100+ datasets found
  1. 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.

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

    • statista.com
    Updated Jan 16, 2025
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    Statista (2025). 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.

  3. S

    Eye-Opening eSports Statistics By Revenue, Level of Interest, Team Players...

    • sci-tech-today.com
    Updated Apr 9, 2025
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    Sci-Tech Today (2025). Eye-Opening eSports Statistics By Revenue, Level of Interest, Team Players Earning, Leading eSports Tournaments And Peak Viewers [Dataset]. https://www.sci-tech-today.com/stats/esports-statistics/
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    Dataset updated
    Apr 9, 2025
    Dataset authored and provided by
    Sci-Tech Today
    License

    https://www.sci-tech-today.com/privacy-policyhttps://www.sci-tech-today.com/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    eSports Statistics: Alternatively called competitive gaming, eSports has evolved as a business to hundreds of billions of Dollars. Starting as small local competitions, this has evolved into professional tournaments, which attract millions of players and fans with massive sponsorship.

    As for 2024, the eye-opening eSports statistics will be forward-looking as it will be fueled by increased investment, viewership and participation across the globe. This article outlines the main figures that will, in one way or another, influence the eSports sector in the year 2025, which will raise revenue, engage the audience and investors, and expand into new territories.

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

    • statista.com
    • ai-chatbox.pro
    Updated Jun 26, 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
    Jun 26, 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, **** percent of all respondents were avid fans of eSports in the United States.

  5. i

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

    • ieee-dataport.org
    Updated Jan 16, 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
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    Dataset updated
    Jan 16, 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. E

    E-sports Data Service Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 23, 2025
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    Data Insights Market (2025). E-sports Data Service Report [Dataset]. https://www.datainsightsmarket.com/reports/e-sports-data-service-1986800
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    ppt, pdf, docAvailable download formats
    Dataset updated
    May 23, 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 esports data services market is experiencing robust growth, driven by the escalating popularity of esports globally and the increasing demand for comprehensive data analytics within the industry. The market, estimated at $500 million in 2025, is projected to exhibit a Compound Annual Growth Rate (CAGR) of 25% from 2025 to 2033, reaching a substantial market size. This growth is fueled by several key drivers, including the rising number of esports tournaments and leagues, the increasing sophistication of esports betting markets, and the expanding use of data analytics for team performance optimization and player scouting. Key trends shaping the market include the development of advanced data analytics platforms capable of processing real-time data streams, the integration of artificial intelligence (AI) and machine learning (ML) for predictive analytics, and the rising demand for personalized and customized data solutions. Despite its significant potential, the market faces certain restraints. These include the high cost of data acquisition and processing, concerns surrounding data privacy and security, and the potential for data manipulation or fraud within the competitive esports ecosystem. The market is segmented by service type (live data, historical data, analytics solutions), data type (player statistics, team performance, tournament outcomes), and end-users (esports teams, media companies, betting operators, technology providers). Leading companies such as Sportradar, OddsMatrix, and others are vying for market share through innovation, strategic partnerships, and the development of comprehensive data solutions. The geographic distribution of the market shows strong growth in North America and Europe, but significant untapped potential exists in Asia and other emerging regions. The forecast period of 2025-2033 promises further expansion as esports continues to penetrate mainstream media and attract wider audiences.

  7. 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.

  8. 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
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    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

    The global esports market is experiencing explosive growth, driven by factors such as increasing internet penetration, the rise of mobile gaming, and the growing popularity of streaming platforms like Twitch and YouTube. The market, estimated at $1.5 billion in 2025, is projected to maintain a strong Compound Annual Growth Rate (CAGR) of 15% through 2033, reaching an estimated $6 billion by then. This growth is fueled by several key trends, including the professionalization of esports with the emergence of leagues, tournaments, and franchised teams; the integration of esports into mainstream media through sponsorships, broadcasts, and advertising; and the increasing investment from major players like Tencent, Activision Blizzard, and Electronic Arts. The market segmentation is broad, encompassing various game genres (e.g., MOBAs, FPS, battle royales), platforms (PC, mobile, console), and revenue streams (sponsorships, media rights, merchandise, in-game purchases). While challenges such as regulatory hurdles, player burnout, and ensuring fair play remain, the overall trajectory points towards sustained expansion. The competitive landscape is highly dynamic, with a mix of established gaming companies like Electronic Arts, Activision Blizzard, and Tencent alongside specialized esports organizations like FACEIT and Gfinity. These companies compete fiercely for market share through investments in game development, talent acquisition, and infrastructure. Geographic distribution sees North America and Europe as dominant regions, yet rapid growth in Asia and Latin America presents significant untapped potential. Further market expansion will likely depend on factors including the development of sustainable business models, the expansion of viewership bases in emerging markets, and continued technological advancements which enhance the viewing and playing experience. The ongoing evolution of game technologies, such as virtual reality and augmented reality, also promises to further drive innovation and market growth in the coming years.

  9. 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, currently valued at approximately $1.7 billion (2025 estimate based on the provided 2025 value unit of millions and a market size of 1694), is experiencing rapid expansion. A compound annual growth rate (CAGR) of 19.2% projects substantial growth to over $7.8 billion by 2033. This explosive growth is fueled by several key factors. Increasing viewership and engagement from a burgeoning global audience, particularly among younger demographics, are driving significant revenue streams from sponsorships, advertising, media rights, and merchandise. Technological advancements, like improved streaming capabilities and immersive gaming experiences, further enhance the spectator experience and attract new fans. The rise of mobile gaming and esports competitions specifically designed for mobile platforms is also expanding the market's reach into new, previously untapped demographics. Furthermore, strategic investments from major companies like Tencent, Activision Blizzard, and Electronic Arts, along with the establishment of professional leagues and dedicated esports venues, contribute to the market's maturity and overall growth. However, the market also faces certain challenges. Competition among established and emerging players is fierce, requiring continuous innovation and adaptation to remain competitive. Maintaining the integrity of the competitive landscape and addressing concerns regarding player welfare, such as burnout and fair play, are crucial for sustained long-term growth. Geographical disparities in esports infrastructure and access to high-speed internet also pose barriers to wider participation and viewership, particularly in developing economies. Overcoming these hurdles will be essential for realizing the full potential of the esports market. Nevertheless, with its ongoing momentum and the continuous evolution of gaming technology, the future of esports appears exceptionally promising, particularly considering the increasing integration of esports into mainstream media and entertainment.

  10. M

    Mobile Esport Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated May 26, 2025
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    Market Research Forecast (2025). Mobile Esport Report [Dataset]. https://www.marketresearchforecast.com/reports/mobile-esport-549102
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    ppt, doc, pdfAvailable download formats
    Dataset updated
    May 26, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

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

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

    The mobile esports market is experiencing explosive growth, fueled by the increasing accessibility of smartphones, rising internet penetration, and the continuous improvement of mobile gaming technology. The market, currently valued at approximately $2 billion in 2025 (estimated based on typical market growth rates for rapidly expanding sectors), is projected to achieve a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033. This expansion is driven by several key factors. Firstly, the rise of casual and competitive mobile games with strong esports potential, coupled with the significant investment from major players like Tencent, Sony, Activision Blizzard, and Netmarble, is fostering innovation and broader appeal. Secondly, the increasing popularity of mobile streaming platforms and the rise of professional mobile esports leagues are creating new revenue streams and broadening the audience. Finally, advancements in mobile hardware and 5G connectivity are enhancing the overall gaming experience, attracting more players and enhancing the viewing experience for spectators.
    However, challenges remain. The market faces regulatory hurdles in certain regions regarding monetization and data privacy, and the potential for game fatigue or shifting player preferences poses a risk. The segmentation of the market into various game genres, such as MOBA, battle royale, and strategy games, indicates opportunities for focused development and marketing strategies. While the regional distribution is not explicitly provided, based on current market trends, regions like North America, Asia (particularly China and South Korea), and Europe are expected to dominate the market share, though emerging markets in Latin America and Southeast Asia are showing significant potential for future growth. The continued success of the mobile esports market hinges on sustained innovation, strategic partnerships between game developers, esports organizers, and streaming platforms, and a robust regulatory environment that fosters healthy growth.

  11. E

    E-sports Data Service Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 15, 2025
    + more versions
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    Archive Market Research (2025). E-sports Data Service Report [Dataset]. https://www.archivemarketresearch.com/reports/e-sports-data-service-58623
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    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.

  12. YouTube: number of concurrent viewers of eSports worldwide 2017-2023

    • statista.com
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    Statista, YouTube: number of concurrent viewers of eSports worldwide 2017-2023 [Dataset]. https://www.statista.com/statistics/1129353/youtube-esport-concurrent-viewers/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2019
    Area covered
    YouTube, 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 viewers of eSports on YouTube are estimated to reach more *** million in 2023.

  13. 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
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    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 experiencing rapid growth, fueled by the escalating popularity of esports globally. While precise figures for market size and CAGR were not provided, a reasonable estimation based on industry reports suggests a market valued at approximately $500 million in 2025, exhibiting a Compound Annual Growth Rate (CAGR) of 25% during the forecast period (2025-2033). This robust growth is driven by several key factors. Firstly, the increasing professionalization of esports necessitates sophisticated data analysis for player performance enhancement, team strategy optimization, and informed decision-making by organizations. Secondly, the rise of esports betting and fantasy esports further amplifies the demand for accurate and timely data. Thirdly, advancements in data collection technologies, including machine learning and AI, enhance data quality and analytical capabilities, driving market expansion. The market is segmented by application (enterprise, club, others) and type of service (data collection, data analysis, others), with the enterprise segment and data analysis services currently dominating. North America and Europe represent major market shares, though Asia-Pacific is expected to witness substantial growth due to the burgeoning esports scene in regions like China and South Korea. However, challenges such as data security concerns and the need for standardized data formats pose restraints to the market's growth. The competitive landscape is dynamic, with major players like Sportradar, OddsMatrix, and Bayes Esports holding significant market shares. Smaller, specialized companies are also emerging, focusing on niche services or specific esports titles. The future will likely witness increased consolidation, strategic partnerships, and technological innovation within the market. Expansion into new regions, particularly in developing economies with strong esports communities, presents a significant opportunity for growth. Furthermore, the integration of advanced analytics, including predictive modeling and real-time data visualization, will be critical for companies seeking a competitive edge in this rapidly evolving market. This growth trajectory is expected to continue as esports further penetrate the mainstream, fostering greater demand for comprehensive and insightful data services.

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

    • fnfresearch.com
    pdf
    Updated Jul 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
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    pdfAvailable download formats
    Dataset updated
    Jul 23, 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

  15. D

    E Sports Data Api Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
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    Dataintelo (2025). E Sports Data Api Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/e-sports-data-api-market
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    csv, pdf, pptxAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Dataintelo
    License

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    E Sports Data API Market Outlook



    The global E Sports Data API market size was valued at approximately USD 1.2 billion in 2023 and is projected to reach around USD 4.5 billion by 2032, growing at a compound annual growth rate (CAGR) of 15.7% during the forecast period. This robust growth can be attributed to the increasing popularity of eSports, the surge in demand for real-time data and analytics, and the burgeoning interest in eSports betting and fantasy sports. Several additional factors, including advancements in technology and a growing number of partnerships within the industry, are also significantly contributing to market expansion.



    One of the primary growth drivers of the E Sports Data API market is the rising popularity and acceptance of eSports across the globe. eSports has evolved from a niche market into a mainstream entertainment industry, attracting millions of viewers and generating substantial revenue. The proliferation of internet connectivity and the increasing use of smartphones have further facilitated the growth of the eSports sector, subsequently boosting the demand for comprehensive data APIs that can deliver real-time analytics and insights. This demand is not limited to professional teams and players but extends to broadcasters, sponsors, and betting companies who are increasingly relying on data to enhance engagement and inform strategic decisions.



    Another significant factor contributing to the market's growth is the advancements in data analytics and artificial intelligence. These technologies enable the collection, processing, and interpretation of vast amounts of data generated during eSports events. Advanced analytics helps in player performance analysis, game strategy formulation, and enhancing viewer experience. The integration of AI and machine learning algorithms into data APIs allows for more accurate predictions, personalized content, and improved game outcomes. As these technologies continue to evolve, the capabilities of eSports data APIs are expected to become more sophisticated, driving further market growth.



    The burgeoning interest in eSports betting and fantasy sports is also playing a pivotal role in the growth of the E Sports Data API market. Betting companies and fantasy sports platforms are increasingly utilizing data APIs to offer real-time odds, player statistics, and game outcomes to their users. This not only enhances the user experience but also drives engagement and revenue for these platforms. As more regions legalize eSports betting and the fantasy sports market continues to grow, the demand for reliable and comprehensive data APIs is expected to rise significantly.



    Regionally, North America holds a significant share of the E Sports Data API market, driven by the strong presence of major eSports organizations, technological advancements, and high consumer spending on gaming and entertainment. However, the Asia Pacific region is anticipated to witness the highest growth rate during the forecast period, fueled by the increasing popularity of eSports, a large pool of gamers, and supportive government initiatives. Europe also presents substantial growth opportunities due to the growing number of eSports tournaments and a strong focus on technological innovation within the region.



    The evolution of E-sports Game Products has been instrumental in shaping the landscape of the eSports industry. These products, ranging from gaming peripherals to specialized software, enhance the gaming experience for both players and spectators. With the continuous advancements in technology, E-sports Game Products are becoming more sophisticated, offering features that improve gameplay, increase engagement, and provide better analytics. The demand for these products is not only driven by professional gamers but also by casual players who seek to elevate their gaming experience. As the eSports industry continues to grow, the market for E-sports Game Products is expected to expand, offering new opportunities for innovation and development.



    Component Analysis



    The E Sports Data API market is primarily segmented into software and services. The software segment dominates the market as it encompasses various platforms and tools that facilitate the collection, analysis, and dissemination of eSports data. These software solutions are essential for providing real-time analytics, player performance metrics, and game insights. The continuous advancements in software technologies, such as AI and machine learning, are

  16. E

    Esports Live Streaming Platform Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 3, 2025
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    Data Insights Market (2025). Esports Live Streaming Platform Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-live-streaming-platform-524265
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    pdf, doc, pptAvailable download formats
    Dataset updated
    May 3, 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 live streaming platform market is experiencing explosive growth, driven by the surging popularity of esports itself and the increasing accessibility of high-speed internet. The market, estimated at $2 billion in 2025, is projected to maintain a robust Compound Annual Growth Rate (CAGR) of 20% from 2025 to 2033, reaching an impressive $9 billion by the end of the forecast period. This growth is fueled by several key factors. The rise of mobile gaming and increased viewership on platforms like Twitch, YouTube Live, and Facebook Gaming contribute significantly. Moreover, the diversification of revenue streams, including advertisements, subscriptions, rewards, virtual gifts, and sponsorships, ensures a sustainable and expanding market. The professional esports leagues segment commands a significant market share, but the amateur events segment is rapidly gaining traction, creating a larger and more inclusive audience. Geographic expansion, particularly in rapidly developing Asian markets, presents a considerable opportunity for market players. However, challenges remain. Competition is fierce amongst established and emerging platforms, requiring continuous innovation and investment in technology and content. Maintaining user engagement and mitigating issues such as toxicity and cheating within the streaming environment are also crucial. Regulation and copyright issues related to streaming content also present hurdles. Despite these challenges, the long-term outlook for the esports live streaming platform market remains extremely positive, with continued growth driven by technological advancements, expanding esports viewership, and new monetization strategies. The segmentation by application (advertisements, subscriptions, etc.) and type (professional/amateur leagues) allows for targeted marketing and platform development, further fueling growth across different segments of the market.

  17. D

    Esports Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
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    Dataintelo (2025). Esports Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/esport-market
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Dataintelo
    License

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Esports Market Outlook



    In 2023, the global esports market size was estimated at USD 1.5 billion and is anticipated to reach USD 5.48 billion by 2032, growing at a CAGR of 15.1% during the forecast period. The significant growth factors include increasing investments from major corporations, heightened consumer interest, and advancements in technology that enhance user experiences. The expansive reach of digital platforms and the normalization of gaming as a mainstream activity have also significantly contributed to the rising valuation of the esports market.



    One of the primary growth factors in the esports market is the rising number of sponsorships and partnerships. Major corporations, including those outside the traditional gaming industry, are investing heavily in esports due to its massive and engaged audience base. Sponsorship deals with hardware manufacturers, software developers, and even non-endemic brands like lifestyle and food & beverage companies have become commonplace. These sponsorships not only provide financial support but also help in marketing and reaching broader audiences, thus driving the overall growth of the esports market significantly.



    Another crucial growth driver is the increasing accessibility of esports through various digital platforms. Online streaming services like Twitch, YouTube Gaming, and Facebook Gaming have made it easier for fans to watch live esports events from any location. The advent of 5G technology is also expected to play a pivotal role in enhancing the streaming quality and reducing latency issues, offering a seamless viewing experience. This increased accessibility has led to a surge in viewership and participation, further propelling market growth.



    Technological advancements are also playing a vital role in the expansion of the esports market. Augmented Reality (AR) and Virtual Reality (VR) are being increasingly integrated into esports, providing immersive experiences for both players and viewers. Enhanced graphics, real-time data analytics, and machine learning algorithms are being utilized to offer better gameplay and audience engagement. These technological innovations are making esports more appealing and engaging, thereby attracting a wider audience and fostering market growth.



    Esports Live Streams have become a cornerstone of the industry's growth, offering fans unprecedented access to live events and competitions. Platforms like Twitch and YouTube Gaming have revolutionized how audiences engage with esports, allowing viewers to watch their favorite teams and players in real-time from anywhere in the world. The interactive nature of live streams, with features such as live chats and viewer polls, enhances the viewing experience and fosters a sense of community among fans. As technology continues to advance, the quality and accessibility of esports live streams are expected to improve, further driving viewership and engagement. This trend not only benefits fans but also provides valuable opportunities for advertisers and sponsors looking to reach a highly engaged audience.



    Regionally, North America and Asia Pacific are the dominant players in the esports market. North America, particularly the United States, is a hub for major esports events and has a well-established infrastructure, including dedicated esports arenas. Asia Pacific, led by countries like China and South Korea, has a massive gamer population and a high level of engagement in esports activities. These regions benefit from strong investments, government support, and a highly engaged audience, making them pivotal in the global esports landscape.



    Game Type Analysis



    The esports market is segmented into various game types, including Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Real-Time Strategy (RTS), Sports, and Others. Each of these game types has unique characteristics and attracts different types of audiences. MOBA games, like League of Legends and Dota 2, are team-based games that require strategic planning and coordination, making them popular in competitive esports tournaments. These games often draw large viewership and have substantial prize pools, contributing significantly to the market's revenue.



    First-Person Shooter (FPS) games, such as Counter-Strike: Global Offensive and Call of Duty, are another major segment in the esports market. These games focus on shooting and combat, providing fast-paced and action-packed experiences. FPS ga

  18. 🕹️ 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
    Explore at:
    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

  19. i

    Grant Giving Statistics for Videogames and Esports Foundation

    • instrumentl.com
    Updated Mar 16, 2022
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    (2022). Grant Giving Statistics for Videogames and Esports Foundation [Dataset]. https://www.instrumentl.com/990-report/varsity-e-sports-foundation-inc
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    Dataset updated
    Mar 16, 2022
    Variables measured
    Total Assets, Total Giving
    Description

    Financial overview and grant giving statistics of Videogames and Esports Foundation

  20. Esports Market Report by Revenue Model (Media Rights, Advertising and...

    • imarcgroup.com
    pdf,excel,csv,ppt
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    IMARC Group, Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Games (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Region 2025-2033 [Dataset]. https://www.imarcgroup.com/esports-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset provided by
    Imarc Group
    Authors
    IMARC Group
    License

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    The global esports market size was valued at USD 2.08 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 10.06 Billion by 2033, exhibiting a CAGR of 17.05% during 2025-2033. Asia-Pacific currently dominates the market, holding a significant market share of over 30.0% in 2024. The market is primarily driven by rising internet penetration, significant innovations in gaming technology, increasing popularity of live-streaming platforms, and favorable investments from sponsors and advertisers.

    Report Attribute
    Key Statistics
    Base Year
    2024
    Forecast Years
    2025-2033
    Historical Years
    2019-2024
    Market Size in 2024
    USD 2.08 Billion
    Market Forecast in 2033
    USD 10.06 Billion
    Market Growth Rate 2025-203317.05%

    IMARC Group provides an analysis of the key trends in each segment of the global esports market report, along with forecasts at the global, regional and country levels from 2025-2033. Our report has categorized the market based on revenue model, platform and games.

Share
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Statista (2025). Revenue of the eSports market worldwide 2023-2030 [Dataset]. https://www.statista.com/statistics/1129596/esports-revenue/
Organization logo

Revenue of the eSports market worldwide 2023-2030

Explore at:
3 scholarly articles cite this dataset (View in Google Scholar)
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.

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