Esports Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Revenue Stream, By Audience Type, By Device, By Region & Competition, 2020-2030F
The Global Esports Market was valued at USD 1.98 Billion in 2024 and is projected to reach USD 9.55 Billion by 2030, expanding at a CAGR of 29.80% during the forecast period. Esports refers to the organized, competitive segment of the video gaming industry where professional teams and players compete in genres such as Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), and Battle Royale formats. These competitions are typically structured as leagues or tournaments and attract substantial live and online viewership. The market includes various revenue sources such as sponsorships, advertising, media rights, ticket and merchandise sales, and digital content. Growth is being driven by enhanced internet infrastructure, better access to advanced gaming hardware, and the global rise of live-streaming platforms like Twitch, YouTube Gaming, and Facebook Gaming, all of which have helped expand Esports' global fan base.
Market Overview
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
Key Market Drivers
Mainstream Recognition and Institutional Support
Esports has evolved from a niche segment into a widely recognized and legitimized form of competition, gaining support from both public and private institutions. Its inclusion in events such as the Asian Games-featuring prominent titles like League of Legends and Dota 2-highlights its growing acceptance as a formal sport. Academic institutions are also embracing Esports, with several universities now offering scholarships, training programs, and dedicated facilities. This support system is helping to build structured pathways for aspiring professional players, thereby increasing the market's talent base and solidifying its cultural presence.
Key Market Challenges
Monetization Difficulties and Financial Sustainability
Despite its popularity, the Esports industry continues to face challenges in building financially sustainable business models. Revenue from sponsorships, advertising, merchandise, and media rights often fluctuates and may not fully offset the high operational costs of running teams, organizing events, and developing infrastructure. Smaller teams and new entrants are especially vulnerable to inconsistent cash flows and limited funding. Additionally, the heavy reliance on game publishers for ecosystem control can restrict independent growth and innovation. Without more diverse and consistent income streams, Esports organizations may struggle to scale sustainably, posing a risk to long-term industry growth.
Key Market Trends
Integration of Artificial Intelligence for Performance and Engagement
Artificial Intelligence (AI) is becoming increasingly influential in the Esports industry, being applied to both player development and viewer engagement. Teams use AI-driven platforms to analyze gameplay data, helping coaches fine-tune strategies based on real-time performance insights like reaction time and movement efficiency. At the same time, AI is enhancing viewer experiences through personalized content delivery, predictive analytics, and automated commentary. AI-powered moderation tools also help maintain safer and more inclusive environments during live streams, further broadening the appeal of Esports to diverse audiences.
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
Report Scope:
In this report, the Global Esports Market has been segmented into the following categories, in addition to industry trends which have also been detailed below:
Esports Market, By Revenue Stream:
Sponsorship
Media Rights
Advertising
Publisher Fees
Merchandise and Tickets
Streaming
Esports Market, By Audience Type:
Occasional Viewers
Esports Enthusiasts
Esports Market, By Device:
Smartphones
PCs
Tablets
Gaming Consoles
Esports Market, By Region:
North America
United States
Canada
Mexico
Europe
Germany
France
United Kingdom
Italy
Spain
South America
Brazil
Argentina
Colombia
Asia-Pacific
China
India
Japan
South Korea
Australia
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).
Table of Contents
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)