Esports market size reached USD 2.2 billion in 2024 and is estimated to reach USD 11.6 billion in 2032, and the market is estimated to grow at a CAGR of 23.1% from 2025-2032, fueled by the booming streaming platforms and a growing gamer base along with continual technological innovations in gaming.
Major Market Drivers and Emerging Trends
Esports involve playing games on platforms like consoles or PCs among others. People play esports either for fun or to compete professionally against others. Esports are becoming more popular owing to the shift toward a digital world and the decreasing cost of high end gaming technology. In electronic sports teams participate in competitive gaming tournaments which aim to earn money and awards. Esports operate similarly to traditional sports with elite players regularly competing to be the best in their chosen game. The increasing mobile device usage has enabled people to play these games from virtually anywhere. People can now enjoy online sports without being tied to a stationary setup at home.
The esports market growth is largely driven by more gamers entering the industry along with a booming gaming sector and greater audience interaction. Around 3.32 billion people worldwide are actively engaged in video gaming. With continuous technological progress many people are increasingly dependent on smartphones and internet connectivity. Rising demand for video games has led companies to implement recurring income models like subscription and in game purchases. Moreover rising advanced technologies globally has fueled rapid growth in gaming tournaments along with VR products and video content spending.
Millennials along with the younger demographic are now highly engaged with digital technology and online platforms. Today many children favor video games over traditional outdoor play which has contributed to the rising online gaming. Educational institutions are also now embracing esports by incorporating them into their curricula and organizing competitive teams which promotes wider student involvement. The Global Esports Federation launched youth focused competitions that promote inclusivity and foster emerging talent. The trend is solidifying esports as a legitimate career option which further increases its market relevance.
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Streaming services like YouTube Gaming or Twitch have greatly increased the worldwide fanbase for esports. Live engagement features on these platforms foster deeper connections between content creators and their audiences. Massive audience numbers have drawn in advertisers and sponsors which accelerates revenue growth across the esports industry. Twitch continues to lead the esports streaming arena driven by features designed for gamers and vibrant community interactions along with exclusive rights to high profile esports content. Averaging two million viewers at any moment while hosting more than six million monthly content creators, Twitch has become synonymous with esports content. Major international events like PUBG or IEM Katowice tournaments among others consistently draw global viewership and fan engagement. These drivers are significantly boosting the revenue growth within the global esports market.
The esports market is further being significantly shaped by innovations in VR and AR along with cloud based gaming solutions. Google and Microsoft are investing heavily in cloud technology which aims to improve user accessibility and overall experience. By embracing innovative gaming technologies the industry is creating a more engaging environment for gamers and viewers which leads to increased audience attraction.
Additionally prominent companies like Adidas and BMW along with gaming accessory leaders like SteelSeries are significantly making sponsorships to maximize their exposure to a large global audience. Furthermore numerous collaborations have emerged between investors and tech companies. A prime example is the partnership between the British Esports Association and epic.LAN which is helping to fuel market growth.
With rapid market growth, governments are also strategically investing in the sector to unlock its economic opportunities and secure a competitive edge. Furthermore government support for esports often fits within wider national strategies focused on technological development and fostering innovation. For example the Indian government has recognized esports by introducing initiatives to encourage its growth like developing apps and games on domestic platforms.
The esports incorporation into high school and university programs is also driving the demand for professionals who can create educational resources and instruct on the technical and business elements within the industry. Japan is seeing a rising high schools and universities incorporating esports into their activities for educational or health related reasons. Its emergence as a career choice spurred by substantial worldwide tournament prizes along with streaming income and individual endorsements which is propelling market growth forward. Additionally companies are concentrating on developing better products for athletes while enhancing audience engagement during esports streams.
The global esports market report highlights the absence of standardization as a major barrier to market growth. Ongoing challenges continue to emerge involving teams and players along with promotional activities. Additionally participants often report that certain tournaments appear fraudulent which makes it increasingly difficult to distinguish legitimate events from scams. These challenges have the potential to restrict the esports market share growth.
Extended gaming can also expose players to metabolic disorders owing to LED screen usage along with psychological concerns like gambling addiction or social dysfunction. Extended screen time is also linked to potential metabolic imbalances in individuals. These problems largely stem from a sedentary lifestyle and poor posture that are prevalent among gamers.
Information like player identities or images has also become a critical and highly valuable resource. Efforts by esports organizers or team owners to license player data to external parties may lead to growing concerns around privacy and data ownership.
Revenue Stream Insights: Sponsorship segment is expected to experience a higher CAGR
By revenue stream insights the sponsorship category is anticipated to achieve a higher CAGR throughout the forecast years. Through sponsorship brands can effectively connect with their desired audience across various offline or online media platforms. Brands can engage with a massive fan base through innovative strategies like posters and various creative promotional methods. Moreover sponsorship also creates a lasting and interactive relationship between esports organizers and their fans. These are actively fueling the segment growth in the market.
The steadily rising audience size and support recently has created new growth opportunities and attracted greater investments. The investment environment has transformed significantly driven by the wide range opportunities within the ecosystem. Most investments within the market are provided by established venture capital companies along with private equity among others. Likewise, several gaming platforms utilize in app advertisements to enhance their revenue streams.
Media rights have also become a major revenue source with streaming platforms and conventional broadcasters vying for exclusive broadcast licenses to major events. The growing viewership and intensifying rivalry between media platforms have contributed to the increasing monetary worth within these rights.
Merchandising has become more significant with fans looking to establish a connection with favorite players which strengthens brand loyalty. The revenue from live event ticket sales showcases the strong fan participation and engagement within the esports industry.
Application Insights: Platform segment holds the largest market share
This segment includes multiple online platforms which facilitate engagement between gamers and viewers along with organizers during esports events. The platforms enable live streaming along with audience interaction which drives the expanding popularity and commercial potential within the esports market.
The services segment is also expected to register the highest CAGR in the forecast years driven by growing need for specialized esports services like event management or training programs.
Streaming Type Insights: Live segment dominates the market share
The live segment leads the market fueled by growing interest in real time esports coverage and interactive viewing experiences along with significant infrastructure investment. With platforms like YouTube and Twitch becoming widely adopted along with growing audience engagement, this segment remains a major contributor to the industry growth. The focus on enhancing fan involvement is also anticipated to stimulate greater interest in live esports events. Rising smartphone penetration is also likely to further boost interest in live esports tournaments.
The on demand segment is also expected to experience rapid growth driven by the increasing demand for home based entertainment. OTT platforms are attracting more viewers because they offer on demand access to games. The trend is anticipated to support the segment growth within the esports market.
Regional Insights: Asia Pacific is projected to experience rapid growth with a higher CAGR
Asia Pacific is projected to experience the fastest CAGR in the forecast years primarily driven by the expanding internet access and the booming mobile gaming across the region. The rising esports events have also made the market highly attractive for substantial investments. Furthermore South Korea is a leading hub for esports which offers essential infrastructures for gamers like coaching and analysis support. For example a leading telecom operator in South Korea SK Telecome partnered with Comcast Corporation to establish an esports firm. These influences are central to fostering market growth in the Asia Pacific region.
North America is also experiencing rapid growth mainly fueled by its emphasis on technological progress along with robust digital infrastructure. 5G connectivity and high speed internet is also boosting streaming quality along with audience engagement which fuels the esports platforms growth. Furthermore the growing esports integration in educational systems along with the rising specialized gaming arenas contribute to market growth in the region.
Top Market Players
Prominent companies in the market are Blizzard Entertainment, Inc., Modern Times Group, CJ Corporation, Valve Corporation, Nintendo, Electronic Arts, Faceit, Gfinity, Rovio Entertainment, and Riot Games, Inc. among others.
Key Developments:
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- In 2023 Microsoft and Nvidia have formed a partnership to make Xbox games available on the NVIDIA GeForce Now streaming service for cloud gaming.
- In 2023 Vodafone Idea has formed a strategic alliance with Gamerji to offer various gaming genres like action RPGs and battle games among others.
- In 2020, Electronic Arts acquired Codemasters, a UK gaming company, for $1.2 billion. EA said that it would lend its technology, game analytics, art & motion capture, publishing, marketing, and game development expertise to enhance Codemasters’ games.
- In 2020, Riot Games, Inc. announced their upcoming League of Legends All-Star 2020 events. In this tournament, fans have to vote for their favorite teams. This tournament was streamed live on the Riot Game Twitch Channel as well as on the LoL Esports site.
Segments covered in the Report:
The Global Esports Market has been segmented on the basis of Application, Streaming Type, Revenue Stream and Regions. Based on Application, the market is segmented into Platform and Service. Based on Streaming Type, the market is segmented into On-demand and Live. Based on Revenue Stream, the market is segmented into Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, and Tickets and Merchandise.
Report Coverage |
Details |
Market Revenues (2024) |
USD 2.2 billion |
Market Base Year |
2024 |
Market Forecast Period |
2025-2032 |
Base Year & Forecast Units |
Revenues (USD Billion) |
Market Segment | By Application, By Streaming Type, By Revenue Stream, By Region |
Regional Coverage | Asia Pacific, Europe, North America, and RoW |
Companies Profiled | Blizzard Entertainment, Inc., Modern Times Group, CJ Corporation, Valve Corporation, Nintendo, Electronic Arts, Faceit, Gfinity, Rovio Entertainment, Riot Games, Inc., among others; a total of 10 companies covered. |
25% Free Customization Available | We will customize this report up to 25% as a free customization to address our client’s specific requirements |
Market Segmentation
Global Esports Market by Application
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- Platform
- Service
Global Esports Market by Streaming Type
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- On-demand
- Live
Global Esports Market by Revenue Stream
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- Media rights
- Game publisher fee
- Sponsorship
- Digital advertisement
- Tickets and merchandise
Global Esports Market by Region
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North America Esports Market (Option 1: As a part of the free 25% customization)
- By Application
- By Streaming Type
- By Revenue Stream
- US Market All-Up
- Canada Market All-Up
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Europe Esports Market (Option 2: As a part of the free 25% customization)
- By Application
- By Streaming Type
- By Revenue Stream
- UK Market All-Up
- Germany Market All-Up
- France Market All-Up
- Spain Market All-Up
- Rest of Europe Market All-Up
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Asia-Pacific Esports Market (Option 3: As a part of the free 25% customization)
- By Application
- By Streaming Type
- By Revenue Stream
- China Market All-Up
- India Market All-Up
- Japan Market All-Up
- Rest of APAC Market All-Up
-
RoW Esports Market (Option 4: As a part of the free 25% customization)
- By Application
- By Streaming Type
- By Revenue Stream
- Brazil Market All-Up
- South Africa Market All-Up
- Saudi Arabia Market All-Up
- UAE Market All-Up
- Rest of world (remaining countries of the LAMEA region) Market All-Up
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Major Players Operating in the Esports (Option 5: As a part of the Free 25% Customization – Profiles of 5 Additional Companies of your Choice)
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- Blizzard Entertainment, Inc.
- Modern Times Group
- CJ Corporation
- Valve Corporation
- Nintendo
- Electronic Arts
- Faceit
- Gfinity
- Rovio Entertainment
- Riot Games, Inc.
Frequently Asked Question About This Report
Esports Market [UP1684-001001]
Esports market size touched USD 2.2 billion in 2024 and is projected to reach USD 11.6 billion in 2032, and the market is projected to grow at a CAGR of 23.1% from 2025-2032.
Market growth is being propelled by the success of streaming platforms, the increasing gamer population, and persistent technological advancements in gaming.
The sponsorship segment is projected to see the highest CAGR over the forecast period, based on revenue stream insights.
The Asia-Pacific market is expected to achieve the fastest CAGR during the forecast years.
Related Reports
- Published Date: May-2025
- Report Format: Excel/PPT
- Report Code: UP1684-001001
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Esports Market Size, Share, Trends and Growth Report – Global Opportunities & Forecast, 2025-2032
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