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PUBLISHER: SkyQuest | PRODUCT CODE: 1902738

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PUBLISHER: SkyQuest | PRODUCT CODE: 1902738

Esports Market Size, Share, and Growth Analysis, By Revenue Streaming (Media Rights, Advertisement), By Streaming Type (On demand, Live Streaming), By Gaming Genre, By Region - Industry Forecast 2026-2033

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Global Esports Market size was valued at USD 1.75 Billion in 2024 and is poised to grow from USD 2.12 Billion in 2025 to USD 9.85 Billion by 2033, growing at a CAGR of 21.2% in the forecast period (2026-2033).

The global esports market exhibits robust growth driven by several key factors. Enhanced internet connectivity and advancements in streaming technology have improved accessibility to live competitions. The surge in mobile gaming popularity and the availability of quality gaming hardware have significantly broadened the audience base. Major brands and sponsors are investing heavily, leading to the establishment of professional teams and leagues that solidify the industry's foundation. Integration with social media has further amplified community engagement. However, challenges such as regulatory issues, high event costs, player burnout, and cybersecurity concerns could temper growth. Nevertheless, ongoing technological innovations, coupled with mainstream acceptance, present opportunities for future expansion into new markets and genres, signaling a promising outlook for the esports ecosystem.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Esports market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Esports Market Segments Analysis

Global Esports Market is segmented by Revenue Streaming, Streaming Type, Gaming Genre, and region. Based on Revenue Streaming, the market is segmented into Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, and Others. Based on Streaming Type, the market is segmented into On demand, and Live Streaming. Based on Gaming Genre, the market is segmented into Real-time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-playing Games, Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Esports Market

The growth of the global esports market is significantly influenced by government initiatives and substantial investments. Various countries are allocating considerable funds to enhance the esports ecosystem, which includes the establishment of esports centers and the support of digital content. Public-private partnerships for hosting major esports events are becoming more common, while regulatory frameworks are being established to protect players and investors alike. Innovative companies are capitalizing on these developments, fostering professionalism and promoting creativity within the industry. As a result, these combined efforts contribute to a vibrant and expanding global esports market that attracts diverse audiences and participants.

Restraints in the Global Esports Market

The global esports market faces various challenges regarding the physical and mental well-being of its professionals that require urgent attention. Concerns such as repetitive strain injuries have prompted calls for ergonomic gaming equipment, as various health authorities point out the importance of preventing these issues. Additionally, rising anxiety levels among players highlight the need for comprehensive psychological support and therapy, fostering a healthier competitive environment. Initiatives like mandatory screen breaks have emerged in some regions to promote wellness. Ultimately, establishing universal standards across the industry is crucial to promote player longevity and ensure the sustainability of the esports sector.

Market Trends of the Global Esports Market

The Global Esports market is witnessing a significant surge in mobile esports, particularly within emerging markets such as Africa and Southeast Asia. Governments in these regions are actively promoting mobile esports as a strategic initiative to leverage extensive smartphone penetration among the population. This trend reflects a growing recognition of the potential for mobile platforms to engage and cultivate a vast player base, with a substantial percentage of users favoring gaming on their devices. Enhanced investments and incentives from governmental programs are further stimulating the development of mobile esports ecosystems, establishing a dynamic landscape for competitive gaming that appeals to a broad audience.

Product Code: SQMIG50I2005

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2025
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Technology Advancement
  • Regulatory Landscape

Global Esports Market Size by Revenue Streaming & CAGR (2026-2033)

  • Market Overview
  • Media Rights
  • Advertisement
  • Sponsorship
  • Ticket & Merchandise
  • Game Publisher Fees
  • Others

Global Esports Market Size by Streaming Type & CAGR (2026-2033)

  • Market Overview
  • On demand
  • Live Streaming

Global Esports Market Size by Gaming Genre & CAGR (2026-2033)

  • Market Overview
  • Real-time Strategy Games
  • First Person Shooter Games
  • Fighting Games
  • Multiplayer Online Battle Arena Games
  • Mass Multiplayer Online Role-playing Games
  • Others

Global Esports Market Size & CAGR (2026-2033)

  • North America (Revenue Streaming, Streaming Type, Gaming Genre)
    • US
    • Canada
  • Europe (Revenue Streaming, Streaming Type, Gaming Genre)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Revenue Streaming, Streaming Type, Gaming Genre)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Revenue Streaming, Streaming Type, Gaming Genre)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Revenue Streaming, Streaming Type, Gaming Genre)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2023-2025)

Key Company Profiles

  • Tencent
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Activision Blizzard
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Riot Games (Tencent subsidiary)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Epic Games
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Garena (SEA Group)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • EA Sports (Electronic Arts)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Krafton
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ubisoft
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Interactive Entertainment
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ESL (Savvy Games Group)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • TSM (Team SoloMid)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations

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Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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