ESports Market Overview
ESports Market is projected to grow from USD 1911.49 million in 2025 to USD 10564.86 million by 2034, exhibiting a compound annual growth rate (CAGR) of 20.92% during the forecast period (2025 - 2034). Additionally, the market size for ESports Market was valued at USD 1580.79 million in 2024.
The E-Sports Market is growing due to the increasing popularity of video games, increasing awareness of E-sports, and increasing smartphone penetration, which are overall driving the market growth. One of the main reasons why E-sports viewership is increasing is that more people are still learning about E-sports. Since 2015, the popularity of the E-sports industry has increased significantly. At the time, there were just over 800,000 people who had heard of it. These numbers quickly changed, and by 2023, over 1 billion people had learned about E-Sports.
The E-sports industry has experienced tremendous growth over the years, both in terms of viewership and revenue. Viewership growth is the main driver of revenue, and not just because viewers generate revenue but sponsorships, media rights also generate significant amount of revenue. Brands are investing in E-sports marketing, both directly and indirectly, recognizing the potential to reach large and engaged audiences.
This has contributed to the industry's rapid growth. Other key drivers of E-sports viewership growth include the launch of popular new E-sports franchises such as Valorant, Mobile Legends, Bang and League of Legends and Wild Rift. Some brands have recognized the potential of entering the E-sports market and are already investing heavily in E-sports marketing. The industry has recorded impressive sales growth in recent years.
FIGURE 1: E-SPORTS MARKET SIZE 2025-2034 (USD BILLION)
Source: Secondary Research, Primary Research, MRFR Database, and Analyst Review
E-Sports Market Trends
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GROWING AWARENESS ABOUT E-SPORTS
Awareness about E-Sports attracts more viewers to watch competitive gaming events. As the audience grows, E-Sports tournaments gain higher viewership numbers, both online and through traditional broadcasting channels. This increased viewership contributes to industry’s overall popularity and marketability. As awareness about E-Sports rises, more sponsors and advertisers recognize the potential of reaching a large and engaged audience. This increased interest from sponsors provides additional financial support for E-Sports organizations, events and players contributing to industry’s financial growth.
Growing awareness prompts mainstream media outlets to cover E-Sports events, competition and news. Increase media coverage helps legitimize E-Sports as a mainstream form of entertainment, reaching audience beyond gaming community. High profile E-Sports tournament and events like The International (Dota2), League of Legends World championships and the Overwatch League attract a large audience and garner attention to both gamers and non-gamers. These events are often held in large arenas and broadcasted globally, bringing E-Sports into mainstream. E-Sports has become a prominent feature in major gaming conventions and expos, such as E3 and Gamescom. The inclusion of E-Sports in these gatherings attracts attention from both the gaming industry and general public.
A high level of awareness foster stronger engagement within the gaming community. This engagement includes discussion fan events and social media interactions, creating a sense of community that help sustain and growth E-Sports ecosystem. Growing awareness contributes to the cultural recognition of E-Sports. It becomes a topic of discussion in broader cultural conversation, and E-Sports personalities gain recognition outside of the gaming community, contributing to the normalization of E-Sports in the society. With increased awareness, government and institution may become more supportive of E-Sports. This can lead to recognition of E-Sports as a legitimate sports, potentially resulting in regulatory support, infrastructure development and official recognition at national and international levels. Increased awareness helps E-Sports organizations tap into new markets and demographics. As more people become more aware of E-Sports the industry can reach a more diverse audience, including those who may not have been exposed to competitive gaming before.
E-Sports Market Platform Segment Insights
E-Sports Revenue Stream Insights
Based on Revenue Stream, the E-Sports Market segmentation includes Sponsorship, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platforms, and Streaming. The Sponsorship will be the majority share in 2022, contributing around 55% to the market revenue. This dominance arises from lucrative partnerships and endorsements with brands seeking to align themselves with the rapidly growing and influential E-Sports industry. Sponsors recognize the immense viewership and engagement associated with E-Sports events, making it a prime platform for brand visibility and marketing. As a result, the substantial financial backing from sponsorships solidifies its position as the leading revenue stream in the current E-Sports landscape.
FIGURE 2: E-SPORTS MARKET, BY REVENUE STREAM, 2022 VS 2032 (USD MILLION)
Source: Secondary Research, Primary Research, MRFR Database, and Analyst Review
E-Sports Genres Insights
Based on the Genres, the E-Sports Market segmentation is Player Vs Player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, and Fighting. Multiplayer Online Battle Arena dominated the market in 2022. This genre's widespread popularity is fuelled by the success of games like Dota 2 and League of Legends, which attract massive player bases and viewership. The strategic depth and team-based competitive nature of MOBA games make them compelling for both players and spectators. As a result, the genre's prominence contributes to its leading position, shaping the landscape of the E-Sports market in 2022.
E-Sports Regional Insights
By Region, the study provides market insights into North America, Europe, Asia-Pacific, Middle East and Africa and South America. The Asia-Pacific E-Sports market accounted for ~40% in 2022. This strong presence is driven by a fervent gaming culture, a large and engaged audience, and a surge in competitive gaming events across the region. Asia-Pacific's influence underscores its status as a key hub for E-Sports growth and innovation.
In the same period, North America plays a significant role in the global E-Sports landscape. With a mature gaming industry, widespread popularity of E-Sports leagues, and substantial investments in competitive gaming infrastructure, North America contributes substantially to the overall market. The region's E-Sports market reflects a dynamic mix of established leagues, passionate communities, and robust business engagement.
Similarly, Europe remains a pivotal player in the E-Sports Market in 2022. The region boasts a strong E-Sports ecosystem, driven by a passionate fan base, organized tournaments, and supportive infrastructure. Europe's influence contributes to the global growth of E-Sports, reflecting a combination of competitive gaming excellence and widespread community participation.
FIGURE 3: E-SPORTS MARKET SIZE, BY REGION 2022 VS 2032
Source: Secondary Research, Primary Research, MRFR Database, and Analyst Review
E-Sports Key Market Players & Competitive Insights
The E-Sports Market is characterized by the presence of many global, regional, and local vendors. The regional market is highly competitive, with all the players continually competing to gain a larger market share. The vendors compete based on reliability, cost, product quality, and aftermarket services. Therefore, vendors must provide cost-effective and efficient products to survive and succeed in a competitive market environment.
The growth of the vendors is dependent on market conditions, government support, and industrial development. Thus, the vendors should focus on expanding their presence and improving their services. According to MRFR analysis, the growth of the E-Sports Market is dependent on market conditions. The key vendors in the market are Gameloft, Activision Blizzard, Nintendo, Electronics Arts, Tencent Holdings Limited, EPIC Games, Capcom Co. Ltd, Kabam, Modern Times Group, Valve Corporation, CJ Corporation, GFNITY, Take-Two Interactive, Huya and Nazara Technologies.
Key Companies in the E-Sports market include
- Gameloft
- Activision Blizzard
- Nintendo
- Electronics Arts
- Tencent Holdings Limited
- EPIC Games
- Capcom Co. Ltd
- Kabam
- Modern Times Group
- Valve Corporation
- CJ Corporation
- GFNITY
- Take-Two Interactive
- Huya
- Nazara Technologies
E-Sports Industry Developments
January 2024
The e-sports tournament organizer BLAST has enhanced its collaboration with Epic Games as they let the organization continue executing Fornite Championship Series (FNCS) and assuming control over the Rocket League Championship Series (RLCS).
October 2023
Microsoft, the owner of Xbox family of consoles, has secured the services of Activision Blizzard, a video game publisher and developer with the greatest, including but not limited to Diablo, Overwatch, Candy Crush, and Call of Duty.
September 2023
A new Esports ecosystem is being introduced within EA Sports FC. EA Sports FC is the new name and branding voice of the FIFA video game series after the split of EA Sports and the football management body FIFA.
February 2023
Nvidia announced it would leverage Ubisoft's extensive library of PC titles by partnering with Microsoft to stream Xbox games on the NVIDIA Booster. This partnership allows Microsoft to acquire more cloud games that belong to the Activision Blizzard family of titles.
July 2022
Twitch unveiled security measures aimed at preventing online harassment that used to impact its streamers. This introduced the feature of setting who can "attack" streamers and allowed users to share banned accounts with other viewers.
February 2023
Nvidia Xbox PC game streaming was made possible after the partnership announcement between the Nvidia GeForce Now cloud gaming platform and Microsoft to cut into Ubisoft's wide range of titles. Through this partnership, Microsoft managed to get a better hold on Activision Blizzard titles, increasing the number of games on their Boost streaming platform.
February 2023
Vodafone idea partnered with Gamerji to promote growth in the esports arena. The companies provide gaming genres, including cricket, action role, and battle games.
January 2023
Xbox Canada announced its partnership with Piadia, a women-led business, to diversify its offerings by introducing a female-centered electronic sports and gaming platform. The companies aim to bridge the gender gap through a safe space.
E-Sports Market Segmentation
E-Sports Revenue Stream Outlook
- Sponsorship
- Media Rights
- Merchandise and Tickets
- Publisher Fees
- Digital Platforms
- Streaming
E-Sports Genres Outlook
- Player VS Player (PVP)
- First Person Shooter
- Sports Games
- Real-Time Strategy
- Multiplayer Online Battle Arena
- Fighting
E-Sports Regional Outlook
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North America
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Europe
- Germany
- France
- UK
- Rest of Europe
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Asia-Pacific
- China
- Japan
- India
- South Korea
- Rest of Asia-Pacific
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Rest of the World
- Middle East & Africa
- South America
Report Attribute/Metric
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Details
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Market Size 2024
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1580.79 (USD Million)
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Market Size 2025
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1911.49 (USD Million)
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Market Size 2034
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10564.86 (USD Million)
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Compound Annual Growth Rate (CAGR)
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20.92% (2025 - 2034)
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Report Coverage
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Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
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Base Year
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2024
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Market Forecast Period
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2025 - 2034
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Historical Data
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2019 - 2023
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Market Forecast Units
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USD Million
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Segments Covered
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Revenue Stream, Genres and Region
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Geographies Covered
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Europe, North America, Asia-Pacific, and the Rest of the World
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Countries Covered
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The U.S, Germany, Canada, U.K., Italy, France, Spain, Japan, China, Australia, India, South Korea, Brazil, and Others.
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Key Companies Profiled
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Gameloft, Activision Blizzard, Nintendo, Electronics Arts, Tencent Holdings Limited, EPIC Games, Capcom Co. Ltd, Kabam, Modern Times Group, Valve Corporation, CJ Corporation, GFNITY, Take-Two Interactive, Huya and Nazara Technologies.
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Key Market Opportunities
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· Increase number of events with large pool prize
· Making E-Sports as a career
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Key Market Dynamics
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· Increasing Popularity of Video Games
· Growing Awareness About E-Sports
· Increasing Penetration of Smartphones
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E Sports Market Highlights:
Frequently Asked Questions (FAQ) :
The E-Sports Market size is expected to be valued at USD 1580.79 Million in 2024.
The global market is projected to grow at a CAGR of 20.92% during the forecast period, 2025-2034.
APAC had the largest share of the global market.
The key players in the market are Tencent Holdings Limited, Electronics Arts, Take-Two Interactive, Huya, and Nazara Technologies.
The Sponsorship dominated the market in 2022.