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