The e-sports market size is expected to see exponential growth in the next few years. It will grow to $7.71 billion in 2030 at a compound annual growth rate (CAGR) of 20.8%. The growth in the forecast period can be attributed to increasing monetization through media rights and streaming, expansion of mobile esports ecosystems, rising adoption of immersive fan engagement tools, growing institutional support for esports, increasing integration of fintech solutions for esports payments. Major trends in the forecast period include increasing adoption of live-streamed esports events, rising demand for mobile and cloud gaming platforms, growing integration of immersive viewing technologies, expansion of esports sponsorship and media rights, enhanced focus on competitive gaming infrastructure.
The growing demand for video games and heightened awareness of E-sports are driving the expansion of the E-sports market. As technology advances, the availability of video content, virtual reality products, and video game competitions is increasing. Video gaming has evolved into a significant aspect of pop culture, reshaping how young people engage with entertainment. For instance, in April 2024, the UK Interactive Entertainment, a UK-based trade association, reported that the UK video games consumer market was valued at $10.15 billion (£7.82 billion) in 2023, representing a 4.4% increase from the revised total of $9.72 billion (£7.49 billion) in 2022. Therefore, the rising demand for video games and increased awareness of E-sports are propelling the market's growth during the forecast period.
Major companies operating in the e-sports market are concentrating on developing innovative platforms - such as the first non-fungible token (NFT) platforms for esports - to strengthen their market position. Non-fungible tokens (NFTs) are unique digital assets that represent ownership or proof of authenticity for specific items or content through blockchain technology. For example, in January 2025, XBorg DMCC, a UAE-based Web3 technology company, and JD Gaming, a China-based professional esports organization, announced a partnership to launch a gamified fan platform scheduled for release in the first quarter of 2025. The platform will offer esports fans personalized avatars, digital wearables, challenges, and blockchain-based rewards, deepening engagement and enabling true digital ownership through interoperable Web3 assets.
In December 2024, M80 Labs, Inc., a U.S.-based international gaming and esports entertainment organization that operates professional esports teams and provides gaming performance training, digital goods, fan engagement services, and media content, acquired Beast Coast Gaming, Inc. for an undisclosed amount. Through this acquisition, M80 significantly expanded its competitive presence into major esports titles such as Dota 2 and strengthened its content and media capabilities, enhancing its global fan base and strategic position in high-growth esports segments. Beast Coast Gaming, Inc. is a U.S.-based esports organization recognized for fielding professional competitive teams and producing high-viewership esports and gaming media content.
Major companies operating in the e-sports market are Activision Blizzard Inc, Riot Games Inc, Valve Corporation, Tencent Holdings Limited, Electronic Arts Inc, Take-Two Interactive Software Inc, Nintendo Co Ltd, Sony Interactive Entertainment LLC, Microsoft Corporation, SEGA Corporation, Team Liquid LLC, Fnatic Ltd, G2 Esports GmbH, FaZe Clan Inc, Cloud9 Esports Inc, Team Vitality SAS, Astralis Group A/S, 100 Thieves Inc, Immortals Gaming Club LLC, NODWIN Gaming Private Limited, Enthusiast Gaming Holdings Inc, HUYA Inc.
North America was the largest region in the e-sports market in 2025. South America is expected to be the fastest-growing region in the forecast period. The regions covered in the e-sports market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the e-sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The E-sports market includes revenues earned by entities operating E-sports facilities. E-sports or electronic sports are team-based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. E-sports are played by professional gamers that are sponsored by business organizations, or sporting organizations. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 1-3 business days.
Table of Contents
Executive Summary
E-Sports Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses e-sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase::
- Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
- Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on end user analysis.
- Benchmark performance against key competitors based on market share, innovation, and brand strength.
- Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
- Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
- Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Description
Where is the largest and fastest growing market for e-sports? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The e-sports market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Game: Multiplayer Online Battle Arena (MOBA); Real Time Strategy; First Person Shooter; Fighting and Sports2) By Platform: PC; Console; Mobile; Other Platforms
3) By Revenue Source: Sponsorship; Advertising; Merchandise and Tickets; Publisher Fees; Media Rights
Subsegments:
1) By Multiplayer Online Battle Arena (MOBA): League of Legends; Dota 2; Smite; Heroes of the Storm2) By Real-Time Strategy (RTS): StarCraft II; Age of Empires; Warcraft III; Command and Conquer
3) By First Person Shooter (FPS): Counter-Strike: Global Offensive (CS:GO); Call of Duty; Overwatch; Rainbow Six Siege
4) By Fighting and Sports: Street Fighter Series; Tekken Series; Mortal Kombat Series; Super Smash Bros; FIFA Series; NBA 2K Series; Madden NFL Series; Gran Turismo
Companies Mentioned: Activision Blizzard Inc; Riot Games Inc; Valve Corporation; Tencent Holdings Limited; Electronic Arts Inc; Take-Two Interactive Software Inc; Nintendo Co Ltd; Sony Interactive Entertainment LLC; Microsoft Corporation; SEGA Corporation; Team Liquid LLC; Fnatic Ltd; G2 Esports GmbH; FaZe Clan Inc; Cloud9 Esports Inc; Team Vitality SAS; Astralis Group a/S; 100 Thieves Inc; Immortals Gaming Club LLC; NODWIN Gaming Private Limited; Enthusiast Gaming Holdings Inc; HUYA Inc
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this E-Sports market report include:- Activision Blizzard Inc
- Riot Games Inc
- Valve Corporation
- Tencent Holdings Limited
- Electronic Arts Inc
- Take-Two Interactive Software Inc
- Nintendo Co Ltd
- Sony Interactive Entertainment LLC
- Microsoft Corporation
- SEGA Corporation
- Team Liquid LLC
- Fnatic Ltd
- G2 Esports GmbH
- FaZe Clan Inc
- Cloud9 Esports Inc
- Team Vitality SAS
- Astralis Group A/S
- 100 Thieves Inc
- Immortals Gaming Club LLC
- NODWIN Gaming Private Limited
- Enthusiast Gaming Holdings Inc
- HUYA Inc
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 3.63 Billion |
| Forecasted Market Value ( USD | $ 7.71 Billion |
| Compound Annual Growth Rate | 20.8% |
| Regions Covered | Global |
| No. of Companies Mentioned | 23 |


