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Esports Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, 2020-2030F

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    Report

  • 185 Pages
  • June 2025
  • Region: Global
  • TechSci Research
  • ID: 6102122
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The Esports Market was valued at USD 1.98 Billion in 2024, and is expected to reach USD 9.55 Billion by 2030, rising at a CAGR of 29.80%. Esports refers to the organized, competitive segment of the video gaming industry where professional teams and players compete in genres such as Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), and Battle Royale formats. These competitions are typically structured as leagues or tournaments and attract substantial live and online viewership. The market includes various revenue sources such as sponsorships, advertising, media rights, ticket and merchandise sales, and digital content. Growth is being driven by enhanced internet infrastructure, better access to advanced gaming hardware, and the global rise of live-streaming platforms like Twitch, YouTube Gaming, and Facebook Gaming, all of which have helped expand Esports’ global fan base.

Key Market Drivers

Mainstream Recognition and Institutional Support

Esports has evolved from a niche segment into a widely recognized and legitimized form of competition, gaining support from both public and private institutions. Its inclusion in events such as the Asian Games - featuring prominent titles like League of Legends and Dota 2 - highlights its growing acceptance as a formal sport. Academic institutions are also embracing Esports, with several universities now offering scholarships, training programs, and dedicated facilities. This support system is helping to build structured pathways for aspiring professional players, thereby increasing the market’s talent base and solidifying its cultural presence.

Key Market Challenges

Monetization Difficulties and Financial Sustainability

Despite its popularity, the Esports industry continues to face challenges in building financially sustainable business models. Revenue from sponsorships, advertising, merchandise, and media rights often fluctuates and may not fully offset the high operational costs of running teams, organizing events, and developing infrastructure. Smaller teams and new entrants are especially vulnerable to inconsistent cash flows and limited funding. Additionally, the heavy reliance on game publishers for ecosystem control can restrict independent growth and innovation. Without more diverse and consistent income streams, Esports organizations may struggle to scale sustainably, posing a risk to long-term industry growth.

Key Market Trends

Integration of Artificial Intelligence for Performance and Engagement

Artificial Intelligence (AI) is becoming increasingly influential in the Esports industry, being applied to both player development and viewer engagement. Teams use AI-driven platforms to analyze gameplay data, helping coaches fine-tune strategies based on real-time performance insights like reaction time and movement efficiency. At the same time, AI is enhancing viewer experiences through personalized content delivery, predictive analytics, and automated commentary. AI-powered moderation tools also help maintain safer and more inclusive environments during live streams, further broadening the appeal of Esports to diverse audiences.

Key Market Players

  • Tencent Holdings Ltd
  • Activision Blizzard, Inc
  • Electronic Arts Inc
  • Riot Games, Inc
  • Epic Games, Inc
  • Valve Corporation
  • Sony Interactive Entertainment LLC
  • Microsoft Corporation
  • FaZe Clan Inc
  • Team Liquid Enterprises B.V

Report Scope:

In this report, the Global Esports Market has been segmented into the following categories, in addition to industry trends which have also been detailed below:

Esports Market, By Revenue Stream:

  • Sponsorship
  • Media Rights
  • Advertising
  • Publisher Fees
  • Merchandise and Tickets
  • Streaming

Esports Market, By Audience Type:

  • Occasional Viewers
  • Esports Enthusiasts

Esports Market, By Device:

  • Smartphones
  • PCs
  • Tablets
  • Gaming Consoles

Esports Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • Germany
  • France
  • United Kingdom
  • Italy
  • Spain
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Asia-Pacific
  • China
  • India
  • Japan
  • South Korea
  • Australia
  • Middle East & Africa
  • Saudi Arabia
  • UAE
  • South Africa

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Esports Market.

Available Customizations:

With the given market data, the publisher offers customizations according to a company’s specific needs. The following customization options are available for the report.

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

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Table of Contents

1. Product Overview
1.1. Market Definition
1.2. Scope of the Market
1.2.1. Markets Covered
1.2.2. Years Considered for Study
1.2.3. Key Market Segmentations
2. Research Methodology
2.1. Objective of the Study
2.2. Baseline Methodology
2.3. Key Industry Partners
2.4. Major Association and Secondary Sources
2.5. Forecasting Methodology
2.6. Data Triangulation & Validation
2.7. Assumptions and Limitations
3. Executive Summary
3.1. Overview of the Market
3.2. Overview of Key Market Segmentations
3.3. Overview of Key Market Players
3.4. Overview of Key Regions/Countries
3.5. Overview of Market Drivers, Challenges, and Trends
4. Voice of Customer
5. Global Esports Market Outlook
5.1. Market Size & Forecast
5.1.1. By Value
5.2. Market Share & Forecast
5.2.1. By Revenue Stream (Sponsorship, Media Rights, Advertising, Publisher Fees, Merchandise and Tickets, Streaming)
5.2.2. By Audience Type (Occasional Viewers, Esports Enthusiasts)
5.2.3. By Device (Smartphones, PCs, Tablets, Gaming Consoles)
5.2.4. By Region (North America, Europe, South America, Middle East & Africa, Asia Pacific)
5.3. By Company (2024)
5.4. Market Map
6. North America Esports Market Outlook
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By Revenue Stream
6.2.2. By Audience Type
6.2.3. By Device
6.2.4. By Country
6.3. North America: Country Analysis
6.3.1. United States Esports Market Outlook
6.3.1.1. Market Size & Forecast
6.3.1.1.1. By Value
6.3.1.2. Market Share & Forecast
6.3.1.2.1. By Revenue Stream
6.3.1.2.2. By Audience Type
6.3.1.2.3. By Device
6.3.2. Canada Esports Market Outlook
6.3.2.1. Market Size & Forecast
6.3.2.1.1. By Value
6.3.2.2. Market Share & Forecast
6.3.2.2.1. By Revenue Stream
6.3.2.2.2. By Audience Type
6.3.2.2.3. By Device
6.3.3. Mexico Esports Market Outlook
6.3.3.1. Market Size & Forecast
6.3.3.1.1. By Value
6.3.3.2. Market Share & Forecast
6.3.3.2.1. By Revenue Stream
6.3.3.2.2. By Audience Type
6.3.3.2.3. By Device
7. Europe Esports Market Outlook
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Revenue Stream
7.2.2. By Audience Type
7.2.3. By Device
7.2.4. By Country
7.3. Europe: Country Analysis
7.3.1. Germany Esports Market Outlook
7.3.1.1. Market Size & Forecast
7.3.1.1.1. By Value
7.3.1.2. Market Share & Forecast
7.3.1.2.1. By Revenue Stream
7.3.1.2.2. By Audience Type
7.3.1.2.3. By Device
7.3.2. France Esports Market Outlook
7.3.2.1. Market Size & Forecast
7.3.2.1.1. By Value
7.3.2.2. Market Share & Forecast
7.3.2.2.1. By Revenue Stream
7.3.2.2.2. By Audience Type
7.3.2.2.3. By Device
7.3.3. United Kingdom Esports Market Outlook
7.3.3.1. Market Size & Forecast
7.3.3.1.1. By Value
7.3.3.2. Market Share & Forecast
7.3.3.2.1. By Revenue Stream
7.3.3.2.2. By Audience Type
7.3.3.2.3. By Device
7.3.4. Italy Esports Market Outlook
7.3.4.1. Market Size & Forecast
7.3.4.1.1. By Value
7.3.4.2. Market Share & Forecast
7.3.4.2.1. By Revenue Stream
7.3.4.2.2. By Audience Type
7.3.4.2.3. By Device
7.3.5. Spain Esports Market Outlook
7.3.5.1. Market Size & Forecast
7.3.5.1.1. By Value
7.3.5.2. Market Share & Forecast
7.3.5.2.1. By Revenue Stream
7.3.5.2.2. By Audience Type
7.3.5.2.3. By Device
8. Asia Pacific Esports Market Outlook
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Revenue Stream
8.2.2. By Audience Type
8.2.3. By Device
8.2.4. By Country
8.3. Asia Pacific: Country Analysis
8.3.1. China Esports Market Outlook
8.3.1.1. Market Size & Forecast
8.3.1.1.1. By Value
8.3.1.2. Market Share & Forecast
8.3.1.2.1. By Revenue Stream
8.3.1.2.2. By Audience Type
8.3.1.2.3. By Device
8.3.2. India Esports Market Outlook
8.3.2.1. Market Size & Forecast
8.3.2.1.1. By Value
8.3.2.2. Market Share & Forecast
8.3.2.2.1. By Revenue Stream
8.3.2.2.2. By Audience Type
8.3.2.2.3. By Device
8.3.3. Japan Esports Market Outlook
8.3.3.1. Market Size & Forecast
8.3.3.1.1. By Value
8.3.3.2. Market Share & Forecast
8.3.3.2.1. By Revenue Stream
8.3.3.2.2. By Audience Type
8.3.3.2.3. By Device
8.3.4. South Korea Esports Market Outlook
8.3.4.1. Market Size & Forecast
8.3.4.1.1. By Value
8.3.4.2. Market Share & Forecast
8.3.4.2.1. By Revenue Stream
8.3.4.2.2. By Audience Type
8.3.4.2.3. By Device
8.3.5. Australia Esports Market Outlook
8.3.5.1. Market Size & Forecast
8.3.5.1.1. By Value
8.3.5.2. Market Share & Forecast
8.3.5.2.1. By Revenue Stream
8.3.5.2.2. By Audience Type
8.3.5.2.3. By Device
9. Middle East & Africa Esports Market Outlook
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Revenue Stream
9.2.2. By Audience Type
9.2.3. By Device
9.2.4. By Country
9.3. Middle East & Africa: Country Analysis
9.3.1. Saudi Arabia Esports Market Outlook
9.3.1.1. Market Size & Forecast
9.3.1.1.1. By Value
9.3.1.2. Market Share & Forecast
9.3.1.2.1. By Revenue Stream
9.3.1.2.2. By Audience Type
9.3.1.2.3. By Device
9.3.2. UAE Esports Market Outlook
9.3.2.1. Market Size & Forecast
9.3.2.1.1. By Value
9.3.2.2. Market Share & Forecast
9.3.2.2.1. By Revenue Stream
9.3.2.2.2. By Audience Type
9.3.2.2.3. By Device
9.3.3. South Africa Esports Market Outlook
9.3.3.1. Market Size & Forecast
9.3.3.1.1. By Value
9.3.3.2. Market Share & Forecast
9.3.3.2.1. By Revenue Stream
9.3.3.2.2. By Audience Type
9.3.3.2.3. By Device
10. South America Esports Market Outlook
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By Revenue Stream
10.2.2. By Audience Type
10.2.3. By Device
10.2.4. By Country
10.3. South America: Country Analysis
10.3.1. Brazil Esports Market Outlook
10.3.1.1. Market Size & Forecast
10.3.1.1.1. By Value
10.3.1.2. Market Share & Forecast
10.3.1.2.1. By Revenue Stream
10.3.1.2.2. By Audience Type
10.3.1.2.3. By Device
10.3.2. Colombia Esports Market Outlook
10.3.2.1. Market Size & Forecast
10.3.2.1.1. By Value
10.3.2.2. Market Share & Forecast
10.3.2.2.1. By Revenue Stream
10.3.2.2.2. By Audience Type
10.3.2.2.3. By Device
10.3.3. Argentina Esports Market Outlook
10.3.3.1. Market Size & Forecast
10.3.3.1.1. By Value
10.3.3.2. Market Share & Forecast
10.3.3.2.1. By Revenue Stream
10.3.3.2.2. By Audience Type
10.3.3.2.3. By Device
11. Market Dynamics
11.1. Drivers
11.2. Challenges
12. Market Trends and Developments
12.1. Merger & Acquisition (If Any)
12.2. Product Launches (If Any)
12.3. Recent Developments
13. Company Profiles
13.1. Tencent Holdings Ltd
13.1.1. Business Overview
13.1.2. Key Revenue and Financials
13.1.3. Recent Developments
13.1.4. Key Personnel
13.1.5. Key Product/Services Offered
13.2. Activision Blizzard, Inc
13.3. Electronic Arts Inc
13.4. Microsoft Corporation
13.5. Epic Games, Inc
13.6. Valve Corporation
13.7. Sony Interactive Entertainment LLC
13.8. Riot Games, Inc
13.9. FaZe Clan Inc
13.10. Team Liquid Enterprises B.V
14. Strategic Recommendations15. About the Publisher & Disclaimer

Companies Mentioned

  • Tencent Holdings Ltd
  • Activision Blizzard, Inc
  • Electronic Arts Inc
  • Riot Games, Inc
  • Epic Games, Inc
  • Valve Corporation
  • Sony Interactive Entertainment LLC
  • Microsoft Corporation
  • FaZe Clan Inc
  • Team Liquid Enterprises B.V

Table Information