Esports Market

Esports Market Size, Share, Trends, Growth, and Industry Analysis, By Streaming Type (Live and On-demand), By Revenue Streaming (Media Rights, Sponsorship, Advertisement, Ticket & Merchandise, Game Publisher Fees, and Others), By Gaming Genre (Real-Time Strategy Games, Fighting Games, Multiplayer Online Battle Arena Games, First Person Shooter Games Mass Multiplayer Online Role-Playing Games, and Others), and Source (Corn and Wheat) Regional Analysis and Forecast 2032.

ICT & Media | April 2024 | Report ID: EMR00786 | Pages: 258

Global Esports market is predicted to reach approximately USD 6.52 billion by 2032, at a CAGR of 17.06% from 2024 to 2032.


Esports competitions include individuals or teams facing off in organized tournaments or leagues. These events draw online and in-person spectators and feature a diverse range of video games. From simulations of real-world sports (e.g., FIFA, NBA 2K) to multiplayer online battle arenas (e.g., League of Legends) and first-person shooters (e.g., Counter-Strike: Global Offensive), various game genres are represented.

The esports industry encompasses game creation, event planning, broadcasting, sponsorships, advertising, and merchandise sales. With the increasing popularity of esports, particularly among younger demographics, the market has experienced exponential growth in recent years, attracting significant investments from both traditional sports organizations and tech companies. Revenue streams in esports include advertising, sponsorship deals, media rights, merchandise sales, ticket sales for live events, and digital streaming subscriptions. As esports continue to gain mainstream recognition and viewership, analysts project continued expansion, with global revenues expected to reach billions of dollars in the coming years.


Global Esports report scope and segmentation.

Report Attribute


Estimated Market Value (2023)

USD 1.58 Billion

Projected Market Value (2032)

USD 6.52Billion

Base Year


Forecast Years

2024 – 2032

Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment- Based on By Streaming Type, By Revenue Streaming, By Genre, & Region.

Segments Covered

By Streaming Type, By Revenue Streaming, By Genre, & By Region.

Forecast Units

Value (USD Million or Billion), and Volume (Units)

Quantitative Units

Revenue in USD million/billion and CAGR from 2024 to 2032.

Regions Covered

North America, Europe, Asia Pacific, Latin America, and Middle East & Africa.

Countries Covered

U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others.

Report Coverage

Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis.

Delivery Format

Delivered as an attached PDF and Excel through email, according to the purchase option.


Global Esports dynamics

The popularity of esports is surging owing to several key factors. Advancements in gaming technology and high-speed internet have made it accessible to a global audience, allowing more people to compete and spectate. Secondly, the emergence of streaming platforms such as Twitch and YouTube Gaming has given fans a platform to witness tournaments and connect with their favourite players, increasing viewership and attracting sponsors.

Additionally, esports is gaining widespread recognition as a legitimate form of entertainment and competition, leading to significant investments from traditional sports organizations, media companies, and corporate sponsors. Moreover, the expansion of mobile gaming has opened up new avenues for esports, reaching broader audiences and diversifying the types of games played competitively. Alongside these trends, the emergence of new technologies such as virtual reality (VR) and augmented reality (AR) presents opportunities for innovative gaming experiences and immersive spectator engagement in esports. Additionally, the COVID-19 pandemic has accelerated the digitalization of entertainment and sports, further boosting the popularity of esports as traditional sporting events faced cancellations or restrictions.


Global Esports drivers

  • Increasing Accessibility and Technological Advancements

The global esports market is being propelled by the growing accessibility of gaming technology and high-speed internet infrastructure worldwide. As gaming consoles, PCs, and mobile devices become more affordable and powerful, a larger portion of the population gains access to esports content and gaming experiences. Moreover, advancements in internet connectivity, including the rollout of 5G networks, contribute to smoother gameplay and seamless online streaming of esports tournaments. This increased accessibility not only expands the player base but also attracts more viewers, advertisers, and sponsors to the esports ecosystem, driving revenue growth and market expansion.

  • Mainstream Acceptance and Institutional Investments

Esports is gaining mainstream recognition as a legitimate form of entertainment and competition, leading to significant investments from traditional sports organizations, media companies, and corporate sponsors. Major sports leagues such as the NBA and NFL are establishing esports divisions or partnering with existing esports organizations to capitalize on the growing popularity of competitive gaming. Similarly, media giants like ESPN and Turner Broadcasting are broadcasting esports tournaments on their platforms, reaching broader audiences and enhancing the industry's visibility. Institutional investments bring in expertise, resources, and infrastructure, fuelling the professionalization of esports and fostering its long-term sustainability as a global entertainment phenomenon.



  • Regulatory Uncertainty and Legal Challenges

The esports industry faces regulatory uncertainty and legal challenges related to gambling, player contracts, intellectual property rights, and data privacy. Varying regulations across jurisdictions complicate the organization of international tournaments and the implementation of consistent standards for player conduct and welfare. Additionally, concerns over match-fixing and doping undermine the integrity of esports competitions, prompting regulatory bodies to establish stricter oversight mechanisms.

  • Dependency on Sponsorship and Advertising Revenues

While sponsorship and advertising are major revenue streams for the esports industry, reliance on these sources of income exposes stakeholders to risks associated with economic downturns, shifts in consumer behaviour, and market saturation. The esports market's heavy reliance on advertising revenues from tech companies and consumer brands makes it vulnerable to fluctuations in advertising budgets and changes in marketing strategies. Similarly, sponsorship deals with endemic and non-endemic brands may be affected by evolving consumer preferences, corporate partnerships, and competitive pressures within the esports ecosystem. Diversifying revenue streams, exploring new monetization models, and building long-term partnerships can help reduce the impact of fluctuations in sponsorship and advertising revenues, ensuring the industry's financial stability and resilience in the face of external challenges.



  • Innovation in Content Delivery and Fan Engagement

The evolution of technology presents opportunities for innovation in content delivery and fan engagement within the esports industry. Virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies offer immersive gaming experiences and interactive spectator engagement, enhancing the excitement and entertainment value of esports events. By leveraging these immersive technologies, esports organizers can create virtual arenas, live viewing parties, and interactive experiences that surpass physical boundaries and elevate the spectator experience. Furthermore, advancements in artificial intelligence (AI), machine learning (ML), and data analytics enable personalized content recommendations, targeted marketing campaigns, and real-time audience insights, optimizing engagement and monetization opportunities across digital platforms.


Segment Overview

  • By Streaming Type

Esports content is primarily delivered through two main streaming types: live and on-demand. Live streaming involves broadcasting real-time esports tournaments, matches, and events to audiences worldwide, creating an interactive viewing experience with live chat, commentary, and audience participation. On-demand streaming, on the other hand, offers flexibility and convenience for fans to watch esports content at their own pace, accessing replays, highlights, and archived matches on digital platforms like Twitch, YouTube, and esports-specific streaming services.

  • By Revenue Sources

Revenue in the esports industry comes from various sources, including sponsorship, advertising, merchandise, tickets, publisher fees, and media rights. Sponsorship deals involve partnerships between esports organizations, teams, players, and brands, where sponsors provide financial support, product endorsements, and promotional opportunities in exchange for exposure to the esports audience.

Advertising revenue is generated through display ads, pre-roll video ads, and sponsored content featured during esports broadcasts and on digital platforms. Merchandise and ticket sales contribute to revenue by offering fans branded apparel, collectibles, and access to live events, tournaments, and meet-and-greet sessions. Publisher fees are generated from licensing agreements, royalties, and revenue-sharing arrangements between game developers and esports organizers for the rights to host competitions featuring their games. Media rights revenue comes from broadcasting deals, licensing agreements, and subscription fees for exclusive access to esports content on television networks, streaming platforms, and digital channels.

  • By Genre

Esports encompasses a diverse range of game genres, including real-time strategy (RTS) games, first-person shooter (FPS) games, fighting games, multiplayer online battle arena (MOBA) games, mass multiplayer online role-playing games (MMORPGs), and others. Each genre offers distinct gameplay mechanics, competitive formats, and fan communities, attracting different audiences and sponsorship opportunities. RTS games like StarCraft II emphasize strategic thinking and resource management, while FPS games like Counter-Strike: Global Offensive prioritize precision aiming and teamwork.

Fighting games like Street Fighter and Super Smash Bros. feature one-on-one combat between players, requiring fast reflexes and precise inputs. MOBA games like League of Legends and Dota 2 focus on team-based strategy and objective-based gameplay, with players controlling powerful heroes or champions. MMORPGs like World of Warcraft and Final Fantasy XIV offer immersive online worlds for players to explore, quest, and interact with each other, fostering vibrant gaming communities and esports scenes.

  • By Source

This segment refers to the primary ingredients used in Esports production. Corn Esports are made from corn masa, a dough made from ground maize mixed with water and sometimes lime. Corn Esports have a distinct flavor and texture, commonly associated with traditional Mexican cuisine. On the other hand, flour Esports are made from wheat flour, water, and other ingredients such as salt and fat. Flour Esports have a softer texture and milder flavor compared to corn Esports, making them suitable for a variety of dishes, including sandwiches, wraps, and quesadillas. The choice of source can influence the taste, texture, and nutritional profile of Esports products, catering to different dietary preferences and cultural traditions.


Global Esports Overview by Region

North America stands as a prominent hub for esports, boasting a mature ecosystem with established leagues, teams, and sponsorship deals. The United States, in particular, hosts major tournaments and events, attracting large audiences and lucrative investments from tech companies and traditional sports organizations. In Europe, esports enjoys widespread popularity, with countries like Sweden, Denmark, and Germany producing top-tier players and hosting prestigious competitions.

Asia Pacific emerges as a powerhouse in the esports landscape, fuelled by the gaming craze in countries like South Korea, China, and Japan. South Korea, in particular, has a rich esports tradition, with dedicated arenas, professional leagues, and a passionate fan base. China's massive population and thriving gaming industry contribute to its dominance in esports market revenue, while Japan's gaming culture and technological innovation drive growth in console gaming and esports events.

Latin America and the Middle East & Africa regions represent emerging markets with growing interest in esports, fuelled by increasing internet penetration, smartphone adoption, and youth demographics. Brazil leads the esports scene in Latin America, hosting tournaments and nurturing talented players across various game genres. In the Middle East & Africa, countries like Saudi Arabia and the United Arab Emirates are investing in esports infrastructure and hosting international events to position themselves as esports hubs in the region.



Global Esports market competitive landscape

The competitive landscape of the global esports market is characterized by a diverse array of stakeholders, including game developers, esports organizations, broadcasting platforms, sponsors, advertisers, and event organizers. Major game developers such as Riot Games, Valve Corporation, Activision Blizzard, and Electronic Arts dominate the industry with their popular titles like League of Legends, Dota 2, Overwatch, and FIFA. These companies not only drive player engagement but also influence the esports ecosystem through the organization of official leagues, tournaments, and competitive events. Esports organizations, such as Team Liquid, Fnatic, and Cloud9, serve as the backbone of professional gaming, managing teams of skilled players across multiple game titles and competing in prestigious tournaments worldwide.

Broadcasting platforms like Twitch, YouTube Gaming, and Facebook Gaming play a pivotal role in delivering esports content to global audiences, providing live streams, replays, and highlights of esports tournaments and events. These platforms enable fans to engage with their favourite players, teams, and games through live chat, donations, and subscriptions, driving viewer engagement and monetization opportunities. Moreover, traditional media companies like ESPN, Turner Broadcasting, and BBC have entered the esports space, broadcasting esports content on television networks and digital channels, further legitimizing esports as a mainstream form of entertainment.

Key Players:

  • Tencent Holdings Limited (China)
  • Sony Corporation (Japan)
  • Twitch Interactive, Inc. (U.S.)
  • Activision Blizzard, Inc. (U.S.)
  • Riot Games, Inc. (U.S.)
  • Gfinity plc (U.K.)
  • X1 Esports and Entertainment Ltd. (U.S.)
  • Loco (Stoughton Street Tech Labs Private Limited) (India)
  • Caffeine (U.S.)
  • DLive Entertainment Pte. Ltd. (U.S.)


Global Esports Recent Developments

  • Nov 2023, Oxygen Esports (OXG), the umbrella organization encompassing the Boston Breach and Boston Uprising, is delighted to declare the continuation and amplification of their collaboration with GamerTech, a leading developer and producer of high-performance wearables and cutting-edge apparel solutions tailored for gamers. This renewed partnership marks the fourth consecutive year of GamerTech serving as Oxygen Esports' Official Performance Apparel Partner. It symbolizes a thrilling evolution for both entities as they unite their efforts to introduce pioneering performance and wellness wearables to gamers worldwide.
  • Jan 2021, La Esports Factory, Inc. (LTF) revealed that Flagship Food Group, LLC (Flagship) has committed to investing in the company to bolster its forthcoming expansion plans. With this agreement, Flagship will assume majority ownership of the company, while the esteemed third-generation Tamayo family members will maintain their integral roles as valued partners.


Scope of global Esports report

Global Esports report segmentation



By Streaming Type

  • Live
  • On-demand

By Revenue

  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Publisher Fees
  • Media Rights

By Genre  

  • Real-Time Strategy Games
  • First Person Shooter Games, Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-Playing Games
  • Others

By Geography

  • North America (USA, and Canada)
  • Europe (UK, Germany, France, Italy, Spain, Russia and Rest of Europe)
  • Asia Pacific (Japan, China, India, Australia, Southeast Asia and Rest of Asia Pacific)
  • Latin America (Brazil, Mexico, and Rest of Latin America)
  • Middle East & Africa (South Africa, GCC, and Rest of Middle East & Africa)

Customization Scope

  • Available upon request


  • Available upon request


Objectives of the Study

The objectives of the study are summarized in 5 stages. They are as mentioned below:

  • Global Esports size and forecast: To identify and estimate the market size for global Esports market segmented by Streaming Type, By Revenue Streaming, By Genre, and by region. Also, to understand the consumption/ demand created by consumers between 2024 and 2032.
  • Market Landscape and Trends: To identify and infer the drivers, restraints, opportunities, and challenges for global Esports
  • Market Influencing Factors: To find out the factors which are affecting the market of global Esports among consumers.
  • Company Profiling: To provide a detailed insight into the major companies operating in the market. The profiling will include the financial health of the company's past 2-3 years with segmental and regional revenue breakup, product offering, recent developments, SWOT analysis, and key strategies.

Research Methodology

Our research methodology has always been the key differentiating reason which sets us apart in comparison from the competing organizations in the industry. Our organization believes in consistency along with quality and establishing a new level with every new report we generate; our methods are acclaimed and the data/information inside the report is coveted. Our research methodology involves a combination of primary and secondary research methods. Data procurement is one of the most extensive stages in our research process. Our organization helps in assisting the clients to find the opportunities by examining the market across the globe coupled with providing economic statistics for each and every region.  The reports generated and published are based on primary & secondary research. In secondary research, we gather data for global Market through white papers, case studies, blogs, reference customers, news, articles, press releases, white papers, and research studies. We also have our paid data applications which includes hoovers, Bloomberg business week, Avention, and others.

Data Collection

Data collection is the process of gathering, measuring, and analyzing accurate and relevant data from a variety of sources to analyze market and forecast trends. Raw market data is obtained on a broad front. Data is continuously extracted and filtered to ensure only validated and authenticated sources are considered. Data is mined from a varied host of sources including secondary and primary sources.

Primary Research

After the secondary research process, we initiate the primary research phase in which we interact with companies operating within the market space. We interact with related industries to understand the factors that can drive or hamper a market. Exhaustive primary interviews are conducted. Various sources from both the supply and demand sides are interviewed to obtain qualitative and quantitative information for a report which includes suppliers, product providers, domain experts, CEOs, vice presidents, marketing & sales directors, Type & innovation directors, and related key executives from various key companies to ensure a holistic and unbiased picture of the market. 

Secondary Research

A secondary research process is conducted to identify and collect information useful for the extensive, technical, market-oriented, and comprehensive study of the market. Secondary sources include published market studies, competitive information, white papers, analyst reports, government agencies, industry and trade associations, media sources, chambers of commerce, newsletters, trade publications, magazines, Bloomberg BusinessWeek, Factiva, D&B, annual reports, company house documents, investor presentations, articles, journals, blogs, and SEC filings of companies, newspapers, and so on. We have assigned weights to these parameters and quantified their market impacts using the weighted average analysis to derive the expected market growth rate.

Top-Down Approach & Bottom-Up Approach

In the top – down approach, the Global Batteries for Solar Energy Storage Market was further divided into various segments on the basis of the percentage share of each segment. This approach helped in arriving at the market size of each segment globally. The segments market size was further broken down in the regional market size of each segment and sub-segments. The sub-segments were further broken down to country level market. The market size arrived using this approach was then crosschecked with the market size arrived by using bottom-up approach.

In the bottom-up approach, we arrived at the country market size by identifying the revenues and market shares of the key market players. The country market sizes then were added up to arrive at regional market size of the decorated apparel, which eventually added up to arrive at global market size.

This is one of the most reliable methods as the information is directly obtained from the key players in the market and is based on the primary interviews from the key opinion leaders associated with the firms considered in the research. Furthermore, the data obtained from the company sources and the primary respondents was validated through secondary sources including government publications and Bloomberg.

Market Analysis & size Estimation

Post the data mining stage, we gather our findings and analyze them, filtering out relevant insights. These are evaluated across research teams and industry experts. All this data is collected and evaluated by our analysts. The key players in the industry or markets are identified through extensive primary and secondary research. All percentage share splits, and breakdowns have been determined using secondary sources and verified through primary sources. The market size, in terms of value and volume, is determined through primary and secondary research processes, and forecasting models including the time series model, econometric model, judgmental forecasting model, the Delphi method, among Flywheel Energy Storage. Gathered information for market analysis, competitive landscape, growth trends, product development, and pricing trends is fed into the model and analyzed simultaneously.

Quality Checking & Final Review

The analysis done by the research team is further reviewed to check for the accuracy of the data provided to ensure the clients’ requirements. This approach provides essential checks and balances which facilitate the production of quality data. This Type of revision was done in two phases for the authenticity of the data and negligible errors in the report. After quality checking, the report is reviewed to look after the presentation, Type and to recheck if all the requirements of the clients were addressed.

Frequently Asked Questions

Global Esports forecast period is 2024 - 2032.
According to global Esports research, the market is expected to grow at a CAGR of ~ 17.06% over the next eight years.
The possible segments in global Esports are based on by Type, By Streaming Type, By Revenue Streaming, By Genre, & by region.
The expected market size for Global Esports is USD 1.58 billion in 2023.
The major players in the market are Tencent Holdings Limited (China), Sony Corporation (Japan), Twitch Interactive, Inc. (U.S.), Activision Blizzard, Inc. (U.S.), Riot Games, Inc. (U.S.), Gfinity plc (U.K.), X1 Esports and Entertainment Ltd. (U.S.), Loco (Stoughton Street Tech Labs Private Limited) (India), Caffeine (U.S.), and DLive Entertainment Pte. Ltd. (U.S.).

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