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Esports Market Size, Share and Growth Analysis Report - Forecast Trends and Outlook 2025-2034

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    Report

  • 177 Pages
  • July 2025
  • Region: Global
  • Expert Market Research
  • ID: 6161808
The global esports market size reached nearly USD 2.09 Billion in 2024 . The market is projected to grow at a CAGR of 16.40% between 2025 and 2034 to reach a value of around USD 9.54 Billion by 2034 .

Esports or electronic sports refer to sporting events or organised competitions that are typically played through video games. Both players and spectators can be located in any part of the world. The competition or match can be of different gaming genres, with options for sponsorships, advertising, tickets, and merchandising, among others.

At its core, esports is about players competing against each other in video games. These competitions can range from amateur local tournaments to professional leagues and international championships. Professional esports players are akin to athletes in traditional sports. They often play under contracts for specific teams and can earn substantial incomes through prize money, sponsorships, and endorsements. Like traditional athletes, they undergo rigorous training regimes and may have coaches, managers, and analysts supporting them.

Esports events can take place both online and offline. Large-scale events often happen in arenas with thousands of spectators, akin to traditional sporting events, and are also streamed online to millions of viewers worldwide.

Key Trends in the Market

The widespread availability of high-speed internet across the world

The growing availability of high-speed internet across emerging economies, as well as developed countries, is one of the major factors supporting the esports market growth. Further, the growing trend of cloud gaming is surging the accessibility of gamers by enabling them to join from a variety of devices, aiding the market demand.

High-speed internet is crucial for streaming esports content. Faster internet speeds allow for high-definition, uninterrupted live streaming of esports events, making the viewing experience more enjoyable for fans worldwide. This enhanced accessibility and quality have contributed to the growing popularity of esports as a spectator sport.

With better internet connectivity, more people can participate in online gaming, which is the foundation of esports. In emerging economies, improved internet access opens up opportunities for a larger segment of the population to engage in gaming, potentially leading to a larger pool of esports talent and a broader audience.

The growing compatibility of esports with smartphones

Mobile esports are significantly gaining popularity due to their convenience and accessibility. Moreover, the rising affordability of smartphones coupled with the growing launches of esports compatible with smartphones are further aiding the esports market demand.

Mobile esports offer unparalleled convenience and accessibility. Unlike traditional PC or console gaming setups, mobile games can be played anytime and anywhere, appealing to a wider, more diverse audience. Modern smartphones have increasingly powerful processors, high-quality graphics, and large, responsive screens, making them suitable for high-end gaming experiences.

Game developers are not just adapting existing PC or game consoles for mobile; they are also creating mobile-specific esports titles. These games are designed with the mobile user experience in mind, optimising gameplay, controls, and graphics for smaller screens and touch-based interfaces.

The rising number of professional sports clubs in the esports arena

The increasing number of professional sports clubs penetrating the esports arena is heightening the competition, which is, in turn, surging interest in betting and increasing the esports market value.

Many professional sports clubs from traditional sports like football, basketball, and racing have started to create or sponsor their own esports teams or players. This involvement brings a level of legitimacy, professionalism, and mainstream appeal to the market.

The entry of these clubs heightens competition within esports, as they often bring substantial resources, fan bases, and marketing expertise. This increased competition and visibility surge interest in esports among a broader audience, including fans of traditional sports.

Favourable government schemes to legalise esports

The introduction of government initiatives aimed at legalising esports betting is anticipated to further fuel the market growth in the coming years. Legalisation brings esports betting under government regulation, which helps standardise practices and ensure fairness and transparency. This regulation can increase consumer confidence in betting platforms, leading to greater participation from a wider audience.

Legal recognition of esports betting enhances the legitimacy of the market. This can attract more investors and sponsors, as the legal framework provides a more stable and predictable environment for investment.

South Korea is emerging as a prominent market player

South Korea has emerged as a leading market for esports in the world due to the country’s developed gaming infrastructure, and high internet and smartphone penetration. The growth of e sports market in the country is further being fuelled by favourable government initiatives supporting the development of esports-specific arenas and the increasing number of esports tournaments and leagues held in the country.

Furthermore, the country has a deeply ingrained social gaming culture. PC Bangs (gaming cafes), where individuals can play computer games at an hourly rate, are widespread and popular. These spaces have played a crucial role in popularising gaming and esports among the general population, creating a strong community around gaming.

Innovative technology in the esports sector

Technological advancements and innovations are some of the crucial esports market trends expected to drive the market demand in the coming years. Technologies like artificial intelligence (AI) and blockchain are anticipated to analyse gameplay data, enhance viewer experience, improve player behaviour, improve the experience of viewers and players, and enable higher-resolution video streaming.

AI can also be utilised to improve the viewer experience by providing real-time statistics, predictive analytics, and personalised content. AI-driven algorithms can enhance live broadcasts with automated highlight reels, player performance metrics, and more immersive and interactive viewing experiences. AI technologies can help monitor player behaviour and ensure fair play. This includes detecting cheating or unsportsmanlike conduct, thereby maintaining the integrity of competitions.

Additionally, blockchain can be used to create unique digital collectibles and fan tokens, enhancing fan engagement. These tokens can provide fans with voting rights on minor decisions related to the team or access to exclusive content, creating a more engaged and loyal fan base.

Esports Market Segmentation

Global Esports Market Report and Forecast 2025-2034 offers a detailed analysis of the market based on the following segments:

Market Breakup by Revenue Streaming

  • Sponsorship
  • Advertising
  • Merchandise and Tickets
  • Game Publisher Fees
  • Media Rights
  • Others

Market Breakup by Streaming Type

  • Live
  • On-Demand

Market Breakup by Gaming Genre

  • Real-Time Strategy Games
  • First-Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Others

Breakup by Region

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

Market Share by Revenue Streaming

The advertising segment, based on revenue streaming, accounts for a healthy esports market share. Through in-game advertising, a company can reach diverse audiences, which can lead to higher revenue generation. In addition, advertising during esports gaming can lead to a greater brand recall as it is a unique advertising technique, further driving the segment’s growth.

According to the market analysis, the sponsorship segment is likely to witness steady growth in the forecast period, as it is an effective way to gain the trust of loyal fans who are likely to spend on sponsored brands. Moreover, the increasing digital assets of major gaming companies are offering lucrative opportunities to the sponsorship segment.

Market Share by Gaming Genre

Based on the gaming genre, the multiplayer online battle arena games segment accounts for a significant share of the market for esports. This can be attributed to the emergence of high-quality and superior-resolution video games such as PUBG, League of Legends, and Call of Duty, among others.

Multiplayer online battle arena games are team-based and require greater coordination, multiple players, and intense competition, attracting a larger audience. As per the market overview, the fighting games segment is also expected to attain steady growth in the coming years owing to the growing popularity of high-end arcade games.

Market Share by Region

As per the esports market analysis, the market in North America is considerably growing due to the high internet penetration in the region. Esports are increasingly preferred as a source of entertainment among the young tech-savvy population, and various organisations in the region are attempting to promote the creation of esports clubs in educational institutions like schools, universities, and colleges.

Meanwhile, the Asia Pacific is anticipated to emerge as a leading esports hub owing to the expanded gaming communities in the region. In countries like South Korea, Japan, China, and India, the number of esports players and enthusiasts is significantly increasing, buoyed attributed to the rising popularity of mobile gaming. In addition, the growing accessibility to 5G networks in countries like Vietnam, Thailand, and the Philippines is likely to fuel the market expansion in the coming years.

Competitive Landscape

The comprehensive report provides an in-depth assessment of the market based on the Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the global esports market, covering their competitive landscape and latest developments like mergers, acquisitions, investments and expansion plans.

Activision Publishing, Inc.

Activision Publishing, Inc. was founded in the year 1979 with headquarters in California, United States, and is a leading video game publishing company which is a subsidiary of Activision Blizzard. The company has a strong foothold in the entertainment sector and has innovated groundbreaking games such as Call of Duty, Skylanders, and Crash Bandicoot, among others.

Electronic Arts Inc.

Electronic Arts Inc. is a leading video game-producing company which has developed renowned games such as Dead Space, NFS Unbound, Sims 4, FIFA 23, and Madden 23, among others. The company is headquartered in California in the United States and was founded in 1982. Electronic Arts delivers high-quality gaming and content for internet-connected consoles and various internet-enabled devices.

Gameloft SE

Gameloft SE is a prominent video gaming company which has developed multi-award-winning games for PC and consoles with over 70 million monthly active users across all its platforms. The company offers gaming for businesses as well as for individuals, with an aim to make gaming enjoyable and useful in forming connections. Gameloft was founded in the year 1999 and is currently headquartered in Paris, France.

Other esports market players include Tencent Holdings Ltd, Skillz Inc., Motorsport Games Inc., Gfinity PLC, HTC Corporation, FACE IT LIMITED, Riot Games, Inc., and CAPCOM Co., Ltd., among others.

Table of Contents

1 Executive Summary
1.1 Market Size 2024-2025
1.2 Market Growth 2025(F)-2034(F)
1.3 Key Demand Drivers
1.4 Key Players and Competitive Structure
1.5 Industry Best Practices
1.6 Recent Trends and Developments
1.7 Industry Outlook
2 Market Overview and Stakeholder Insights
2.1 Market Trends
2.2 Key Verticals
2.3 Key Regions
2.4 Supplier Power
2.5 Buyer Power
2.6 Key Market Opportunities and Risks
2.7 Key Initiatives by Stakeholders
3 Economic Summary
3.1 GDP Outlook
3.2 GDP Per Capita Growth
3.3 Inflation Trends
3.4 Democracy Index
3.5 Gross Public Debt Ratios
3.6 Balance of Payment (BoP) Position
3.7 Population Outlook
3.8 Urbanisation Trends
4 Country Risk Profiles
4.1 Country Risk
4.2 Business Climate
5 Global Esports Market Analysis
5.1 Key Industry Highlights
5.2 Global Esports Historical Market (2018-2024)
5.3 Global Esports Market Forecast (2025-2034)
5.4 Global Esports Market by Revenue Streaming
5.4.1 Sponsorship
5.4.1.1 Historical Trend (2018-2024)
5.4.1.2 Forecast Trend (2025-2034)
5.4.2 Advertising
5.4.2.1 Historical Trend (2018-2024)
5.4.2.2 Forecast Trend (2025-2034)
5.4.3 Merchandise and Tickets
5.4.3.1 Historical Trend (2018-2024)
5.4.3.2 Forecast Trend (2025-2034)
5.4.4 Game Publisher Fees
5.4.4.1 Historical Trend (2018-2024)
5.4.4.2 Forecast Trend (2025-2034)
5.4.5 Media Rights
5.4.5.1 Historical Trend (2018-2024)
5.4.5.2 Forecast Trend (2025-2034)
5.4.6 Others
5.5 Global Esports Market by Streaming Type
5.5.1 Live
5.5.1.1 Historical Trend (2018-2024)
5.5.1.2 Forecast Trend (2025-2034)
5.5.2 On-Demand
5.5.2.1 Historical Trend (2018-2024)
5.5.2.2 Forecast Trend (2025-2034)
5.6 Global Esports Market by Gaming Genre
5.6.1 Real-Time Strategy Games
5.6.1.1 Historical Trend (2018-2024)
5.6.1.2 Forecast Trend (2025-2034)
5.6.2 First-Person Shooter Games
5.6.2.1 Historical Trend (2018-2024)
5.6.2.2 Forecast Trend (2025-2034)
5.6.3 Fighting Games
5.6.3.1 Historical Trend (2018-2024)
5.6.3.2 Forecast Trend (2025-2034)
5.6.4 Multiplayer Online Battle Arena Games
5.6.4.1 Historical Trend (2018-2024)
5.6.4.2 Forecast Trend (2025-2034)
5.6.5 Others
5.7 Global Esports Market by Region
5.7.1 North America
5.7.1.1 Historical Trend (2018-2024)
5.7.1.2 Forecast Trend (2025-2034)
5.7.2 Europe
5.7.2.1 Historical Trend (2018-2024)
5.7.2.2 Forecast Trend (2025-2034)
5.7.3 Asia Pacific
5.7.3.1 Historical Trend (2018-2024)
5.7.3.2 Forecast Trend (2025-2034)
5.7.4 Latin America
5.7.4.1 Historical Trend (2018-2024)
5.7.4.2 Forecast Trend (2025-2034)
5.7.5 Middle East and Africa
5.7.5.1 Historical Trend (2018-2024)
5.7.5.2 Forecast Trend (2025-2034)
6 North America Esports Market Analysis
6.1 United States of America
6.1.1 Historical Trend (2018-2024)
6.1.2 Forecast Trend (2025-2034)
6.2 Canada
6.2.1 Historical Trend (2018-2024)
6.2.2 Forecast Trend (2025-2034)
7 Europe Esports Market Analysis
7.1 United Kingdom
7.1.1 Historical Trend (2018-2024)
7.1.2 Forecast Trend (2025-2034)
7.2 Germany
7.2.1 Historical Trend (2018-2024)
7.2.2 Forecast Trend (2025-2034)
7.3 France
7.3.1 Historical Trend (2018-2024)
7.3.2 Forecast Trend (2025-2034)
7.4 Italy
7.4.1 Historical Trend (2018-2024)
7.4.2 Forecast Trend (2025-2034)
7.5 Others
8 Asia Pacific Esports Market Analysis
8.1 China
8.1.1 Historical Trend (2018-2024)
8.1.2 Forecast Trend (2025-2034)
8.2 Japan
8.2.1 Historical Trend (2018-2024)
8.2.2 Forecast Trend (2025-2034)
8.3 India
8.3.1 Historical Trend (2018-2024)
8.3.2 Forecast Trend (2025-2034)
8.4 ASEAN
8.4.1 Historical Trend (2018-2024)
8.4.2 Forecast Trend (2025-2034)
8.5 Australia
8.5.1 Historical Trend (2018-2024)
8.5.2 Forecast Trend (2025-2034)
8.6 Others
9 Latin America Esports Market Analysis
9.1 Brazil
9.1.1 Historical Trend (2018-2024)
9.1.2 Forecast Trend (2025-2034)
9.2 Argentina
9.2.1 Historical Trend (2018-2024)
9.2.2 Forecast Trend (2025-2034)
9.3 Mexico
9.3.1 Historical Trend (2018-2024)
9.3.2 Forecast Trend (2025-2034)
9.4 Others
10 Middle East and Africa Esports Market Analysis
10.1 Saudi Arabia
10.1.1 Historical Trend (2018-2024)
10.1.2 Forecast Trend (2025-2034)
10.2 United Arab Emirates
10.2.1 Historical Trend (2018-2024)
10.2.2 Forecast Trend (2025-2034)
10.3 Nigeria
10.3.1 Historical Trend (2018-2024)
10.3.2 Forecast Trend (2025-2034)
10.4 South Africa
10.4.1 Historical Trend (2018-2024)
10.4.2 Forecast Trend (2025-2034)
10.5 Others
11 Market Dynamics
11.1 SWOT Analysis
11.1.1 Strengths
11.1.2 Weaknesses
11.1.3 Opportunities
11.1.4 Threats
11.2 Porter’s Five Forces Analysis
11.2.1 Supplier’s Power
11.2.2 Buyer’s Power
11.2.3 Threat of New Entrants
11.2.4 Degree of Rivalry
11.2.5 Threat of Substitutes
11.3 Key Indicators for Demand
11.4 Key Indicators for Price
12 Competitive Landscape
12.1 Supplier Selection
12.2 Key Global Players
12.3 Key Regional Players
12.4 Key Player Strategies
12.5 Company Profiles
12.5.1 Tencent Holdings Ltd
12.5.1.1 Company Overview
12.5.1.2 Product Portfolio
12.5.1.3 Demographic Reach and Achievements
12.5.1.4 Certifications
12.5.2 Activision Publishing, Inc
12.5.2.1 Company Overview
12.5.2.2 Product Portfolio
12.5.2.3 Demographic Reach and Achievements
12.5.2.4 Certifications
12.5.3 Electronic Arts Inc.
12.5.3.1 Company Overview
12.5.3.2 Product Portfolio
12.5.3.3 Demographic Reach and Achievements
12.5.3.4 Certifications
12.5.4 Gameloft SE
12.5.4.1 Company Overview
12.5.4.2 Product Portfolio
12.5.4.3 Demographic Reach and Achievements
12.5.4.4 Certifications
12.5.5 Skillz Inc.
12.5.5.1 Company Overview
12.5.5.2 Product Portfolio
12.5.5.3 Demographic Reach and Achievements
12.5.5.4 Certifications
12.5.6 Motorsport Games Inc.
12.5.6.1 Company Overview
12.5.6.2 Product Portfolio
12.5.6.3 Demographic Reach and Achievements
12.5.6.4 Certifications
12.5.7 Gfinity PLC
12.5.7.1 Company Overview
12.5.7.2 Product Portfolio
12.5.7.3 Demographic Reach and Achievements
12.5.7.4 Certifications
12.5.8 HTC Corporation
12.5.8.1 Company Overview
12.5.8.2 Product Portfolio
12.5.8.3 Demographic Reach and Achievements
12.5.8.4 Certifications
12.5.9 FACE IT LIMITED
12.5.9.1 Company Overview
12.5.9.2 Product Portfolio
12.5.9.3 Demographic Reach and Achievements
12.5.9.4 Certifications
12.5.10 Riot Games, Inc.
12.5.10.1 Company Overview
12.5.10.2 Product Portfolio
12.5.10.3 Demographic Reach and Achievements
12.5.10.4 Certifications
12.5.11 CAPCOM Co., Ltd.
12.5.11.1 Company Overview
12.5.11.2 Product Portfolio
12.5.11.3 Demographic Reach and Achievements
12.5.11.4 Certifications
12.5.12 Others

Companies Mentioned

  • Activision Publishing, Inc.
  • Electronic Arts Inc.
  • Gameloft SE