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eSports Market Market Research Report – Segmentation by Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights); and Region; - Size, Share, Growth Analysis | Forecast (2025– 2030)

eSports Market Size (2025-2030)

The eSports Market was valued at USD 2.09 Billion and is projected to reach a Market size of USD 9.29 Billion by the end of 2030. Over the forecast period of 2025-2030, the Market is projected to grow at a CAGR of 28.53%.

eSports Market Segmentation

The eSports Market has globally grown rapidly due to its global reach, the rise of live streaming, and the increasing professionalism and legitimacy of competitive gaming. It's not just about playing games; but it's being seen as an entire ecosystem that constitutes media, entertainment, and business. Competitions and tournaments are globally arranged where professional players and teams compete with each other in popular video games. Several companies sponsor these events and advertisers capitalize on a large viewer base, to promote their products and services. Just like the traditional sports market, broadcast companies pay to get the media rights for streaming the event on many popular media like YouTube and Twitch, even on TV networks. Companies also make money by merchandising branded products and tickets for the events. These factors are also contributing to digital game development where the developers are gaining popularity and money through licensing and in-app purchases.

Key Market Insights:

  • North America has the biggest market share of about 40% and is the most popular region in the eSports market and is expected to grow faster in the upcoming decade, followed by the Asia-Pacific region.
  • Dota 2, Fortnite, League of Legends, Counter-Strike: Global Offensive, and Call of Duty: Mobile are leading esports games and they have a lot of viewer base and prize pools.
  • The global eSports audience is expected to grow to over 600 million viewers by 2024 and will continue to grow at a high rate in the forecast period, mainly from millennials and Gen Z.
  • Ohio State University and the University of California Irvine have already begun to offer eSports degrees and scholarships.
  • This market is also driven by the increasing popularity of smartphones and video games. Also, live streaming is anticipated to be the leading segment in this market, because of the growing consumer demand for real-time content and interactive experiences.
  • This market has become increasingly professional, with investments in purpose-built eSports arenas and dedicated eSports programs in colleges and universities.

  

eSports Market Drivers:

The rising popularity of gaming

Due to the increasing popularity of smartphones and improvements in their technical capabilities, the number of people preferring mobile gaming is increasing. Also, smartphones are fairly capable nowadays such that they can provide an immersive gaming experience with 3D graphics and virtual reality components. These factors have contributed to the rising popularity of video games. Games are also becoming more and more compatible with other digital systems including dedicated gaming hardware such as gaming consoles, and are also being promoted through digital gaming platforms like Steam. Therefore, this sector has been able to stand as a dedicated industry.

Diverse Revenue Streams

The gaming industry has several ways of gaining revenue and companies are finding more ones. Prominently, sponsorships, advertising, merchandise, ticket sales, and streaming revenue are the backbones of the eSports revenues. Due to the digital nature of this industry and different models of revenue generation being available nowadays, the eSports industry is flourishing.

Technological Advancements in Gaming

Since the culture of smartphones and portable gaming devices has arrived a lot of improvement has been seen in the 3D capability of mobile phones as well as integration of AR and VR in them. The development of sensors gaming hardware and accessories has also contributed to a seamless gaming experience. Increasing use of the internet has led to the development of streaming platforms like Twitch and YouTube. The increasing trend of high-speed internet and high-resolution gaming streams has contributed a lot to the growth of a dedicated viewer audience. These factors have helped the eSports industry to settle as a distinct and unique market, with unique technological requirements.

eSports Market Restraints and Challenges:

Modified games and bypassing technologies for anti-cheat mechanisms.

Being digital in nature, games are available as binary packages which are installable on operating systems used by portable mobile devices as well as gaming consoles. With the help of specialized tools, it is possible to modify the game binaries in order to cheat during the gameplay. To prevent cheating developers introduced different anti-cheat mechanisms in the games. By analyzing the technical parameters of the games and their internal structure cheaters can spoof these anti-cheat mechanisms and can be a serious threat to the reputation of the game, as well as the fairness of the market itself. Companies in the eSports domain are currently struggling to develop advanced technologies in order to prevent such modifications of game binaries as well as bypass the anti-cheat mechanisms.

Concerns Regarding Player Health and Mental Well-being.

Gaming events often have high-pressure situations which can affect the mental and physical well-being of the people playing the games. eSports players often have busy training schedules and high screen times, leading to health issues. This market currently has a big challenge of implementing technological and operational changes so as to reduce health problems.

ESPORTS MARKET REPORT COVERAGE:

REPORT METRIC

A

DETAILS

Market Size Available

2024 - 2030

Base Year

2024

Forecast Period

2025 - 2030

CAGR

28.53%

Segments Covered

By Revenue source, and Region

Various Analyses Covered

Global, Regional & Country Level Analysis, Segment-Level Analysis, DROC, PESTLE Analysis, Porter’s Five Forces Analysis, Competitive Landscape, Analyst Overview on Investment Opportunities

Regional Scope

North America, Europe, APAC, Latin America, Middle East & Africa

Key Companies Profiled

Riot Games, Activision Blizzard, Electronic Arts, Epic Games, Modern Times Group, Gfinity PLC, Sony Group Corporation, Capcom Co. Ltd, Valve Corporation, FACEIT

eSports Market Segmentation:

eSports Market Segmentation: by Revenue Source

  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Media Rights

eSports markets earn approximately 35% through sponsorship. Through sponsorship activities, organizations create a possibility and invest inside the teams and event or league and, thus acquire a percentage of the eSports market. An increasing number of groups are actually beginning to host eSports activities and a total of 70% upward push in these agencies has been observed within the final decade. These sponsorship deals can consist of monetary aid, devices, and promotional activities. As an example, most important organizations like Coca-Cola, Intel, and Purple Bull have been outstanding sponsors in the eSports environment, recognizing the ability to connect with younger, tech-savvy clients.

25% of the whole generated sales comes through advertising. The advertising and marketing method accommodates an in-recreation advertisement and the advent of branded content in addition to the partnership with popular influencers and streamers for coverage to the tons involved community of esports enthusiasts. A bigger viewer base is attracted with the aid of the products and offerings in the advertisements and consequently, it is a good sales supply. Streaming platforms like Twitch and YouTube Gaming are the number one venues for esports advertising, wherein manufacturers can attain tens of millions of viewers who track in to watch live occasions and gaming content. Advertisements may be integrated seamlessly into the viewing experience, presenting a precious marketing channel for manufacturers.

Branded products and tickets to live activities generate around 15% of the marketplace sales. Spectators buy crew uniforms, and accessories, and take part in games to honor their idols and groups. Additionally, live eSports events, consisting of tournaments and championships, appeal to huge audiences who purchase tickets to look for the moments individually. These occasions often feature fan meet-and-greets, specific merchandise, and other things that force ticket income and product sales.

Media rights, which encompass broadcasting and streaming rights for esports activities, make up roughly 25% of the revenue. Media companies offer the rights to broadcast tournaments and leagues, with an international attain. This includes conventional TV networks in addition to online streaming systems. The sale of media rights offers extensive sales for occasion organizers and contributes to the visibility and popularity of esports. For instance, foremost tournaments like the International (Dota 2) and the Overwatch League have secured profitable media rights offers, letting them broadcast their occasions to hundreds of thousands of viewers internationally.

eSports Market Segmentation: Regional Analysis:

  • North America
  • Europe
  • Asia-Pacific
  • South America
  • Middle East and Africa

Professional teams and leagues are plentiful in North America, making it a major player in the eSports industry. It controls about 40% of the eSports industry, which has notable levels of engagement, substantial media rights agreements, and an increasing number of upcoming events. Among the top games played in this region are Overwatch, Call of Duty, and Fortnite.

The eSports market of Europe is gaining ground at an impressive rate with Germany, France, and the UK taking the lead. Event attendance has increased and investment has gained pace along with the emergence of professional leagues which are some of the growth contributors in this region. Some popular games include highly awaited CS: GO, League of Legends, and FIFA eSports with an approximate 20% market share.

Asia-Pacific countries, like China, South Korea, and Japan, form the second-largest eSports market. The share of the whole revenue earned through this market by this region stands at around 30%. There is huge internet usage, from tens of thousands of youngsters, and heavy investment in eSports infrastructure in this region. League of Legends, Dota 2, and mobile eSports games like PUBG Mobile are played frequently in this place.

Although the market for eSports is relatively small in South America, it is also growing in this region. The main players in this market are Brazil and Mexico. The driving forces of this region are mainly the growing availability of the internet and the trend of mobile gaming. FIFA eSports and other mobile games are popular in this location, accounting for roughly 5% of the overall market share.

There is still a scope of development for eSports in the Middle East and Africa. The market here is mainly boosted by the penetration of the internet. About 5% of the total market is generated by this location.

COVID-19 Impact Analysis on the  eSports Market:

Throughout the COVID-19 era, technology, engagement and viewership in the eSports industry accelerated substantially as people looked for alternative kinds of enjoyment in the course of lockdowns and social distancing. This era caused extended funding in eSports, better usage of online streaming platforms, and an increase in mobile gaming. The pandemic improved growth and increased the target audience, but it also presented challenges such as the cancellation of live activities and the want for speedy adaptation to internet-friendly codecs. Overall, the COVID-19 duration became a double-edged sword for the eSports enterprise, presenting both opportunities for enlargement and boundaries to overcome.

Latest Trends/ Developments:

The eSports industry is witnessing several exciting trends and developments. One of the most notable trends is the growing recognition of esports by governments and other institutions, with initiatives such as school-level tournaments and esports programs in colleges. High-profile collaborations between gaming companies and mainstream brands, such as Imagine Dragons partnering with Riot Games, are shaping eSports as a vibrant lifestyle movement. Another revolution happening is the emergence of mobile eSports with zero-latency VR technology. This further makes the competition more immersive for gamers and spectators alike. Also, the Olympic Esports Games being held in Saudi Arabia are inspiring investments in training infrastructure and coaching for esports athletes. These all reveal that the pace of this industry has been increasing and its impact on mainstream culture, is very prominent.

Key Players:

  1. Riot Games
  2. Activision Blizzard
  3. Electronic Arts
  4. Epic Games
  5. Modern Times Group
  6. Gfinity PLC
  7. Sony Group Corporation
  8. Capcom Co. Ltd
  9. Valve Corporation
  10. FACEIT

Chapter 1. GLOBAL ESPORTS MARKET – Scope & Methodology
   1.1. Market Segmentation
   1.2. Scope, Assumptions & Limitations
   1.3. Research Methodology
   1.4. Primary Sources
   1.5. Secondary Sources
 Chapter 2. GLOBAL ESPORTS MARKET – Executive Summary
   2.1. Market Size & Forecast – (2023 – 2030) ($M/$Bn)
   2.2. Key Trends & Insights
          2.2.1. Demand Side
   2.2.2. Supply Side
   2.3. Attractive Investment Propositions
   2.4. COVID-19 Impact Analysis
 Chapter 3. GLOBAL ESPORTS MARKET – Competition Scenario
   3.1. Market Share Analysis & Company Benchmarking
   3.2. Competitive Strategy & Development Scenario
   3.3. Competitive Pricing Analysis
   3.4. Supplier-Distributor Analysis
 Chapter 4. GLOBAL ESPORTS MARKET - Entry Scenario
4.1. Regulatory Scenario
4.2. Case Studies – Key Start-ups
4.3. Customer Analysis
4.4. PESTLE Analysis
4.5. Porters Five Force Model
               4.5.1. Bargaining Power of Suppliers
               4.5.2. Bargaining Powers of Customers
               4.5.3. Threat of New Entrants
               4.5.4. Rivalry among Existing Players
               4.5.5. Threat of Substitutes
 Chapter 5. GLOBAL ESPORTS MARKET - Landscape
   5.1. Value Chain Analysis – Key Stakeholders Impact Analysis
   5.2. Market Drivers
   5.3. Market Restraints/Challenges
   5.4. Market Opportunities
 Chapter 6. GLOBAL ESPORTS MARKET – By Revenue Source 
6.1.  Introduction/Key Findings   
6.2. Sponsorship
6.3. Advertising
6.4. Merchandise & Tickets
6.5. Media Rights
6.6. Y-O-Y Growth trend Analysis By Revenue Source 
6.7. Absolute $ Opportunity Analysis By Revenue Source , 2023-2030
Chapter 7. GLOBAL ESPORTS MARKET - By Geography – Market Size, Forecast, Trends & Insights
7.1. North America
                                7.1.1. By Country
                                                7.1.1.1. U.S.A.
                                                7.1.1.2. Canada 
                                                7.1.1.3. Mexico
                                7.1.2.  By Revenue Source 
                     7.1.3. Countries & Segments - Market Attractiveness Analysis
   7.2. Europe
                                7.2.1. By Country
                                                7.2.1.1. U.K.                         
                                                7.2.1.2. Germany
                                                7.2.1.3. France
                                                7.2.1.4. Italy
                                                7.2.1.5. Spain
                                                7.2.1.6. Rest of Europe
                                7.2.2. By Revenue Source 
                                7.2.3. Countries & Segments - Market Attractiveness Analysis
7.3. Asia Pacific
                                7.3.1. By Country
                                                7.3.1.1. China
                                                7.3.1.2. Japan
                                                7.3.1.3. South Korea
                                                7.3.1.4. India      
                                                7.3.1.5. Australia & New Zealand
                                                7.3.1.6. Rest of Asia-Pacific
                                7.3.2. By Revenue Source 
                                7.3.3. Countries & Segments - Market Attractiveness Analysis
7.4. South America
                                7.4.1. By Country
                                                7.4.1.1. Brazil
                                                7.4.1.2. Argentina
                                                7.4.1.3. Colombia
                                                7.4.1.4. Chile
                                                7.4.1.5. Rest of South America
                                7.4.2.By Revenue Source 
                                7.4.3. Countries & Segments - Market Attractiveness Analysis
7.5. Middle East & Africa
                                7.5.1. By Country
                                                7.5.1.1. United Arab Emirates (UAE)
                                                7.5.1.2. Saudi Arabia
                                                7.5.1.3. Qatar
                                                7.5.1.4. Israel
                                                7.5.1.5. South Africa
                                                7.5.1.6. Nigeria
                                                7.5.1.7. Kenya
                                                7.5.1.7. Egypt
                                                7.5.1.7. Rest of MEA
                              7.5.2. By Revenue Source 
                             7.5.3. Countries & Segments - Market Attractiveness Analysis
Chapter 9. GLOBAL ESPORTS MARKET – Company Profiles – (Overview, Revenue Source  Portfolio, Financials, Strategies & Developments)
9.1    Riot Games
9.2    Activision Blizzard
9.3    Electronic Arts
9.4    Epic Games
9.5    Modern Times Group
9.6    Gfinity PLC
9.7    Sony Group Corporation
9.8    Capcom Co. Ltd
9.9    Valve Corporation
9.10    FACEIT


 

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Frequently Asked Questions

The eSports Market was valued at USD 2.09 Billion and is projected to reach a Market size of USD 9.29 Billion by the end of 2030. Over the forecast period of 2025-2030, the Market is projected to grow at a CAGR of 28.53%.

Increasing demand for smartphones, increasing hardware and graphics capabilities of mobile devices, rising popularity of video games, increasing investments and events, and technological improvements such as AR and VR are some of the key driving forces for the eSports market.

By revenue generation source, Sponsorship, Advertising, Merchandise & Tickets, and Media Rights are segments in the eSports market.

North America is the most dominant region for the eSports Market.

Riot Games, Activision Blizzard, Electronic Arts, Epic Games, Modern Times Group, Gfinity PLC, Sony Group Corporation, Capcom Co. Ltd, Valve Corporation, FACEIT, etc.

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