100+ datasets found
  1. S

    Esports Statistics 2025: Market Growth, Viewership, and Trends

    • sqmagazine.co.uk
    Updated Oct 1, 2025
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    SQ Magazine (2025). Esports Statistics 2025: Market Growth, Viewership, and Trends [Dataset]. https://sqmagazine.co.uk/esports-statistics-2/
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    Dataset updated
    Oct 1, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    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...

  2. Esports Performance Rankings and Results

    • kaggle.com
    zip
    Updated Dec 12, 2022
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    The Devastator (2022). Esports Performance Rankings and Results [Dataset]. https://www.kaggle.com/datasets/thedevastator/unlocking-collegiate-esports-performance-with-bu
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    zip(110148 bytes)Available download formats
    Dataset updated
    Dec 12, 2022
    Authors
    The Devastator
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    Esports Performance Rankings and Results

    Performance Rankings and Results from Multiple Esports Platforms

    By [source]

    About this dataset

    This dataset provides a detailed look into the world of competitive video gaming in universities. It covers a wide range of topics, from performance rankings and results across multiple esports platforms to the individual team and university rankings within each tournament. With an incredible wealth of data, fans can discover statistics on their favorite teams or explore the challenges placed upon university gamers as they battle it out to be the best. Dive into the information provided and get an inside view into the world of collegiate esports tournaments as you assess all things from Match ID, Team 1, University affiliations, Points earned or lost in each match and special Seeds or UniSeeds for exceptional teams. Of course don't forget about exploring all the great Team Names along with their corresponding websites for further details on stats across tournaments!

    More Datasets

    For more datasets, click here.

    Featured Notebooks

    • 🚨 Your notebook can be here! 🚨!

    How to use the dataset

    Download Files First, make sure you have downloaded the CS_week1, CS_week2, CS_week3 and seeds datasets on Kaggle. You will also need to download the currentRankings file for each week of competition. All files should be saved using their originally assigned name in order for your analysis tools to read them properly (ie: CS_week1.csv).

    Understand File Structure Once all data has been collected and organized into separate files on your desktop/laptop computer/mobile device/etc., it's time to become familiar with what type of information is included in each file. The main folder contains three main data files: week1-3 and seedings. The week1-3 contain teams matched against one another according to university, point score from match results as well as team name and website URL associated with university entry; whereas the seedings include a ranking system amongst university entries which are accompanied by information regarding team names, website URLs etc.. Furthermore, there is additional file featured which contains currentRankings scores for each individual player/teams for an first given period of competition (ie: first week).

    Analyzing Data Now that everything is set up on your end it’s time explore! You can dive deep into trends amongst universities or individual players in regards to specific match performances or standings overall throughout weeks of competition etc… Furthermore you may also jumpstart insights via further creation of graphs based off compiled date from sources taken from BUECTracker dataset! For example let us say we wanted compare two universities- let's say Harvard University v Cornell University - against one another since beginning of event i we shall extract respective points(column),dates(column)(found under result tab) ,regions(csilluminating North America vs Europe etc)general stats such as maps played etc.. As well any other custom ideas which would come along in regards when dealing with similar datasets!

    Research Ideas

    • Analyze the performance of teams and identify areas for improvement for better performance in future competitions.
    • Assess which esports platforms are the most popular among gamers.
    • Gain a better understanding of player rankings across different regions, based on rankings system, to create targeted strategies that could boost individual players' scoring potential or team overall success in competitive gaming events

    Acknowledgements

    If you use this dataset in your research, please credit the original authors. Data Source

    License

    License: CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication No Copyright - You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission. See Other Information.

    Columns

    File: CS_week1.csv | Column name | Description | |:---------------|:----------------------------------------------| | Match ID | Unique identifier for each match. (Integer) | | Team 1 | Name of the first team in the match. (String) | | University | University associated with the team. (String) |

    File: CS_week1_currentRankings.csv | Column name | Description | |:--------------|:-----------------------------------------------------------|...

  3. Worldwide eSports viewer numbers 2020-2025, by type

    • statista.com
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    Statista, Worldwide eSports viewer numbers 2020-2025, by type [Dataset]. https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/
    Explore at:
    Dataset authored and provided by
    Statistahttp://statista.com/
    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. By 2025, there are expected to be over 318 million eSports enthusiasts worldwide, a significant increase from the 215.2 million in 2020. Additionally, some 322.7 million people are forecast to be occasional viewers of eSports by 2025.

    Leading eSports tournaments The most watched eSports event of all time is the 2021 Free Fire World Series, a Garena Free Fire tournament hosted by Singapore. With millions of viewers tuning in to watch expert gamers battle it out, it is unsurprising that large sums of money are at stake. The International 2021, which was the tenth edition of the annual DOTA 2 world championship, had a combined prize pool of over 40 million U.S. dollars. In addition, the cumulative prize pool for DOTA 2 tournaments around the world in 2021 stood at a huge 47.8 million U.S. dollars.

  4. Revenue of the eSports market worldwide 2023-2030

    • statista.com
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    Statista, Revenue of the eSports market worldwide 2023-2030 [Dataset]. https://www.statista.com/statistics/1129596/esports-revenue/
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    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.

  5. i

    League of Legends Esports Player Game Data (2019-2024)

    • ieee-dataport.org
    Updated Nov 21, 2025
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    Maxime De Bois (2025). League of Legends Esports Player Game Data (2019-2024) [Dataset]. https://ieee-dataport.org/documents/league-legends-esports-player-game-data-2019-2024
    Explore at:
    Dataset updated
    Nov 21, 2025
    Authors
    Maxime De Bois
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    2019

  6. Esports Data: Valorant VCT LOCK//IN Player Stats

    • kaggle.com
    zip
    Updated Mar 11, 2023
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    Vishal Agarwal (2023). Esports Data: Valorant VCT LOCK//IN Player Stats [Dataset]. https://www.kaggle.com/datasets/agarwalvishal00/esports-data-valorant-vct-lockin-player-stats
    Explore at:
    zip(34478 bytes)Available download formats
    Dataset updated
    Mar 11, 2023
    Authors
    Vishal Agarwal
    Description

    The data has been scraped from VLR, which is a source of tournament statistics. You can use this dataset to perform Exploratory Data Analysis (EDA) and create meaningful analysis.

  7. Public interest in eSports in the U.S. 2023, by age

    • statista.com
    Updated Apr 15, 2023
    + more versions
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    Statista (2023). Public interest in eSports in the U.S. 2023, by age [Dataset]. https://www.statista.com/statistics/1108276/esports-interest-age/
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    Dataset updated
    Apr 15, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 10, 2023 - Apr 12, 2023
    Area covered
    United States
    Description

    The eSports industry has become an increasingly significant part of the entertainment sector in recent years. Players can compete against each other, individually or in teams, in a multiplayer video game tournaments across the world. In a survey conducted in April 2023, around 16 percent of respondents aged 35 to 44 were avid fans of eSports in the United States.

  8. 🕹️ eSports_Sensors_Dataset

    • kaggle.com
    zip
    Updated Jul 16, 2024
    + more versions
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    mexwell (2024). 🕹️ eSports_Sensors_Dataset [Dataset]. https://www.kaggle.com/datasets/mexwell/esports-sensors-dataset
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    zip(88066598 bytes)Available download formats
    Dataset updated
    Jul 16, 2024
    Authors
    mexwell
    Description

    A repository with sensor data collected from 10 players in 22 matches in League of Legends. The sensor data collected include:

    • Hand/head/chair movements.
    • Heart rate.
    • Muscle activity.
    • Gaze movement on the monitor.
    • Galvanic skin response(GSR).
    • Electroencephalography (EEG).
    • Mouse and keyboard activity.
    • Facial skin temperature.
    • Environmental data.

    The data were collected for one team of 5 people simultaneously. We also provide in-game logs and meta information for each match.

    Please find more details and analysis in the paper.

    @article{smerdov2020collection, title={Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports Dataset}, author={Smerdov, Anton and Zhou, Bo and Lukowicz, Paul and Somov, Andrey}, journal={arXiv preprint arXiv:2011.00958}, year={2020} }

    Acknowlegement

    Foto von Florian Olivo auf Unsplash

  9. G

    Cross-Game Esports Stats Aggregation Market Research Report 2033

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Oct 4, 2025
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    Growth Market Reports (2025). Cross-Game Esports Stats Aggregation Market Research Report 2033 [Dataset]. https://growthmarketreports.com/report/cross-game-esports-stats-aggregation-market
    Explore at:
    pdf, pptx, csvAvailable download formats
    Dataset updated
    Oct 4, 2025
    Dataset authored and provided by
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Cross-Game Esports Stats Aggregation Market Outlook



    According to our latest research, the global Cross-Game Esports Stats Aggregation market size reached USD 1.43 billion in 2024, with a robust compound annual growth rate (CAGR) of 17.6%. The market is expected to grow significantly, reaching USD 6.36 billion by 2033. This remarkable growth trajectory is primarily driven by the escalating demand for unified analytics and data-driven decision-making across the rapidly expanding esports ecosystem, which now spans multiple games, platforms, and stakeholders worldwide.




    The surge in the Cross-Game Esports Stats Aggregation market is propelled by the increasing professionalization and commercialization of esports. As esports tournaments attract larger audiences and higher prize pools, the need for advanced analytics to monitor player performance, strategize team management, and optimize fan engagement has intensified. The integration of sophisticated data aggregation tools enables stakeholders to consolidate disparate data from various games and platforms, offering a holistic view of player and team metrics. This not only enhances competitive integrity but also provides a foundation for more accurate performance benchmarking and talent scouting, further fueling market expansion.




    Another significant growth factor is the rapid technological advancements in artificial intelligence, machine learning, and cloud computing. These technologies have revolutionized the way esports data is collected, processed, and visualized, making cross-game stats aggregation more accessible and scalable. The adoption of cloud-based solutions, in particular, allows organizations to manage vast volumes of real-time data efficiently, regardless of geographic location or device. As a result, esports teams, tournament organizers, and broadcasters can leverage actionable insights to refine strategies, improve content delivery, and drive audience engagement, thereby enhancing the overall value proposition of the market.




    The proliferation of mobile and cloud gaming platforms has also contributed to the rising demand for Cross-Game Esports Stats Aggregation solutions. With esports transcending traditional PC and console boundaries, there is an increasing need for unified analytics that can seamlessly aggregate data from a diverse array of devices and titles. This trend is further amplified by the growing participation of amateur and semi-professional players, who seek access to advanced analytics tools for personal development and competitive advantage. Consequently, solution providers are innovating rapidly to offer flexible, scalable, and user-friendly platforms tailored to the evolving needs of the esports community.




    Regionally, North America continues to dominate the Cross-Game Esports Stats Aggregation market, accounting for the largest share in 2024, followed closely by Asia Pacific and Europe. The region’s leadership is underpinned by a mature esports infrastructure, high internet penetration, and a strong presence of leading esports organizations and technology providers. However, Asia Pacific is expected to register the fastest growth over the forecast period, driven by burgeoning esports adoption in countries like China, South Korea, and India, as well as increasing investments in digital infrastructure and gaming innovation.





    Component Analysis



    The Component segment of the Cross-Game Esports Stats Aggregation market is bifurcated into Software and Services. Software solutions form the backbone of this market, enabling real-time data collection, integration, and analysis across multiple games and platforms. These software platforms leverage advanced algorithms and machine learning models to extract actionable insights from vast amounts of structured and unstructured data, including in-game statistics, player biometrics, and social media interactions. The growing demand for customizable dashboards, predictive analytics, and automated

  10. E

    Electronic Sports (eSports) Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jul 20, 2025
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    Data Insights Market (2025). Electronic Sports (eSports) Report [Dataset]. https://www.datainsightsmarket.com/reports/electronic-sports-esports-1399786
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Jul 20, 2025
    Dataset authored and provided by
    Data Insights Market
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global esports market is booming, projected to reach $7.8B by 2033, fueled by rising viewership, mobile gaming, and major investments. Discover key trends, challenges, and leading companies shaping the future of competitive gaming.

  11. F

    Esports Market Size, Share, Growth Analysis Report By Gaming Genre...

    • fnfresearch.com
    pdf
    Updated Nov 23, 2025
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    Facts and Factors (2025). Esports Market Size, Share, Growth Analysis Report By Gaming Genre (Multiplayer Online Battle Arena Games, Fighting Games, First Person Shooter Games, Real-Time Strategy Games, And Others), By Revenue Streaming (Media Rights, Publishers Fees, Merchandise & Tickets, Advertising, Sponsorship, And Others), By Streaming Type (Video-On-Demand And Live), And By Region - Global Industry Insights, Overview, Comprehensive Analysis, Trends, Statistical Research, Market Intelligence, Historical Data and Forecast 2024 – 2032. [Dataset]. https://www.fnfresearch.com/esports-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Nov 23, 2025
    Dataset authored and provided by
    Facts and Factors
    License

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

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    The global esports market size is expected to grow from USD 1,703.64 million in 2023 to USD 8,594.60 million by 2032, at a CAGR of 19.70% from 2024-2032

  12. E

    Esports (egames) Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jun 9, 2025
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    Data Insights Market (2025). Esports (egames) Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-egames-1452922
    Explore at:
    pdf, ppt, docAvailable download formats
    Dataset updated
    Jun 9, 2025
    Dataset authored and provided by
    Data Insights Market
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    Discover the explosive growth of the esports market, projected to reach $6 billion by 2033. This in-depth analysis explores key drivers, trends, and challenges, including major players like Tencent and Activision Blizzard, and regional market shares. Learn about the lucrative opportunities and future potential within this rapidly expanding industry.

  13. Public interest in eSports in the U.S. 2023, by gender

    • statista.com
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    Statista, Public interest in eSports in the U.S. 2023, by gender [Dataset]. https://www.statista.com/statistics/1108273/esports-interest-gender/
    Explore at:
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 10, 2023 - Apr 12, 2023
    Area covered
    United States
    Description

    The eSports industry has become an increasingly significant part of the entertainment sector in recent years. Players can compete against each other, individually or in teams, in a multiplayer video game tournaments across the world. In a survey conducted in April 2023, around 17 percent of male respondents were avid fans of eSports in the United States.

  14. E

    E-sports Data Service Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 15, 2025
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    Archive Market Research (2025). E-sports Data Service Report [Dataset]. https://www.archivemarketresearch.com/reports/e-sports-data-service-58623
    Explore at:
    doc, ppt, pdfAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Archive Market Research
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The esports data service market is experiencing robust growth, driven by the escalating popularity of esports globally and the increasing demand for data-driven insights within the industry. While precise figures for market size and CAGR were not provided, a reasonable estimation, based on industry reports and the observed growth in related sectors like esports betting and media, suggests a 2025 market size of approximately $500 million. Considering the rapid expansion of esports viewership and the growing sophistication of analytics in professional and amateur leagues, a conservative Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033 is plausible. This would translate to a market value exceeding $2 billion by 2033. This growth is fueled by several key drivers. The need for advanced analytics to optimize team performance, scout talent, and enhance fan engagement is paramount. Enterprises are increasingly using esports data for marketing and sponsorship strategies, while clubs utilize it for player recruitment and training optimization. The market is segmented into data collection and analysis services, catering to enterprises, clubs, and other stakeholders. Key players like Sportradar, OddsMatrix, and Bayes Esports are at the forefront of innovation, constantly developing new data solutions and analytical tools. Regional growth will vary, with North America and Europe expected to dominate initially due to established esports infrastructures and high levels of investment. However, rapid expansion in Asia-Pacific, particularly in China and India, promises significant future growth. While challenges remain, such as data security and the standardization of data collection methods, the overall market outlook for esports data services remains exceptionally positive.

  15. Valorant Esports Player Stats at LAN till May 2022

    • kaggle.com
    zip
    Updated May 28, 2022
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    Aadesh Mishra (2022). Valorant Esports Player Stats at LAN till May 2022 [Dataset]. https://www.kaggle.com/aadeshmishra/valorant-esports-player-stats-at-lan-till-may-2022
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    zip(4912 bytes)Available download formats
    Dataset updated
    May 28, 2022
    Authors
    Aadesh Mishra
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    Context

    With many sports datasets like basketball, cricket and many more, I would like to contribute my dataset as I'm a esports enthusiast, because I haven't seen many at this platform, especially for some new games like Valorant, which was released 2 years ago and is consecutively growing day by day due to its fresh concept.

    Content

    This dataset contains the player stats who have been part of Valorant Lan event, which was first organized in May 2021, and still expanding its audience at a noticeable rate, there had been four event, as of May 2022, this dataset have all the essential player stats like his kills in game, deaths, assist, combat score and many more along with the infos like country and team

    Acknowledgement

    All the data is extracted from Liquipedia official website

    Inspiration

    As a Gaming and Data Analysis enthusiast, I have done my best possible work as a beginner, so this dataset can be used for someone who looks to build a team for themselves and see the player performance, also some beginner can use this as Data Visualization project

  16. E

    E-sports Data Service Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 3, 2025
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    Market Report Analytics (2025). E-sports Data Service Report [Dataset]. https://www.marketreportanalytics.com/reports/e-sports-data-service-56082
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Apr 3, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The esports data service market is booming, projected to reach $500 million in 2025 and grow at a CAGR of 25%. Learn about key market trends, leading companies (Sportradar, OddsMatrix, Bayes Esports), and regional growth opportunities in this comprehensive analysis.

  17. E

    E-sports Data Service Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 15, 2025
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    Archive Market Research (2025). E-sports Data Service Report [Dataset]. https://www.archivemarketresearch.com/reports/e-sports-data-service-58483
    Explore at:
    pdf, ppt, docAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Archive Market Research
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The booming esports data service market is projected to reach $500 million in 2025, growing at a CAGR of 25% through 2033. Discover key trends, market segments (data collection, analysis, enterprise, club), leading companies (Sportradar, OddsMatrix, etc.), and regional insights in this comprehensive analysis.

  18. Esport league of legends dataset

    • kaggle.com
    zip
    Updated Sep 14, 2021
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    pantelis filippou (2021). Esport league of legends dataset [Dataset]. https://www.kaggle.com/datasets/qwertyasdfg123/esport-league-of-legends-dataset
    Explore at:
    zip(120518 bytes)Available download formats
    Dataset updated
    Sep 14, 2021
    Authors
    pantelis filippou
    Description

    Acknowledgements

    Many of the data was given by the website gol.gg.I gathered the data from the website and organized them in a csv file.

    Inspiration

    the goal of the dataset is to create a model that based on the statistics of 2 teams can predict which one will win if they play each other

  19. F

    eSports Market Size & Share - Trend Analysis in America, Europe, & APAC...

    • fundamentalbusinessinsights.com
    Updated Sep 22, 2024
    + more versions
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    Fundamental Business Insights and Consulting (2024). eSports Market Size & Share - Trend Analysis in America, Europe, & APAC 2026-2035 [Dataset]. https://www.fundamentalbusinessinsights.com/industry-report/esports-market-6648
    Explore at:
    Dataset updated
    Sep 22, 2024
    Dataset authored and provided by
    Fundamental Business Insights and Consulting
    License

    https://www.fundamentalbusinessinsights.com/terms-of-usehttps://www.fundamentalbusinessinsights.com/terms-of-use

    Area covered
    United States
    Description

    The global eSports market size is expected to expand from USD 3.64 billion in 2025 to USD 37.3 billion by 2035, with CAGR growth exceeding 26.2%. Companies at the forefront of the industry include Tencent, Activision Blizzard, Electronic Arts, Epic Games, Valve, with strong portfolios and strategic initiatives.

  20. R

    Esports Data APIs Market Research Report 2033

    • researchintelo.com
    csv, pdf, pptx
    Updated Sep 30, 2025
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    Research Intelo (2025). Esports Data APIs Market Research Report 2033 [Dataset]. https://researchintelo.com/report/esports-data-apis-market
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    csv, pdf, pptxAvailable download formats
    Dataset updated
    Sep 30, 2025
    Dataset authored and provided by
    Research Intelo
    License

    https://researchintelo.com/privacy-and-policyhttps://researchintelo.com/privacy-and-policy

    Time period covered
    2024 - 2033
    Area covered
    Global
    Description

    Esports Data APIs Market Outlook



    According to our latest research, the Global Esports Data APIs market size was valued at $420 million in 2024 and is projected to reach $1.35 billion by 2033, expanding at a robust CAGR of 13.6% during the 2024–2033 period. The rapid digital transformation of the gaming industry, coupled with the surging popularity of esports tournaments and fantasy leagues, is a major factor fueling the global growth of the Esports Data APIs market. As competitive gaming becomes increasingly mainstream, the demand for real-time, accurate, and granular data feeds has skyrocketed, enabling stakeholders to enhance fan engagement, optimize team performance, and unlock new monetization avenues.



    Regional Outlook



    North America currently holds the largest share of the Esports Data APIs market, accounting for over 38% of global revenue in 2024. This dominance is primarily attributed to the region’s mature gaming ecosystem, high broadband penetration, and a well-established esports infrastructure. The United States, in particular, is home to numerous premier esports organizations, leading game publishers, and innovative tech companies that have invested heavily in data-driven solutions. Favorable regulatory frameworks, a robust culture of digital innovation, and widespread adoption of advanced analytics tools have further entrenched North America’s leadership in this space. The proliferation of fantasy esports platforms and the legalization of esports betting in several states have also contributed to the region’s strong market performance.



    The Asia Pacific region is projected to be the fastest-growing market, with a remarkable CAGR of 16.2% through 2033. This growth is being driven by the exponential rise in esports viewership, burgeoning investments from both public and private sectors, and the increasing popularity of mobile gaming. China, South Korea, and Japan are at the forefront, boasting large, digitally savvy populations and a thriving competitive gaming scene. Strategic government initiatives to promote esports, coupled with growing sponsorship deals and partnerships, are further accelerating market expansion. Local startups and global giants alike are launching innovative Esports Data API solutions tailored to the unique needs of the region, creating a highly competitive landscape and opening new revenue streams.



    Emerging economies in Latin America and the Middle East & Africa are also witnessing steady adoption of Esports Data APIs, albeit at a more gradual pace. While these regions face challenges such as inconsistent internet infrastructure, limited access to advanced technologies, and regulatory uncertainties, there is a clear upward trajectory in esports participation and digital engagement. Localized demand for real-time data, especially among media companies and betting operators, is prompting international providers to form regional alliances and customize offerings. Policy reforms and targeted investments in digital infrastructure are expected to gradually unlock further potential, paving the way for future market growth in these geographies.



    Report Scope







    Attributes Details
    Report Title Esports Data APIs Market Research Report 2033
    By Component Solutions, Services
    By Deployment Mode Cloud-Based, On-Premises
    By Application Player and Team Analytics, Match and Tournament Analysis, Fantasy Esports, Betting and Gambling, Media and Broadcasting, Others
    By End-User Esports Organizations, Game Publishers, Media Companies, Betting Companies, Others
    Regions Covered North America, Europe, Asia Pacific, Latin America and Middle East & Africa
    Countries

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SQ Magazine (2025). Esports Statistics 2025: Market Growth, Viewership, and Trends [Dataset]. https://sqmagazine.co.uk/esports-statistics-2/

Esports Statistics 2025: Market Growth, Viewership, and Trends

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Dataset updated
Oct 1, 2025
Dataset authored and provided by
SQ Magazine
License

https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

Time period covered
Jan 1, 2024 - Dec 31, 2025
Area covered
Global
Description

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...

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