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Report Description

Report Description

Forecast Period

2026-2030

Market Size (2024)

USD 1.98 Billion

Market Size (2030)

USD 9.55 Billion

CAGR (2025-2030)

29.80%

Fastest Growing Segment

Occasional Viewers

Largest Market

Asia Pacific

Market Overview

The Global Esports Market was valued at USD 1.98 Billion in 2024 and is expected to reach USD 9.55 Billion by 2030 with a CAGR of 29.80% during the forecast period.

The Esports market refers to the organized, competitive world of video gaming where professional players and teams compete in various game genres, often in front of live audiences and global online viewership. These competitions are typically structured as leagues or tournaments, featuring popular games such as Multiplayer Online Battle Arena, First-Person Shooter, and Battle Royale formats. The Esports market encompasses various revenue-generating streams including sponsorships, advertising, media rights, merchandise, ticket sales, and digital content.

The rise of the Esports market is being fueled by a combination of technological advancements, cultural shifts, and commercial interest. High-speed internet penetration and improved access to advanced gaming hardware have made competitive gaming more accessible. Additionally, the growth of live streaming platforms like Twitch, YouTube Gaming, and Facebook Gaming has enabled millions of fans to watch and engage with Esports events in real time, significantly expanding the market’s audience base.

One of the key factors contributing to the rise of the Esports market is the increasing involvement of corporate sponsors, advertisers, and media broadcasters who view Esports as a viable channel to reach the younger, tech-savvy demographic. As brand investments pour into the space, professional Esports teams and tournaments are seeing greater commercialization, professionalism, and infrastructure development. The inclusion of Esports as demonstration events in multi-sport competitions and consideration for inclusion in the Olympics further validates its global appeal and long-term potential.

Educational institutions and governments across various countries are also supporting Esports through scholarship programs and training facilities, signaling a shift toward recognizing Esports as a legitimate career path. Moreover, the rise of mobile gaming and cross-platform integration is broadening the reach of Esports, especially in emerging economies in Asia Pacific and Latin America.

Key Market Drivers

Mainstream Recognition and Institutional Support

Esports has transitioned from niche entertainment to mainstream recognition, with significant institutional support bolstering its growth. The inclusion of Esports in major sporting events, such as the Asian Games, where titles like League of Legends and Dota 2 were featured, underscores its acceptance as a legitimate competitive discipline. Furthermore, educational institutions are integrating Esports into their curricula, offering scholarships and dedicated programs to nurture talent. This institutional backing not only legitimizes Esports but also creates structured pathways for aspiring professionals, thereby expanding the talent pool and audience base.​

By 2024, the global Esports audience is projected to reach over 540 million, reflecting a significant increase from previous years. ​

Technological Advancements Enhancing User Experience

The rapid evolution of technology has significantly enhanced the Esports experience for both players and spectators. High-speed internet, advanced graphics, and immersive technologies like Virtual Reality (VR) and Augmented Reality (AR) have transformed how games are played and viewed. These advancements allow for more interactive and engaging experiences, attracting a broader audience and encouraging longer engagement times. Additionally, the proliferation of mobile gaming has made Esports more accessible, particularly in regions with high smartphone penetration but limited access to traditional gaming infrastructure.​

In 2024, the global Esports market is valued at approximately USD 2.1 billion, with projections to reach USD 10.1 billion by 2033, indicating a compound annual growth rate of 17.05%.

Strategic Investments and Sponsorships

The Esports industry has attracted substantial investments from major corporations seeking to tap into its growing popularity among younger demographics. Brands across various sectors, including technology, apparel, and food and beverage, are sponsoring teams, tournaments, and streaming platforms. These partnerships provide financial support essential for organizing large-scale events and offer brands a unique avenue to engage with a highly engaged audience. The influx of sponsorships not only boosts the industry's revenue but also enhances its visibility and credibility.​

In 2023, the Asia-Pacific region accounted for 46% of the global gaming revenue, underscoring its significance in the Esports market. ​​

 Emergence of Esports as a Viable Career Path

The perception of Esports as a legitimate career option has gained traction, especially among younger generations. Professional players, streamers, and content creators are earning substantial incomes, inspiring others to pursue similar paths. Educational institutions are responding by offering Esports-related courses and degrees, providing structured training and development opportunities. This professionalization of Esports careers contributes to the industry's growth by attracting talent and fostering a sustainable ecosystem.​

By 2025, the number of Esports enthusiasts is expected to exceed 318 million, reflecting the growing interest in professional gaming careers. ​

 

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Key Market Challenges

Monetization Difficulties and Financial Sustainability

Despite the burgeoning popularity of Esports, many organizations struggle with monetization and achieving financial sustainability. Revenue streams such as sponsorships, advertising, merchandise sales, and media rights are often inconsistent and insufficient to cover the high operational costs associated with running professional teams, organizing tournaments, and maintaining infrastructure. This financial instability is particularly pronounced among smaller organizations and grassroots teams, which often operate at a loss or break-even point. The lack of a sustainable business model comparable to traditional sports or entertainment sectors hampers the ability of Esports entities to attract long-term investments and scale their operations effectively. Additionally, the over-reliance on game publishers for funding and organizational support can stifle innovation and limit the autonomy of Esports organizations. Without diversified and reliable revenue streams, the Esports industry risks stagnation and potential decline, despite its growing audience base. ​

 

Regulatory Ambiguity and Governance Challenges

The Esports industry operates in a fragmented regulatory environment, lacking a unified global governing body to standardize rules, player contracts, intellectual property rights, and anti-doping policies. This absence of cohesive governance leads to inconsistencies across tournaments and regions, creating legal uncertainties and potential conflicts of interest, especially when game developers act as both regulators and participants in the industry. Emerging financial regulations, such as salary caps introduced by certain leagues, aim to promote financial sustainability but also raise complex legal issues related to antitrust and employment laws. Moreover, integrity issues like doping, gambling, and match-fixing jeopardize the credibility of Esports competitions. The lack of standardized dispute resolution mechanisms further complicates the legal landscape, making it challenging to address grievances effectively. Establishing a comprehensive and internationally recognized regulatory framework is crucial for ensuring fair play, protecting stakeholders, and fostering the industry's growth. ​

Key Market Trends

Integration of Artificial Intelligence for Performance Enhancement and Viewer Experience

The Esports market is increasingly witnessing the integration of Artificial Intelligence technologies across various facets of the industry. Organizations are leveraging Artificial Intelligence tools to analyze in-game data and player performance, enabling teams to develop more effective strategies and training programs. Advanced analytics platforms powered by Artificial Intelligence can break down player movements, reaction times, and decision-making patterns, helping coaches and analysts identify strengths and areas for improvement. Additionally, Artificial Intelligence is being used to enhance viewer engagement by delivering personalized content, real-time predictions, and automated commentary.

These innovations are improving the spectator experience and attracting a broader audience base, particularly among tech-savvy younger demographics. Artificial Intelligence-based moderation tools are also being employed to monitor and filter online chatrooms during live Esports broadcasts, creating a safer and more inclusive environment.

Furthermore, game developers are embedding Artificial Intelligence-driven features in game engines to create dynamic and adaptive gameplay scenarios, making Esports titles more challenging and engaging for players. This technological infusion is transforming Esports from both competitive and entertainment perspectives, paving the way for a more immersive, data-driven, and professional ecosystem that appeals to investors, sponsors, and global audiences alike.

Expansion of Franchise-Based Esports Leagues and City-Based Teams

A significant trend reshaping the Esports market is the emergence of franchise-based leagues and city-affiliated teams, following a model similar to traditional sports organizations. Several prominent Esports titles have adopted this format, including first-person shooter and multiplayer online battle arena games.

These franchise systems create structured competitive ecosystems with consistent participation, defined revenue-sharing agreements, and enhanced brand loyalty. City-based affiliations foster regional fanbases and enable localized marketing efforts, thereby deepening community engagement. This trend also provides sponsors with opportunities to target specific geographic markets, while simultaneously elevating the legitimacy of Esports as a mainstream entertainment product.

With stable league structures and long-term investments, franchise models are contributing to more predictable revenue streams and commercial partnerships. Media rights deals and merchandise sales are increasingly aligning with this structure, enabling teams to generate income beyond prize pools. Furthermore, the rise of home-and-away matches, though in its nascent stages, promises to create a more immersive fan experience through live attendance and localized Esports events. This alignment with traditional sports is playing a pivotal role in positioning Esports as a sustainable and globally competitive market, with long-term commercial viability.

Growth of Mobile Esports in Emerging Markets

The proliferation of smartphones and mobile internet has significantly accelerated the growth of mobile Esports, particularly in emerging markets such as Southeast Asia, Latin America, the Middle East, and parts of Africa. Unlike traditional personal computer or console-based gaming, mobile platforms offer a lower barrier to entry due to their accessibility and affordability. Game developers are increasingly launching mobile-specific Esports titles optimized for performance and competitive play.

Popular games in battle royale and multiplayer online battle arenas are driving mass participation and viewership. In addition, mobile Esports tournaments are being organized at both grassroots and professional levels, with sponsorships and brand endorsements following suit. Telecommunication providers and technology companies are also investing heavily in mobile gaming infrastructure, including cloud gaming, to further enhance accessibility and reduce latency issues. Social media platforms and dedicated streaming applications have enabled real-time mobile Esports content delivery, expanding its reach among digitally native consumers.

Governments in several emerging countries are also recognizing mobile Esports as a catalyst for digital innovation and youth engagement, offering policy support and infrastructure development. As a result, mobile Esports is not only expanding the consumer base of the overall Esports market but also transforming the competitive landscape by introducing new formats, audiences, and commercial opportunities.

Segmental Insights

Revenue Stream Insights

In 2024, the sponsorship segment emerged as the dominant category in the global Esports market based on revenue stream and is expected to maintain its leadership position throughout the forecast period. This dominance is primarily attributed to the increasing interest of global brands in aligning themselves with the growing popularity of Esports, which offers access to a large, engaged, and demographically desirable audience, particularly among millennials and Generation Z.

Sponsorship in the Esports market includes both endemic and non-endemic brands that invest in teams, tournaments, individual players, and gaming platforms to enhance their brand visibility and consumer engagement. As Esports viewership continues to rise globally, companies are recognizing the value of targeted marketing through sponsorships in this sector. These partnerships not only help brands access new audiences but also provide financial support to Esports organizations, enabling them to professionalize their operations, improve infrastructure, and develop talent.

Furthermore, the trend of long-term strategic partnerships, such as naming rights and integrated content collaborations, is further strengthening the role of sponsorships in shaping the commercial landscape of the Esports market. Companies from sectors such as technology, automobile, apparel, and food and beverage are particularly active in securing prominent sponsorship deals in Esports events and leagues. The measurable return on investment, high levels of fan engagement, and the digital-first nature of Esports content make sponsorship a highly attractive revenue stream.

Moreover, the increasing number of global tournaments, leagues, and franchise-based formats offers consistent visibility and brand recall for sponsors. With the continued professionalization of the Esports ecosystem and enhanced analytics capabilities to demonstrate sponsorship effectiveness, the sponsorship segment is projected to remain the largest contributor to revenue in the Esports market during the forecast period.

Device Insights

In 2024, the smartphones segment dominated the global Esports market based on device usage and is anticipated to retain its dominance throughout the forecast period. This prominence can be attributed to the widespread adoption of mobile devices, increasing internet penetration, and the rapid rise of mobile-first gaming titles that are tailored for smartphone users. The accessibility, affordability, and convenience offered by smartphones have significantly lowered the entry barrier for both players and viewers in the Esports ecosystem.

Furthermore, the evolution of smartphone technology—such as high-refresh-rate screens, powerful processors, and enhanced battery performance—has enabled mobile devices to support graphics-intensive competitive gaming experiences, which were previously limited to personal computers and gaming consoles. Additionally, the development of mobile-specific Esports titles such as PUBG Mobile, Free Fire, Call of Duty Mobile, and Mobile Legends has drawn massive player bases and global tournaments, increasing engagement on a global scale.

The smartphone segment has also benefited from the growing popularity of streaming platforms that allow players and fans to participate in or view live Esports content directly through mobile apps. Emerging economies in Asia Pacific, Latin America, and the Middle East have particularly contributed to the surge in smartphone-led Esports participation due to their young populations and cost-effective data plans. Telecom companies and smartphone manufacturers are also increasingly partnering with game developers and tournament organizers to provide exclusive content and optimized gaming performance, thereby further strengthening the smartphone segment's position in the market.

With ongoing investments in 5G infrastructure and cloud gaming, smartphones are expected to offer even more immersive and lag-free gaming experiences in the near future. Consequently, the smartphone segment is set to remain the most dominant device category within the global Esports market during the forecast period, driven by accessibility, technological advancement, and market outreach.

 

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Regional Insights

Largest Region

In 2024, the Asia Pacific region emerged as the dominant region in the global Esports market and is expected to maintain its dominance throughout the forecast period. This regional leadership is driven by a combination of demographic, economic, and technological factors that have established Asia Pacific as the global hub for Esports growth and innovation. Countries such as China, South Korea, Japan, and India have witnessed exponential growth in the number of gamers, fueled by a large population of digitally savvy youth, high-speed internet infrastructure, and widespread mobile device penetration.

China continues to lead with a well-established Esports infrastructure, including professional leagues, government-backed initiatives, and a vibrant ecosystem of game developers and publishers. South Korea, known for its pioneering role in professional Esports, maintains its influence through globally recognized teams, iconic tournaments, and a strong gaming culture that is deeply embedded in society. Meanwhile, India and Southeast Asian countries are rapidly expanding their Esports presence due to growing smartphone adoption, affordable data plans, and an increasing number of regional tournaments that attract millions of viewers and participants.

Moreover, Asia Pacific has also become a focal point for international investments, with global technology firms, sponsors, and broadcasters forming partnerships to capitalize on the massive and engaged Esports audience in the region. Streaming platforms, both regional and global, have seen unprecedented viewership growth, enabling monetization through advertising, sponsorships, and subscriptions.

Government recognition of Esports as a formal sport in several Asian countries has further legitimized and accelerated the sector’s development. As a result, the Asia Pacific region is not only the largest but also the most dynamic and influential contributor to the global Esports market. With a strong foundation and ongoing technological and commercial investments, the region is well-positioned to maintain its dominant status during the forecast period.

Emerging Region

During the forecast period, the Middle East and Africa region is anticipated to emerge as a high-growth region in the global Esports market. This emergence is driven by several converging factors, including expanding internet penetration, increasing smartphone adoption, a youthful population, and rising government and private sector investment in digital infrastructure and entertainment initiatives.

Countries such as Saudi Arabia and the United Arab Emirates are positioning themselves as regional Esports hubs through large-scale initiatives aimed at developing gaming ecosystems, such as the establishment of dedicated gaming arenas, Esports academies, and the hosting of international tournaments. Saudi Arabia’s Vision 2030 has identified digital entertainment, including Esports, as a strategic pillar for economic diversification, resulting in multi-million-dollar investments in gaming technology and competitive events. In addition, local governments across the region are beginning to recognize Esports as a legitimate form of sport and entertainment, providing policy support and infrastructure development to catalyze industry growth.

The region’s youth, who form the majority demographic, are highly engaged with mobile and online gaming, creating a robust consumer base for Esports platforms and content providers. The rise of social media and streaming services has further expanded the reach and appeal of Esports, encouraging content creation and community engagement on platforms such as YouTube, Twitch, and regional streaming services.

Moreover, international gaming companies are increasingly entering the region through partnerships, sponsorships, and localized game development, recognizing the untapped potential of Middle Eastern and African audiences. With a strong foundation being laid in both infrastructure and talent development, the Middle East and Africa region is expected to experience rapid growth in the Esports market and emerge as a significant contributor to the global Esports landscape during the forecast period.

Recent Developments

  • In April 2024, popular video game titles from Blizzard Entertainment, which have garnered a substantial player base in China, will be reintroduced to the market in stages, commencing this summer, through a renewed publishing agreement involving Blizzard Entertainment, Microsoft Gaming, and NetEase.
  • On December 2023, China introduced a series of new regulations aimed at controlling spending and content in online games, initiating a regulatory crackdown that caused Tencent Holdings Ltd. to lose approximately USD54 billion in market value. The draft rules, released by Beijing's primary gaming regulator on Friday, target practices intended to increase player spending and online engagement. These regulations prohibit incentives for frequent log-ins, mandatory player-versus-player duels, and any content that could potentially breach state confidentiality regulations.
  • In April 2025, Saudi Arabia hosted the inaugural Esports World Cup in Riyadh, featuring 23 tournaments across 22 game titles. With a record-breaking prize pool exceeding USD70 million, the event attracted top-tier teams and players globally, including the inclusion of chess and Riot Games' "Valorant" . This initiative aligns with Saudi Arabia's Vision 2030, aiming to position the country as a global gaming hub.
  • In April 2025, Riot Games announced the launch of "Valorant Mobile," with China being the first market to access the mobile adaptation of the popular first-person shooter. Developed by Chinese studio LightSpeed, known for mobile versions of major shooters like PUBG, the game aims to tap into China's vast mobile gaming audience

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

By Revenue Stream

 

By Audience Type

 

By Device

By Region

  • Sponsorship
  • Media Rights
  • Advertising
  • Publisher Fees
  • Merchandise and Tickets
  • Streaming
  • Occasional Viewers
  • Esports Enthusiasts
  • Smartphones
  • PCs
  • Tablets
  • Gaming Consoles
  • North America
  • Europe
  • South America
  • Middle East & Africa
  • Asia Pacific

Report Scope:

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

  • Esports Market, By Revenue Stream:

o   Sponsorship

o   Media Rights

o   Advertising

o   Publisher Fees

o   Merchandise and Tickets

o   Streaming

  • Esports Market, By Audience Type:

o   Occasional Viewers

o   Esports Enthusiasts

  • Esports Market, By Device:

o   Smartphones

o   PCs

o   Tablets

o   Gaming Consoles

  • Esports Market, By Region:

o   North America

§  United States

§  Canada

§  Mexico

o   Europe

§  Germany

§  France

§  United Kingdom

§  Italy

§  Spain

o   South America

§  Brazil

§  Argentina

§  Colombia

o   Asia-Pacific

§  China

§  India

§  Japan

§  South Korea

§  Australia

o   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:

Global Esports Market report with the given market data, TechSci Research 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).

Global Esports Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]  

Table of content

Table of content

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 Recommendations

15. About Us & Disclaimer

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the Global Esports market was USD 1.98 Billion in 2024.

In 2024, the Esports Enthusiast segment dominated the Global Esports market by audience type. This was due to the rising number of dedicated viewers who regularly follow tournaments and professional players.

The Global Esports market faces challenges such as inconsistent revenue models and lack of standardized regulations across regions. Additionally, concerns over player burnout and online harassment also hinder sustainable growth.

The major drivers for the Global Esports market include rising digital engagement and the increasing popularity of competitive gaming across global youth. Growth in streaming platforms and brand sponsorships further accelerates market expansion.

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