100+ datasets found
  1. Worldwide eSports viewer numbers 2020-2025, by type

    • statista.com
    Updated Jan 16, 2025
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    Worldwide eSports viewer numbers 2020-2025, by type [Dataset]. https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/
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    Dataset updated
    Jan 16, 2025
    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.

  2. 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/
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    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.

  3. Public interest in eSports in the U.S. 2023

    • statista.com
    Updated Jan 16, 2025
    + more versions
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    Statista (2025). Public interest in eSports in the U.S. 2023 [Dataset]. https://www.statista.com/statistics/1108266/esports-interest/
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    Dataset updated
    Jan 16, 2025
    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, nine percent of all respondents were avid fans of eSports in the United States.

  4. m

    Esports Market Size, Share, Trends | CAGR of 21%

    • market.us
    csv, pdf
    Updated Feb 12, 2025
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    Market.us (2025). Esports Market Size, Share, Trends | CAGR of 21% [Dataset]. https://market.us/report/esports-market/
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    csv, pdfAvailable download formats
    Dataset updated
    Feb 12, 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

    Esports Market is estimated to reach USD 16.7 billion by 2033, Riding on a Strong 21.9% CAGR throughout the forecast period

  5. Facebook: number of concurrent viewers of eSports worldwide 2017-2023

    • statista.com
    Updated Jan 16, 2025
    + more versions
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    Statista (2025). Facebook: number of concurrent viewers of eSports worldwide 2017-2023 [Dataset]. https://www.statista.com/statistics/1129523/facebook-esport-concurrent-viewers/
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    Dataset updated
    Jan 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2019
    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 2019 report, concurrent eSport viewers on Facebook are estimated to reach around 476 thousand in 2023.

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

    • fnfresearch.com
    pdf
    Updated Mar 16, 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
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    pdfAvailable download formats
    Dataset updated
    Mar 16, 2025
    Dataset provided by
    Authors
    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

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

    • statista.com
    Updated Jan 16, 2025
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    Statista (2025). Public interest in eSports in the U.S. 2023, by ethnicity [Dataset]. https://www.statista.com/statistics/1108279/esports-interest-ethnicity/
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    Dataset updated
    Jan 16, 2025
    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 14 percent of Hispanic respondents were avid fans of eSports in the United States.

  8. Size of global eSports market 2023-2033

    • statista.com
    Updated Feb 6, 2025
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    Statista (2025). Size of global eSports market 2023-2033 [Dataset]. https://www.statista.com/statistics/1256162/global-esports-market-size/
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    Dataset updated
    Feb 6, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2024, the global eSports streaming market was valued at 2.8 billion U.S. dollars and was expected to grow to a value of almost 600 million U.S. dollars in 2024. The market was forecast to reach a value of 16.7 billion in 2033, representing a compound annual growth rate of almost 22 percent during this period. eSports overview The term “eSports” is characterized by regional or international video gaming events in which professional and amateur players compete against each other. Whilst competitions have long since been a component of the video gaming industry, it wasn’t until relatively recently that eSports as a professional form of competitive video game play grew in popularity, with video game developers often organizing and funding many of the most popular eSport tournaments, which involve games such as League of Legends, Dota 2, Counter-Strike, Valorant, Overwatch, Street Fighter, Super Smash Bros., and StarCraft. These tournaments often incorporate either multiplayer online battle arena video game (MOBA), first-person shooter (FPS), combat, card, battle royale, and real-time strategy (RTS) games. Revenue streams The eSports market consists of a variety of different revenue segments, including consumer spending on video games, the sale of physical and digital copies, in-game purchases, and subscription services. Industry revenue is also generated through sponsorship deals and media rights, and through the merchandise and ticket sales associated with many eSports tournaments held each year. During 2023, media rights generated the greatest revenue share, accounting for 27 percent of the total. Other revenue streams include game publisher fees and digital advertisements.

  9. S

    Sports Data Service Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 15, 2025
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    AMA Research & Media LLP (2025). Sports Data Service Report [Dataset]. https://www.archivemarketresearch.com/reports/sports-data-service-58618
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    ppt, doc, pdfAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset provided by
    AMA Research & Media LLP
    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 global sports data service market is experiencing robust growth, driven by the increasing popularity of sports globally, advancements in data analytics, and the rising demand for data-driven insights by sports teams, leagues, and media organizations. The market, valued at $3.146 billion in 2025, is projected to exhibit significant expansion over the forecast period (2025-2033). While the precise CAGR is unavailable, considering the rapid technological advancements and expanding use cases within the sports industry, a conservative estimate places the CAGR between 12% and 15% for this period. This growth is fueled by several key factors. The proliferation of wearable technology and sophisticated tracking systems provides an unprecedented volume of granular data, offering valuable insights into player performance, team strategies, and fan engagement. Advanced analytics capabilities allow teams and organizations to leverage this data to enhance decision-making, improve training regimens, and optimize marketing efforts. The increasing sophistication of fantasy sports platforms and the burgeoning esports sector are also substantial contributors to market growth. The market is segmented by service type (data collection, analysis, and others) and application (professional clubs, state management agencies, and others), each demonstrating unique growth trajectories. The professional club segment is expected to remain a dominant force due to the high value placed on competitive advantage. The geographical distribution of the market is diverse, with North America and Europe currently holding significant shares. However, rapid growth is anticipated in the Asia-Pacific region, fueled by increasing internet penetration, rising disposable incomes, and the increasing popularity of various sports. The competitive landscape is characterized by a mix of established players and emerging companies, leading to innovation and price competitiveness. Despite the challenges posed by data security concerns and the need for continuous technological upgrades, the overall market outlook remains positive, promising significant growth opportunities for stakeholders across the value chain. The market’s expansion reflects a broader trend towards data-driven decision-making within the sports industry, ultimately enhancing the fan experience and driving the overall growth of the sports ecosystem.

  10. a

    Esports Market Size, Share, Growth & Demand Analysis Report By Game (PvP,...

    • arizton.com
    pdf,excel,csv,ppt
    Updated Nov 27, 2024
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    Arizton Advisory & Intelligence (2024). Esports Market Size, Share, Growth & Demand Analysis Report By Game (PvP, MOBA, FPS, RTS, MMOG), By Revenue, By Platform (Console, PC, and Mobile & Tablets), By Geography - Competitive Analysis, Historical Data, Forecast 2024-2029 [Dataset]. https://www.arizton.com
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    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.

  11. League of Legends' Champion Statistics by server. End Season 11.

    • zenodo.org
    • data.niaid.nih.gov
    Updated Nov 15, 2021
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    Rubén Moya Vázquez; Rubén Moya Vázquez (2021). League of Legends' Champion Statistics by server. End Season 11. [Dataset]. http://doi.org/10.5281/zenodo.5701424
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    Dataset updated
    Nov 15, 2021
    Dataset provided by
    Zenodohttp://zenodo.org/
    Authors
    Rubén Moya Vázquez; Rubén Moya Vázquez
    Description

    This dataset contains the statistic data related to each League of Legends champion's profile of the op.gg webpage. It contains data related to every champion within the last month of ranked season 11. It has been created only for educational purposes with a web scraper based on scrapy.

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

    • statista.com
    Updated Jan 16, 2025
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    Statista (2025). Public interest in eSports in the U.S. 2023, by gender [Dataset]. https://www.statista.com/statistics/1108273/esports-interest-gender/
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    Dataset updated
    Jan 16, 2025
    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.

  13. Number of eSports games players worldwide 2017

    • statista.com
    Updated Jan 16, 2025
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    Statista (2025). Number of eSports games players worldwide 2017 [Dataset]. https://www.statista.com/statistics/506923/esports-games-number-players-global/
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    Dataset updated
    Jan 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Aug 2017
    Area covered
    Worldwide
    Description

    The statistic presents information on the number of players of selected eSports games worldwide as of August 2017. According to the data, League of Legends was a leader based on number of eSports players. In the presented period the game had a player base of 100 million, while World of Tanks ranked fifth with 12.3 million players in the measured period. eSports players – additional information eSports is profitable, not only for the industry as a whole, but also for individual players. As of March 2017, the highest earnings were those of an American professional gamer, Saahil Arora, better known among his peers as "UNiVeRsE". He started his adventure with eSports as part of a team Evil Geniuses in 2012 playing DOTA 2, but truly kicked-off his career as an offlaner in team Dignitas during the International 3 in 2013. Later in the year he agreed to a contract buyout settlement which allowed him to rejoin Evil Geniuses. Throughout his recorded gaming career, UNiVeRsE has earned 2.72 million U.S. dollars. Among female players, the profits are significantly smaller. To date, the highest earning woman in eSports, Sasha Hostyn from Canada, who goes by "Scarlett" in the gaming industry, has made 171 thousand U.S. dollars in the course of her eSports career. Hostyn began her professional eSports journey with StarCraft II in 2012 and her skills were awarded with nicknames such as "the queen of StarCraft II". In 2015 Scarlett started a transition to DOTA 2 but eventually in late 2016 returned to StarCraft as a member of Team Expert. Based on social media presence and engagement, it is evident that eSports players are among the celebrities of the online world. For example, in January 2016, Lee Sang-hyeok, a player from South Korea, was the leading player, by number of fans on Facebook, with 806 thousand people following his profile. This figure falls roughly somewhere between the Facebook fan base of Colorado Avalanche and San Jose Sharks NHL teams.

  14. Mobile eSports viewer share worldwide 2022

    • statista.com
    Updated Feb 12, 2025
    + more versions
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    Statista (2025). Mobile eSports viewer share worldwide 2022 [Dataset]. https://www.statista.com/statistics/1294291/esports-market-share-platform/
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    Dataset updated
    Feb 12, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2022
    Area covered
    Worldwide
    Description

    The eSports market is one of the fastest growing sectors within the media industry. One of the newer areas within this market is mobile eSports, in which video gamers compete against each other in tournaments involving mobile games such as PUBG Mobile, Call of Duty Mobile, and Clash Royale. In 2022, mobile eSports accounted for around 19 percent of the total hours of eSports events watched across the globe.

  15. Internet users watching eSports championships worldwide as of 2019, by age

    • statista.com
    Updated Jan 16, 2025
    + more versions
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    Internet users watching eSports championships worldwide as of 2019, by age [Dataset]. https://www.statista.com/statistics/1128659/esports-tournaments-viewers-age/
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    Dataset updated
    Jan 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    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 multiplayer video game tournaments across the world. In a 2019 survey, 32 percent of internet users worldwide aged between 16 and 24 stated that they watched eSports, compared to only six percent of respondents aged between 55 and 64.

  16. eSports audience in Europe 2024, by gender

    • statista.com
    Updated Feb 11, 2025
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    Statista (2025). eSports audience in Europe 2024, by gender [Dataset]. https://www.statista.com/statistics/1192334/esports-fans-europe-gender/
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    Dataset updated
    Feb 11, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Europe
    Description

    The eSports market has experienced a boom in recent years, with the amount of people tuning in to watch gamers play their favorite games also rising rapidly. During a 2024 survey, around 67 percent of eSports viewers in Europe were male, while just over a third were female.

  17. Leading eSports tournaments worldwide 2019-2025, by peak viewers

    • statista.com
    • flwrdeptvarieties.store
    Updated Feb 13, 2025
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    Statista (2025). Leading eSports tournaments worldwide 2019-2025, by peak viewers [Dataset]. https://www.statista.com/statistics/507491/esports-tournaments-by-number-viewers-global/
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    Dataset updated
    Feb 13, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2019 - Jan 2025
    Area covered
    Worldwide
    Description

    The eSports market has exploded in recent years with more and more viewers tuning in to watch the best gamers in the world do battle. The League of Legends 2024 World Championship became the most watched eSports event of all time, with a recorded 6.86 million peak viewers. The second most viewed tournament was the League of Legends 2023 World Championship in South Korea, with 6.4 million peak viewers. eSports on the rise The eSports audience size in 2021 stood at a considerable 234 million enthusiasts, on top of 240 million occasional viewers. If these figures were not impressive enough, they are forecast to grow even further in the next few years. The enthusiasts are spread across the world, but the Asia Pacific region seems to be a particular hotspot for eSports. In the United States, meanwhile, some 13.4 percent of internet users in 2021 watched eSports, with the figure expected to rise to 15.5 percent by 2023. League of Legends tournaments Although League of Legends was released some 12 years ago, it has only recently exploded into life thanks to the eSports market. With the increased viewership comes increased revenue, and this means that the League of Legends tournaments are worth big money. The game’s cumulative prize pool for tournaments across the world amounted to over 7.82 million U.S. dollars in 2021. As well as the Mid-Season Invitational tournament, the best LoL players also fight it out in the annual League of Legends World Championship. The stakes were higher than ever in 2018 as the total prize pool stood at 6.45 million U.S. dollars. The most recent World Championships in 2024 ended in a final match up between T1 and Bilibili Gaming, from South Korea and China, respectively. T1 emerged as champions following a 3-2 victory, pocketing prize money of almost half a million U.S. dollars.

  18. eSports interest level worldwide 2021-2024

    • statista.com
    Updated Sep 12, 2024
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    Statista (2024). eSports interest level worldwide 2021-2024 [Dataset]. https://www.statista.com/statistics/1493713/esports-interest-level/
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    Dataset updated
    Sep 12, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    During a survey in the second quarter of 2024, over 30 percent of respondents worldwide aged 18 to 29 listed eSports as one of their interests. This figure was lower among the general population, with 17 percent of overall respondents declaring an interest in eSports.

  19. Global revenue of the eSports market 2022, by segment

    • statista.com
    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/
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    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.

  20. Mobile eSports viewers worldwide 2025

    • statista.com
    Updated Jan 16, 2025
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    Mobile eSports viewers worldwide 2025 [Dataset]. https://www.statista.com/topics/8199/mobile-esports/
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    Dataset updated
    Jan 16, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    The eSports market has boomed in recent years, with mobile eSports also growing as an industry. According to estimates, the number of mobile eSports viewers are expected to grow from approximately 418 million in 2019 to over 548 million viewers by 2025.

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Worldwide eSports viewer numbers 2020-2025, by type [Dataset]. https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/
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Worldwide eSports viewer numbers 2020-2025, by type

Explore at:
66 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jan 16, 2025
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.

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