India Esports Market Size and Forecast – 2025-2032
The India Esports Market is estimated to be valued at USD 203.6 Mn in 2025 and is expected to reach USD 640.9 Mn by 2032, exhibiting a compound annual growth rate (CAGR) of 17.8% from 2025 to 2032.
Key Takeaways of the India Esports Market
- The sponsorship & advertising segment is expected to lead the market, holding a share of 61.2% in 2025.
Market Overview
The market is seeing a rise in smartphone penetration and improved internet connectivity, which has increased access to esports content for a bigger audience. Also, corporate sponsorships and the rise of esports tournaments are bolstering market visibility and monetization avenues. The use of live streaming platforms and the growing popularity of mobile esports genres are further fueling user engagement, making India a fertile ground for innovation and expansion in the esports industry.
Current Events and Its Impact
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Current Events |
Description and its Impact |
|
Government Recognition of Esports as a National Sport |
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U.S. Inflation Reduction Act (IRA) clean-energy provisions |
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Launch of the Online Gaming Bill 2025 |
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India Esports Market Insights, By Revenue Type – Sponsorship & Advertising Dominate Because of Brand Engagement and Digital Penetration
The sponsorship and advertising segment is projected to hold the largest share of 61.2% in 2025 because of India’s expanding digital ecosystem and the surging popularity of esports among young, tech-savvy audiences. Brands are using esports for high-engagement marketing, as traditional media struggles to reach this demographic.
The fast spread of affordable high-speed internet and smartphone adoption has significantly boosted esports viewership, providing brands with massive, data-driven outreach opportunities through live streaming and interactive content. This has made esports an effective digital engagement platform in India.
A good example is Red Bull’s partnership with Nodwin Gaming for the Red Bull M.E.O. Tournament, which includes immersive brand experiences, influencer collaborations, and in-game branding to increase audience engagement. Similarly, tech brands like ASUS ROG and Krafton have raised sponsorships through esports leagues to increase brand visibility in gamers.
Pricing Analysis of the India Esports Market
|
Category |
Description |
Average Price Range (USD) |
Estimated Average Price (USD) |
|
Esports Event Tickets (Offline LAN Events) |
Entry or spectator pass for major tournaments and live gaming expos. |
USD 5 – USD 30 |
USD 15.00 |
|
Tournament Entry Fees (Amateur/Online) |
Fees paid by players or teams to participate in local or online competitions. |
USD 3 – USD 20 |
USD 8.00 |
|
Monthly Streaming Subscriptions |
Paid subscriptions on platforms such as YouTube Gaming, Loco, or Rooter. |
USD 1 – USD 4 |
USD 2.50 |
|
In-Game Purchases/Skins/Battle Passes |
Optional cosmetic or gameplay upgrades in esports titles like BGMI, Valorant, or COD Mobile. |
USD 5 – USD 60 |
USD 25.00 |
|
Gaming Hardware (Annualized Spend) |
Headsets, keyboards, gaming mice, and accessories purchased by regular gamers. |
USD 50 – USD 400 |
USD 180.00 |
|
Mobile Gaming Devices/Upgrades (Annualized) |
Smartphone or console purchase spread across its typical life cycle. |
USD 200 – USD 700 |
USD 350.00 |
|
Internet Data & Subscription (Annualized) |
Cost of high-speed broadband or mobile data plans used for gaming/streaming. |
USD 50 – USD 150 |
USD 90.00 |
|
Merchandise & Apparel |
Esports team merchandise, jerseys, and collectibles. |
USD 10 – USD 80 |
USD 35.00 |
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Market Players, Key Development, and Competitive Intelligence

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Key Developments
- On October 17, 2025, Mr. Ved Bamb became India's first Pokémon GO World Champion.
- On October 12, 2025, esports got added as one of the 38 disciplines in the CM trophy in Tamil Nadu and received about 5,000 applications from all around the state.
- In September 2025, the Indian Digital Gaming Society (IDGS), a not-for-profit body made by the Confederation of Indian Industry (CII), rebranded itself as the Indian Digital Gaming & Esports Society (IDGES), showing a higher focus on esports as part of India’s digital economy.
- In July 2025, Garena’s popular battle royale battle game, Free Fire, returned to India after a gap of three years with a tournament cup. The free-to-play game was banned in the country in 2022 by the Ministry of Electronics and Information on security grounds.
Top Strategies Followed by India Esports Market Players:
- Established players dominate through huge investments in research and development (R&D) for innovating high-performance gaming hardware and software that fulfil the increasing demands of professional and amateur gamers.
- In July 2025, NODWIN Gaming raised $10 million from existing investors, including South Korean gaming giant Krafton and digital entertainment company JetSynthesys, to grow its esports initiatives.
- Mid-level players in the India esports market focus on cost-effective solutions that strike a balance between high quality and affordability, targeting a huge base of price-sensitive gamers who want value without compromising on performance.
- Skyesports, an independent esports organizer, runs regionally focused tournaments in local languages (Tamil, Hindi, Bengali) with relatively low entry barriers, reducing operational costs while expanding grassroots participation and brand visibility.
- Small-scale players in the India esports market operate with agility and innovation, making specialized niches by pioneering product innovations that distinguish them from larger competitors.
- The Esports Club (TEC) focuses on niche gaming titles like Valorant and Rainbow Six Siege, holding smaller community-led events and campus tournaments to build loyal, game-specific fanbases.
Market Report Scope
India Esports Market Report Coverage
| Report Coverage | Details | ||
|---|---|---|---|
| Base Year: | 2024 | Market Size in 2025: | USD 203.6 Mn |
| Historical Data for: | 2020 To 2024 | Forecast Period: | 2025 To 2032 |
| Forecast Period 2025 to 2032 CAGR: | 17.8% | 2032 Value Projection: | USD 640.9 Mn |
| Segments covered: |
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| Companies covered: |
NODWIN Gaming, FanClash, Nazara Technologies, JetSynthesys, Skyesports, Global Esports, S8UL, GodLike Esports, Velocity Gaming, Team XO, Team Insane Esports, Revenant Esports, True Rippers Esports, Tactical Esports, and Orangutan Esports |
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| Growth Drivers: |
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| Restraints & Challenges: |
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Market Dynamics

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India Esports Market Driver - Rapid Growth of Mobile Gaming and Internet Penetration
The fast rise of mobile gaming is the primary reason for India esports market growth. Affordable smartphones and accessible 4G connectivity have increased access to gaming in urban and rural areas, making millions of users into competitive gamers. The gradual rollout of 5G is further improving gameplay quality and latency, enabling real-time online tournaments.
A good example is Battlegrounds Mobile India (BGMI), which saw millions of active users shortly after relaunch, creating a rise in esports tournaments hosted by organizations like Nodwin Gaming and Skyesports. The mix of low-cost data and mobile-first gaming culture continues to make India one of the fastest-growing esports markets globally.
India Esports Market Opportunity – Expansion of Esports into Educational Institutions and Grassroots Programs
Adding esports to schools, colleges, and community programs is unlocking a big growth avenue for the Indian market. Educational institutions are increasingly hosting intercollegiate tournaments and establishing esports clubs, nurturing young talent and making gaming a real career. For instance, MPL (Mobile Premier League) and College Rivals by Ampverse have made campus-based esports initiatives that offer scholarships and competitions in Indian universities.
Analyst Opinion (Expert Opinion)
- The Indian esports ecosystem is seeing inconsistent state-level regulations and sudden bans on real-money gaming. This is affecting the market’s potential and forcing companies to use resources to maintain compliance rather than innovate.
- Despite rising viewership, the industry still finds it hard to convert popularity into sustainable revenue streams. Sponsorships dominate, but over-reliance on brand funding makes the market very vulnerable to economic downturns or shifts in corporate priorities. Esports players and smaller platforms are left scrambling for viable income avenues.
- India produces incredible gaming talent, but poor grassroots infrastructure and limited career support cause a brain drain to international leagues. Without robust training facilities, standardized leagues, and stable compensation, the country risks losing its brightest esports minds to overseas markets.
Market Segmentation
- Revenue Type Insights (Revenue, USD Mn, 2020 - 2032)
- Sponsorship & Advertising
- Tournament Winnings
- Streaming & Content Creation
- Merchandise & Ticket Sales
- Key Players Insights
- NODWIN Gaming
- FanClash
- Nazara Technologies
- JetSynthesys
- Skyesports
- Global Esports
- S8UL
- GodLike Esports
- Velocity Gaming
- Team XO
- Team Insane Esports
- Revenant Esports
- True Rippers Esports
- Tactical Esports
- Orangutan Esports
Sources
Primary Research Interviews
Stakeholders
- Esports Event Organizers and Tournament Operators (e.g., Nodwin Gaming, Skyesports)
- Game Publishers and Developers (e.g., Krafton, Nazara Technologies)
- Professional Esports Teams and Players (e.g., GodLike Esports, S8UL)
- Streaming and Content Platforms (e.g., YouTube Gaming, Loco)
- Digital Marketing Agencies specializing in esports sponsorships
- Gaming Hardware Providers (e.g., Razer India, ASUS Republic of Gamers)
Databases
- India Digital Entertainment Database
- Global Gaming Analytics Hub
- Esports Market Intelligence (EMI)
- Online Gaming Insights (OGI)
Magazines
- India Gaming Today
- Esports Insider India
- Digital Play Magazine
- Competitive Gaming Review
Journals
- Journal of Interactive Entertainment and Gaming
- Indian Journal of Esports and Digital Media
- Gaming & Virtual Reality Studies
- International Journal of Online Gaming Research
Newspapers
- The Economic Times (India) – Gaming & Tech Section
- The Times of India – Esports Coverage
- The Hindu – Digital Entertainment Section
- Mint – Technology & Gaming
Associations
- Esports Federation of India (ESFI)
- International Esports Association (IESA)
- Indian Mobile Gaming Council (IMGC)
- Asian Esports Confederation
Public Domain Sources
- Ministry of Electronics and Information Technology (MeitY), India
- Telecom Regulatory Authority of India (TRAI) Reports
- United Nations Conference on Trade and Development (UNCTAD) – Digital Economy
- World Bank – Digital Infrastructure Reports
- ResearchGate – Esports & Gaming Studies
Proprietary Elements
- CMI Data Analytics Tool
- Proprietary CMI Existing Repository of information for last 8 years
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About Author
Ankur Rai is a Research Consultant with over 5 years of experience in handling consulting and syndicated reports across diverse sectors. He manages consulting and market research projects centered on go-to-market strategy, opportunity analysis, competitive landscape, and market size estimation and forecasting. He also advises clients on identifying and targeting absolute opportunities to penetrate untapped markets.
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