The esports content creation market size has grown exponentially in recent years. It will grow from $2.38 billion in 2024 to $3.28 billion in 2025 at a compound annual growth rate (CAGR) of 37.8%. The growth in the historic period can be attributed to increasing popularity of gaming, rising number of online streaming platforms, rise in competitive gaming events, growing investment from brands and sponsors, increasing engagement of gaming communities.
The esports content creation market size is expected to see exponential growth in the next few years. It will grow to $11.73 billion in 2029 at a compound annual growth rate (CAGR) of 37.5%. The growth in the forecast period can be attributed to growing adoption of virtual reality and augmented reality, increasing demand for mobile gaming content, rise in esports viewership, growing influence of social media platforms, expanding monetization opportunities through streaming. Major trends in the forecast period include advancement in AI-powered content tools, innovation in immersive viewer experiences, and integration of esports with mainstream media, advanced monetization models for creators, innovation in interactive and live-streaming formats.
The forecast of 37.5% growth over the next five years reflects a slight reduction of 0.2% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. Higher costs of gaming peripherals and capture devices due to tariffs may strain content budgets for esports streamers and creators. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.
The growing demand for live digital entertainment is expected to drive significant growth in the esports content creation market. Live digital entertainment refers to real-time online experiences such as streaming concerts, gaming sessions, or virtual events that audiences can watch or engage with as they occur. This demand is fueled by consumers' desire for immediacy, authenticity, and shared real-time experiences that mirror the spontaneity of in-person events in a digital world. Esports content creation plays a crucial role in meeting this demand by offering captivating, live gaming experiences that attract large audiences and encourage interactive participation on various digital platforms. For example, in December 2024, the Australian Communications and Media Authority reported that 91% of Australians accessed online services, including both paid and free video content, an increase from 83% in 2023. As a result, the increasing demand for live digital entertainment is significantly contributing to the growth of the esports content creation market.
Leading companies in the esports content creation market are focusing on innovations such as authentic brand integration to enhance user engagement and foster long-term growth. Authenticity in brand integration involves embedding brands into content in a seamless and relevant way that resonates with the audience’s values and interests. For example, in January 2025, G2 Esports, a Germany-based esports organization, launched a new media agency called 62. This agency aims to help mainstream brands engage with the esports community by offering services such as creative advertising, media buying, content production, and event management. The goal of 62 is to create genuine connections between brands and esports audiences, thereby strengthening brand presence and engagement within the esports world.
In April 2023, Videoverse, a US-based video game company, acquired Reely.ai, a leading esports content creation company, for an undisclosed amount. With this acquisition, Videoverse aimed to enhance its AI-driven video editing and content automation capabilities, using Reely.ai's technology to streamline the creation and distribution of short-form gaming content. This move is intended to improve user engagement and marketing efficiency, helping Videoverse better serve the growing demand for dynamic, real-time esports content. Reely.ai specializes in automating and optimizing esports content creation, which will contribute significantly to Videoverse's expansion in the gaming sector.
Major players in the esports content creation market are WarnerMedia LLC, NetEase Inc., Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Riot Games Inc., Capcom Co. Ltd., Hi-Rez Studios Inc., Logitech G (a brand of Logitech International S.A.), Nerd Street Gamers LLC, FACEIT Ltd., Cloud9 Esports Inc., MOUZ GmbH, Gfinity plc, Resilience Esports, Misfits Gaming Group LLC, Luminosity Gaming (subsidiary of Enthusiast Gaming Holdings Inc.), Wargaming Public Company Limited, HyperX, Astralis A/S.
North America was the largest region in the esports content creation market in 2024. The regions covered in esports content creation report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The countries covered in the esports content creation market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The esports content creation market includes revenues earned by entities through sponsorships, advertising, streaming platforms, merchandise sales, and fan subscriptions. The market value consists of the financial support, resources, and services provided to content creators in exchange for brand collaborations, ad revenue sharing, or direct consumer payments. Only structured content creation activities with defined production schedules and audience engagement objectives are considered.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The rapid surge in U.S. tariffs and the resulting trade tensions in spring 2025 are heavily affecting the media sector, particularly in areas such as content creation, broadcasting, and digital streaming. Increased tariffs on imported audiovisual gear, editing tools, and broadcasting technologies have driven up both production and operational costs for media companies. Film and TV studios are incurring higher expenses for sourcing foreign-made cameras, lighting, and post-production equipment, while news and broadcast outlets are facing steeper costs for satellite services and transmission hardware. Additionally, retaliatory tariffs imposed by other countries are hindering the export of U.S.-based media content, curbing international revenue growth. To navigate these challenges, media firms are increasingly sourcing domestically, accelerating digital transformation, and adopting AI-powered production tools to reduce costs and sustain their global competitiveness amid ongoing trade disruptions.
The esports content creation market research report is one of a series of new reports that provides esports content creation market statistics, including esports content creation industry global market size, regional shares, competitors with a esports content creation market share, detailed esports content creation market segments, market trends and opportunities, and any further data you may need to thrive in the esports content creation industry. This esports content creation market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
Esports content creation involves the organized process of developing, sharing, and monetizing gaming-related content such as live streams, videos, social media posts, and articles. This content aims to captivate audiences, promote esports events, and boost brand recognition within the gaming ecosystem. Content creators in the esports space include professional gamers, influencers, production studios, and media entities that focus on gaming entertainment.
The primary content formats in esports content creation include live streaming, video-on-demand (VOD), and written content. Live streaming refers to the real-time broadcasting of video or audio over the internet without prior recording or storage. Content is distributed across various platforms, including streaming services, social media networks, and dedicated esports websites. The creator landscape consists of professional players and teams, esports organizations and leagues, independent creators, and game developers or publishers. Common revenue models include pay-per-use and subscription-based offerings.
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.
The esports content creation market size is expected to see exponential growth in the next few years. It will grow to $11.73 billion in 2029 at a compound annual growth rate (CAGR) of 37.5%. The growth in the forecast period can be attributed to growing adoption of virtual reality and augmented reality, increasing demand for mobile gaming content, rise in esports viewership, growing influence of social media platforms, expanding monetization opportunities through streaming. Major trends in the forecast period include advancement in AI-powered content tools, innovation in immersive viewer experiences, and integration of esports with mainstream media, advanced monetization models for creators, innovation in interactive and live-streaming formats.
The forecast of 37.5% growth over the next five years reflects a slight reduction of 0.2% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. Higher costs of gaming peripherals and capture devices due to tariffs may strain content budgets for esports streamers and creators. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.
The growing demand for live digital entertainment is expected to drive significant growth in the esports content creation market. Live digital entertainment refers to real-time online experiences such as streaming concerts, gaming sessions, or virtual events that audiences can watch or engage with as they occur. This demand is fueled by consumers' desire for immediacy, authenticity, and shared real-time experiences that mirror the spontaneity of in-person events in a digital world. Esports content creation plays a crucial role in meeting this demand by offering captivating, live gaming experiences that attract large audiences and encourage interactive participation on various digital platforms. For example, in December 2024, the Australian Communications and Media Authority reported that 91% of Australians accessed online services, including both paid and free video content, an increase from 83% in 2023. As a result, the increasing demand for live digital entertainment is significantly contributing to the growth of the esports content creation market.
Leading companies in the esports content creation market are focusing on innovations such as authentic brand integration to enhance user engagement and foster long-term growth. Authenticity in brand integration involves embedding brands into content in a seamless and relevant way that resonates with the audience’s values and interests. For example, in January 2025, G2 Esports, a Germany-based esports organization, launched a new media agency called 62. This agency aims to help mainstream brands engage with the esports community by offering services such as creative advertising, media buying, content production, and event management. The goal of 62 is to create genuine connections between brands and esports audiences, thereby strengthening brand presence and engagement within the esports world.
In April 2023, Videoverse, a US-based video game company, acquired Reely.ai, a leading esports content creation company, for an undisclosed amount. With this acquisition, Videoverse aimed to enhance its AI-driven video editing and content automation capabilities, using Reely.ai's technology to streamline the creation and distribution of short-form gaming content. This move is intended to improve user engagement and marketing efficiency, helping Videoverse better serve the growing demand for dynamic, real-time esports content. Reely.ai specializes in automating and optimizing esports content creation, which will contribute significantly to Videoverse's expansion in the gaming sector.
Major players in the esports content creation market are WarnerMedia LLC, NetEase Inc., Activision Blizzard Inc., Electronic Arts Inc., Epic Games Inc., Riot Games Inc., Capcom Co. Ltd., Hi-Rez Studios Inc., Logitech G (a brand of Logitech International S.A.), Nerd Street Gamers LLC, FACEIT Ltd., Cloud9 Esports Inc., MOUZ GmbH, Gfinity plc, Resilience Esports, Misfits Gaming Group LLC, Luminosity Gaming (subsidiary of Enthusiast Gaming Holdings Inc.), Wargaming Public Company Limited, HyperX, Astralis A/S.
North America was the largest region in the esports content creation market in 2024. The regions covered in esports content creation report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The countries covered in the esports content creation market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The esports content creation market includes revenues earned by entities through sponsorships, advertising, streaming platforms, merchandise sales, and fan subscriptions. The market value consists of the financial support, resources, and services provided to content creators in exchange for brand collaborations, ad revenue sharing, or direct consumer payments. Only structured content creation activities with defined production schedules and audience engagement objectives are considered.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The rapid surge in U.S. tariffs and the resulting trade tensions in spring 2025 are heavily affecting the media sector, particularly in areas such as content creation, broadcasting, and digital streaming. Increased tariffs on imported audiovisual gear, editing tools, and broadcasting technologies have driven up both production and operational costs for media companies. Film and TV studios are incurring higher expenses for sourcing foreign-made cameras, lighting, and post-production equipment, while news and broadcast outlets are facing steeper costs for satellite services and transmission hardware. Additionally, retaliatory tariffs imposed by other countries are hindering the export of U.S.-based media content, curbing international revenue growth. To navigate these challenges, media firms are increasingly sourcing domestically, accelerating digital transformation, and adopting AI-powered production tools to reduce costs and sustain their global competitiveness amid ongoing trade disruptions.
The esports content creation market research report is one of a series of new reports that provides esports content creation market statistics, including esports content creation industry global market size, regional shares, competitors with a esports content creation market share, detailed esports content creation market segments, market trends and opportunities, and any further data you may need to thrive in the esports content creation industry. This esports content creation market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
Esports content creation involves the organized process of developing, sharing, and monetizing gaming-related content such as live streams, videos, social media posts, and articles. This content aims to captivate audiences, promote esports events, and boost brand recognition within the gaming ecosystem. Content creators in the esports space include professional gamers, influencers, production studios, and media entities that focus on gaming entertainment.
The primary content formats in esports content creation include live streaming, video-on-demand (VOD), and written content. Live streaming refers to the real-time broadcasting of video or audio over the internet without prior recording or storage. Content is distributed across various platforms, including streaming services, social media networks, and dedicated esports websites. The creator landscape consists of professional players and teams, esports organizations and leagues, independent creators, and game developers or publishers. Common revenue models include pay-per-use and subscription-based offerings.
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
1. Executive Summary2. Esports Content Creation Market Characteristics3. Esports Content Creation Market Trends and Strategies32. Global Esports Content Creation Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Esports Content Creation Market34. Recent Developments in the Esports Content Creation Market
4. Esports Content Creation Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, and Covid and Recovery on the Market
5. Global Esports Content Creation Growth Analysis and Strategic Analysis Framework
6. Esports Content Creation Market Segmentation
7. Esports Content Creation Market Regional and Country Analysis
8. Asia-Pacific Esports Content Creation Market
9. China Esports Content Creation Market
10. India Esports Content Creation Market
11. Japan Esports Content Creation Market
12. Australia Esports Content Creation Market
13. Indonesia Esports Content Creation Market
14. South Korea Esports Content Creation Market
15. Western Europe Esports Content Creation Market
16. UK Esports Content Creation Market
17. Germany Esports Content Creation Market
18. France Esports Content Creation Market
19. Italy Esports Content Creation Market
20. Spain Esports Content Creation Market
21. Eastern Europe Esports Content Creation Market
22. Russia Esports Content Creation Market
23. North America Esports Content Creation Market
24. USA Esports Content Creation Market
25. Canada Esports Content Creation Market
26. South America Esports Content Creation Market
27. Brazil Esports Content Creation Market
28. Middle East Esports Content Creation Market
29. Africa Esports Content Creation Market
30. Esports Content Creation Market Competitive Landscape and Company Profiles
31. Esports Content Creation Market Other Major and Innovative Companies
35. Esports Content Creation Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Esports Content Creation Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on esports content creation 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.
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- All data from the report will also be delivered in an excel dashboard format.
Description
Where is the largest and fastest growing market for esports content creation? 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 esports content creation market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, 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.
- 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.
- 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.
- 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 trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Content Type: Live Streaming; Video-on-Demand; Written Content2) By Platform: Streaming Platforms; Social Media; Dedicated Esports Websites
3) By Creator Type: Professional Players and Teams; Esports Organizations and Leagues; Independent Content Creators; Game Developers and Publishers
4) By Revenue Model: Pay-Per-Use; Subscriptions
Subsegments:
1) By Live Streaming: Tournament broadcasts; Player POV streams; Practice/scrim sessions; Behind-the-scenes/live Q&A; Charity and special event streams; Co-streams with influencers.2) By Video-on-Demand (VOD): Match highlights; Game analysis and breakdowns; Tutorials and how-to content; Player/team documentaries; Reaction and commentary videos; Esports news recaps.
3) By Written Content: News articles and match reports; Strategy guides and walkthroughs; Opinion pieces/editorials; Interviews with players/coaches; Esports journalism and feature stories; Patch notes and meta-analysis.
Companies Mentioned: WarnerMedia LLC; NetEase Inc.; Activision Blizzard Inc.; Electronic Arts Inc.; Epic Games Inc.; Riot Games Inc.; Capcom Co. Ltd.; Hi-Rez Studios Inc.; Logitech G (a brand of Logitech International S.A.); Nerd Street Gamers LLC; FACEIT Ltd.; Cloud9 Esports Inc.; MOUZ GmbH; Gfinity plc; Resilience Esports; Misfits Gaming Group LLC; Luminosity Gaming (subsidiary of Enthusiast Gaming Holdings Inc.); Wargaming Public Company Limited; HyperX; Astralis a/S
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; 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: PDF, Word and Excel Data Dashboard.
Companies Mentioned
The companies featured in this Esports Content Creation market report include:- WarnerMedia LLC
- NetEase Inc.
- Activision Blizzard Inc.
- Electronic Arts Inc.
- Epic Games Inc.
- Riot Games Inc.
- Capcom Co. Ltd.
- Hi-Rez Studios Inc.
- Logitech G (a brand of Logitech International S.A.)
- Nerd Street Gamers LLC
- FACEIT Ltd.
- Cloud9 Esports Inc.
- MOUZ GmbH
- Gfinity plc
- Resilience Esports
- Misfits Gaming Group LLC
- Luminosity Gaming (subsidiary of Enthusiast Gaming Holdings Inc.)
- Wargaming Public Company Limited
- HyperX
- Astralis A/S
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 175 |
Published | September 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 3.28 Billion |
Forecasted Market Value ( USD | $ 11.73 Billion |
Compound Annual Growth Rate | 37.5% |
Regions Covered | Global |
No. of Companies Mentioned | 21 |