2022 and should reach $3 billion by 2027, with a CAGR of 17.5%.
During 2022, the merchandise and tickets segment of the global eSports market was expected to generate 107.9 million U.S. dollars in revenue.
eSports market
Video gaming has long stopped being entertainment solely for the solitary player holed up in their living room. Today, not only is video gaming a networking activity, but it has also become a regularly scheduled, profit-generating pastime in the form of eSports. eSports can be described as organized multiplayer gaming events, mostly between professional players. There is usually a series of tournaments which culminate in championships, both at a regional and a global level. The entire eSports market is expected to grow over the coming years, with worldwide revenues projected to reach 1.87billion U.S. dollars in 2025. Looking at the latest regional profitability data, China was considered to be generating a lion’s share of the revenues in 2021, followed by the United States' eSports market.
Top eSports players eSports is profitable, not only for the entire industry, but also for the individual players. As of 2022, the highest earnings were those of a Danish professional gamer, Johan Sundstein, more known among his peers as "N0tail". Throughout his recorded gaming career, N0tail has earned over seven million U.S. dollars through playing Dota 2. Among female players, the profits are significantly smaller. To date, the highest earning female gamer, Sasha Hostyn, who goes by "Scarlett" in the gaming industry, has made over 400 thousand U.S. dollars in the course of her eSports career.
https://www.marknteladvisors.com/privacy-policyhttps://www.marknteladvisors.com/privacy-policy
Esports market was valued at USD 1.81 billion in 2024 and is projected to reach USD 5.88 billion by 2030, growing at a CAGR of 22.21%.
https://www.coherentmarketinsights.com/privacy-policyhttps://www.coherentmarketinsights.com/privacy-policy
Esports Market valuation is estimated to reach US$ 3.49 Bn in 2025 and is anticipated to grow to US$ 13.42 Bn by 2032 with steady annual growth rate of 21%
https://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.
https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy
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.
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
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.
The eSports mar
https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/
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.
https://www.arizton.com/privacyandpolicyhttps://www.arizton.com/privacyandpolicy
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.
https://market.us/privacy-policy/https://market.us/privacy-policy/
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.
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.