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.
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 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 esports content creation market research report is one of a series of new reports from The Business Research Company 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.
The esports content creation market size has grown exponentially in recent years. It will grow from$2.38 billion in 2024 to $3.29 billion in 2025 at a compound annual growth rate (CAGR) of 38.3%. The growth during the historical period can be attributed to the rising popularity of gaming, the expansion of online streaming platforms, the surge in competitive gaming events, increased investments from brands and sponsors, and the growing engagement of online gaming communities.
The esports content creation market size is expected to see exponential growth in the next few years. It will grow to$11.89 billion in 2029 at a compound annual growth rate (CAGR) of 37.9%. The projected growth in the forecast period can be attributed to the increasing adoption of virtual reality (VR) and augmented reality (AR), rising demand for mobile gaming content, a surge in esports viewership, the growing influence of social media platforms, and expanding monetization opportunities through streaming. Key trends expected during this period include advancements in AI-powered content creation tools, innovations in immersive viewer experiences, the integration of esports with mainstream media, the development of advanced monetization models for creators, and the evolution of interactive and live-streaming formats.
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.
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.
Esports Content Creation Global Market Report 2025 from The Business Research Company 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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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? The esports content creation market global report from the Business Research Company 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 forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
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. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
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 Content
2) 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.
3. Esports Content Creation Market Trends And Strategies
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
5.1. Global Esports Content Creation PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis Of End Use Industries
5.3. Global Esports Content Creation Market Growth Rate Analysis
5.4. Global Esports Content Creation Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
5.5. Global Esports Content Creation Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
5.6. Global Esports Content Creation Total Addressable Market (TAM)
6. Esports Content Creation Market Segmentation
6.1. Global Esports Content Creation Market, Segmentation By Content Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Live Streaming
Video-on-Demand
Written Content
6.2. Global Esports Content Creation Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Streaming Platforms
Social Media
Dedicated Esports Websites
6.3. Global Esports Content Creation Market, Segmentation By Creator Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Professional Players And Teams
Esports Organizations And Leagues
Independent Content Creators
Game Developers And Publishers
6.4. Global Esports Content Creation Market, Segmentation By Revenue Model, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Pay-Per-Use
Subscriptions
6.5. Global Esports Content Creation Market, Sub-Segmentation Of Live Streaming, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Tournament broadcasts
Player POV streams
Practice And Scrim Sessions
Behind-The-Scenes And Live Q&A
Charity And Special Event Streams
Co-Streams With Influencers
6.6. Global Esports Content Creation Market, Sub-Segmentation Of Video-on-Demand (VOD), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Match highlights
Game Analysis And Breakdowns
Tutorials And How-To Content
Player/Team Documentaries
Reaction And Commentary Videos
Esports News Recaps
6.7. Global Esports Content Creation Market, Sub-Segmentation Of Written Content, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
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
7. Esports Content Creation Market Regional And Country Analysis
7.1. Global Esports Content Creation Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global Esports Content Creation Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion