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Esports Market Analysis & Forecast: 2025-2032

Esports Market, By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights, and Others), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa)

  • Historical Range: 2020 - 2024
  • Forecast Period: 2025 - 2032

Esports Market Size and Forecast – 2025 to 2032

The global esports market size is expected to exhibit a compound annual growth rate (CAGR) of 21.2% during the forecast, reaching USD 13.42 Bn by 2032, up from USD 3.49 Bn in 2025.

Key Takeaways from the Esports Market Report

  • Based on revenue source, media rights segment is expected to account for 34.9% of the global esports market share in 2025.
  • North America is projected to dominate the global esports industry, capturing a prominent share of 38.7% in 2025.
  • Asia Pacific is poised to emerge as the fastest-growing esports market during the assessment period.

Esports Market Overview

The esports market is expected to record robust growth during the forecast period. This can be attributed to factors like increasing interest in video games and growing popularity of esports competitions viewed as entertainment.

Live video streaming platforms  and sponsorships from major brands and companies are also accelerating market revenues. Growing Millennials and GenZ population who are natives to gaming and technology, along with rising internet and smartphone penetration globally, are expected to push the market revenues upwards in the coming years.

Major online streaming platforms are investing heavily in tournaments and league championships. If this trend continues, the esports industry is poised to become one of the most popular forms of entertainment globally.

Major deals and partnerships are taking place in the esports industry. For instance, in May 2025, Team Vitality acquired Bigetron Esports, giving Vitality access to mobile titles like MLBB, PUBG Mobile, and Free Fire, and ~7 million followers across regional social platforms.

Current Events and Their Impact on the Esports Market

Current Event

Description and its Impact

Generative AI and Gaming Technology Integration

  • Description: AI-powered game development and enhancement tools.
  • Impact: Accelerating game creation cycles as well as improving player experiences, driving increased esports title diversity.
  • Description: AI-driven analytics for player performance and strategy optimization.
  • Impact: Creating new revenue streams through data services and enhancing competitive integrity.
  • Description: Virtual coaching and training platforms using machine learning.
  • Impact: Expanding amateur-to-professional pathways as well as increasing grassroots participation.

Mobile Gaming Dominance in Emerging Markets

  • Description: 5G network expansion enabling competitive mobile esports.
  • Impact: Opening new regional markets and diversifying game genre popularity.
  • Description: Southeast Asian and Indian market mobile-first adoption.
  • Impact: Shifting investment focus from PC/console to mobile esports infrastructure.
  • Description: Cross-platform integration between mobile and traditional gaming.
  • Impact: Expanding audience reach as well as creating hybrid tournament formats.

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Segmental Insights 

Esports Market By Revenue Source

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Esports Market Insights, By Revenue Source: Strong Viewer Interest in Top Esports Drives Media Rights Dominance

Media rights segment is expected to dominate the global esports market, accounting for a share of 34.9% in 2025. This can be attributed to the rising popularity of esports viewership on online streaming platforms.

Top-tier tournaments and leagues featuring prolific teams and players have been able to attract large audiences who tune in via live streaming to catch the action. This has made media rights very valuable for broadcasters and streaming services.

As esports becomes more popular around the world, more people are watching tournaments and leagues. Because of this, big esports organizations can charge higher fees for showing their events on TV or online. Games like DOTA 2, League of Legends, CS: GO, and Overwatch often get millions of viewers during major events, which increases the demand for media rights.

Top streaming platforms offer lucrative broadcast deals and exclusive streaming contracts for premium inventory, fueling high revenues. Regional expansion of tournaments and viewership growth have opened new opportunities as well.

Cultural influences and dedicated fan followings in Asia Pacific and other scenes provide greater potential for media companies. Localization of broadcasts through commentary and production value addition helps boost engagement further.

The evolution of high-quality immersive co-streaming options is also augmenting how fans experience and drive interest in esports media consumption. With esports becoming a major part of popular culture, media rights continue to grow as a key revenue driver.

Digital formats make it easy to reach wider audiences, boosting demand for high-value broadcast deals. As viewership expands, media rights are expected to remain a dominant force in esports monetization.

Regional Insights

Esports Market By Regional Insights

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North America Remains at the Epicentre of Esports Market Growth

North America is the leader in esports, and this is expected to continue in the coming years. In 2025, the region is likely to make up 38.7% of the global esports market. The United States, especially, hosts many major professional esports leagues and tournaments.

North America also has some of the biggest gaming companies, such as Activision Blizzard and Take-Two Interactive. Because of this strong presence, the region has an advantage in creating gaming content and building esports infrastructure.

Collegiate esports programs are also growing rapidly across American universities, helping cultivate new talent as well as wider audience engagement. With strong corporate sponsorship and investment pouring in, North American teams have traditionally dominated international competitions. The size and sophistication of the regional streaming and live event industry further cement North America's leadership in modern esports.

Asia Pacific to Offer Lucrative Growth Prospects to Esports Companies

Asia Pacific is emerging as a highly lucrative market for esports market companies. Countries like China, South Korea, and Japan have very vibrant domestic esports cultures with sizable endemic audiences. Traditional sports like fighting games have found new enthusiasts transitioning to competitive gaming.

Grassroots esports organizations covering multiple cities have helped professionalize the space, aided by increasing internet speeds as well as affordability of devices across Southeast Asia. Local game developers also tailor experiences for regional preferences, providing specialized content.

Rising income levels are bringing in new audiences and spend categories beyond hardware, streaming, and live events. With continued economic expansion and mainstream acceptance, Asia Pacific will play a crucial role shaping the future of esports on the global stage during the forthcoming period.

Esports Market Outlook – Country-wise

United States Esports Market Outlook

The U.S. esports market is poised to exhibit robust growth during the assessment period. This is mostly due to rising investments from major gaming publishers, tech companies, and media networks.

Growing popularity of competitive gaming leagues, along with increasing sponsorship deals from brands in technology, sportswear, and consumer goods, is further pushing market expansion. Similarly, the nation’s well-established internet infrastructure and high adoption of gaming consoles as well as PCs continue to support industry growth.

Another key driver is the rising consumer demand for digital entertainment and streaming content. Platforms such as Twitch and YouTube Gaming are attracting millions of viewers, making Esports one of the fastest-growing content categories.

China Esports Market Forecast

China is emerging as one of the fastest-growing esports markets globally. This is mostly due to its massive base of young gamers and widespread access to mobile devices. Strong presence of leading gaming companies, such as Tencent and NetEase, continues to accelerate esports production, publishing, and tournament development.

The government is supporting digital entertainment, and more special esports venues are opening across the country. This is helping the market grow quickly. Another important trend in China’s esports sector is the growing popularity of mobile esports. Many people take part in mobile gaming because it is easy to access and does not require expensive equipment.

Live-streaming platforms like Douyu and Huya are also fueling audience growth by broadcasting tournaments and offering interactive features. With increasing investment in professional leagues and training facilities, China is expected to offer lucrative opportunities to esports companies during the forecast period.

Market Concentration and Competitive Landscape 

Esports Market Concentration By Players

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Esports Industry News

  • In August 2025, Amazon and AWS partnered with the Esports World Cup Foundation to enhance the fan experience at the Riyadh event. The collaboration leveraged cutting-edge cloud and AI technologies to deliver real-time match insights and interactive features for viewers.
  • In February 2025, Radisson Hotel Group launched Esports Ready, a new program set to offer the ultimate hospitality solution to esports teams, players, and organizers. This new program sets a new standard in esports hospitality.

Market Report Scope 

Esports Market Report Coverage

Report Coverage Details
Base Year: 2024 Market Size in 2025: USD 3.49 Bn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 21.2% 2032 Value Projection: USD 13.42 Bn
Geographies covered:
  • North America: U.S. and Canada
  • Latin America: Brazil, Argentina, Mexico, and Rest of Latin America
  • Europe: Germany, U.K., Spain, France, Italy, Russia, and Rest of Europe
  • Asia Pacific: China, India, Japan, Australia, South Korea, ASEAN, and Rest of Asia Pacific
  • Middle East & Africa: GCC Countries, Israel, South Africa, and Rest of Middle East & Africa
Segments covered:
  • By Revenue Source: Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights, and Others 
Companies covered:

Activision Blizzard Inc., Amazon.com Inc., Alphabet Inc., Capcom Co Ltd, Electronic Arts Inc., Envy Gaming LLC, Epic Games Inc., Esports Entertainment Group Inc., Gfinity Plc, Gameloft SE, HTC Corp, Intel Corp, Meta Platforms Inc., Modern Times Group MTG AB, and NVIDIA Corp

Growth Drivers:
  • Emergence of streaming platforms
  • Expanding prize pools and sponsorships
Restraints & Challenges:
  • Health concerns associated with esports due to long gaming hours
  • Difficulty in correctly predicting potential esports talent and events

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Market Dynamics 

Esports Market Key Factors

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Esports Market Drivers

Emergence of Streaming Platforms

The emergence and steady rise of new streaming platforms have been a major driver for the growth of the global esports market. Various video streaming services, such as Twitch, YouTube, Facebook Gaming, and others, have come up in the last few years, which have made esports streaming and viewing widely accessible. These platforms allow both amateurs and professional players to stream their gameplay and tournaments live for anyone to watch for free or through paid subscriptions.

Viewers around the world can now easily tune into their favorite esports’ athletes and events without any geographical restrictions. This has helped tremendously in popularizing esports on a global scale. More viewers are getting exposed to esports through live streaming, and it is generating a lot of interest among young populations who want to try their skills in gaming as well.

It has given professional players a way to monetize their skills and talents through subscriptions, donations, and advertisement revenues on these platforms. Leagues and tournament organizers are also leveraging streaming to broadcast all the action live for virtual audiences and generate greater revenues through sponsorship deals.

Overall, video streaming services have become the leading distribution platform and primary window for esports viewership worldwide. Their round-the-clock availability, coupled with high-quality production value, is translating viewers into die-hard esports fans, leading to sustained market growth.

Expanding Prize Pools and Sponsorships

The unprecedented rise in prize pools and monetary support from sponsors is another leading driver propelling the global esports industry forward at a rapid pace. Mega esports tournaments like The International Dota 2 Championships and League of Legends World Championships now feature prize pools exceeding tens of millions of dollars each year, crowdfunded entirely by fans.

Such astronomically high prize pools have elevated esports to another level in terms of legitimacy, prestige, and attraction for top tier pro-gamers. They are lured towards grinding long hours of practice and tournament participation as winning a single championship can potentially set them up financially for life.

Alongside, blue-chip companies from diverse industries like automobiles, consumer electronics, beverages, etc. are aggressively pumping millions of dollars in multi-year sponsorship deals with esports leagues, teams and events. They view esports as the ideal platform to reach younger, digitally savvy demographics in a highly engaging format. Sponsors are also getting exceptional returns through long term brand engagement, increased sales, and dedicated fan following generated through their involvement.

Esports Market Opportunity

Scope for Incorporating Virtual Reality and Blockchain Technologies in Esports

Esports has seen tremendous growth in recent years and has emerged as a billion-dollar global industry. With increasing popularity among both spectators and participants, especially among the younger generations, the esports market is poised to further expand in the coming years. Virtual reality and Blockchain technologies can play a pivotal role in propelling this growth trajectory.

Virtual Reality offers the ability to immerse viewers in the gameplay like never before. It can provide a first-person perspective and match the experience of being in the virtual field. This would take spectating engagement to an all-new interactive level. Players can also leverage VR for sophisticated training and skill development.

On the other hand, Blockchain can help address various challenges related to fraud, payments, and ownership rights. It allows creation of unique digital assets and proof of ownership through non-fungible tokens (NFTs). This opens up new revenue streams through asset monetization, sponsorships, and secondary markets. It brings transparency to results, rankings, and payments to players.

Esports Market Challenges

Health Concerns Associated with Esports due to Long Gaming Hours

One of the major factors restraining growth of esports market is the rising health concerns due to long gaming hours. Playing games competitively at professional level requires extensive practice for several hours daily which can potentially harm the health of players both physically and mentally.

Esports players have to train their bodies and mind through repetitive intensive training, just like conventional athletes, which puts immense strain on them. Long working hours in front of displays coupled with lack of physical activity can increase the risks of health issues like obesity, diabetes, cardiovascular diseases, muscle and skeletal problems, eyestrain, and fatigue in players.

Prolonged gaming also poses severe mental health risks like depression, anxiety, cognitive impairments, addiction, and social isolation in esports athletes. The high stress and pressure to perform in tournaments can negatively impact their psychological well-being.

Analyst Opinion (Expert Opinion)

  • The global esports market continues to grow at a rapid pace, driven by increasing popularity of video games and viewership of esports tournaments worldwide. The engagement of younger generations with competitive gaming and live streaming is a key driver for revenues generated through media rights, tickets, and merchandise.
  • Limited monetization opportunities for non-endemic brands and lack of standardized career pathways for professional gamers remain obstacles to realizing the market's full potential. Publishers still capture the majority of value created versus esports organizations and player communities. Regulatory issues surrounding gambling and underage viewership pose compliance challenges as well.
  • Looking ahead, the rise of cloud gaming and 5G rollout could further boost viewership by allowing seamless watching of high-quality esports content on any connected device. Partnerships between leagues, teams, and media companies will be important to unlock newer revenue streams from media rights and subscription services. Successful long-term monetization will depend on balancing the interests of all stakeholders in the evolving esports market.

Market Segmentation

  • Revenue Source Insights (Revenue, US$ Bn, 2020 - 2032)
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
    • Others
  • Regional Insights (Revenue, US$ Bn, 2020 - 2032)
    • North America
      • U.S.
      • Canada
    • Latin America
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
    • Europe
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
    • Asia Pacific
      • China
      • India
      • Japan
      • Australia
      • South Korea
      • ASEAN
      • Rest of Asia Pacific
    • Middle East & Africa
      • GCC Countries
      • Israel
      • South Africa
      • Rest of Middle East & Africa
  • Key Players Insights
    • Activision Blizzard Inc.
    • Amazon.com Inc.
    • Alphabet Inc.
    • Capcom Co Ltd
    • Electronic Arts Inc.
    • Envy Gaming LLC
    • Epic Games Inc.
    • Esports Entertainment Group Inc
    • Gfinity Plc
    • Gameloft SE
    • HTC Corp
    • Intel Corp
    • Meta Platforms Inc
    • Modern Times Group MTG AB
    • NVIDIA Corp

Sources

Primary Research Interviews

  • Interviews with senior executives of e‑sports teams and leagues
  • Discussions with platform/streaming service operators in the e‑sports ecosystem
  • Conversations with major brand sponsors and advertisers in the e‑sports space
  • Round‑tables with event organisers of large scale tournament operations
  • Interviews with regional/regulatory bodies working on e‑sports policy

Databases

  • Esports Charts – streaming and viewership analytics database covering events and matches.
  • Public match/tournament result databases (e.g., major game title tournament archives)
  • Player/team roster & performance databases (across major e‑sports titles)
  • Platform usage/engagement databases from major streaming services
  • Government / regulator databases where available (for licences, event approvals, prize‑pool disclosures)

Magazines

  • Industry‑specific magazines covering gaming and e‑sports (print or digital)
  • Trade magazines focusing on advertising, sponsorship and media rights in digital entertainment and e‑sports
  • Gaming‑culture magazines which report on e‑sports business developments

Journals

  • Academic journals on sports management, digital entertainment, media studies which include e‑sports research
  • Papers in computer science / game studies journals analysing e‑sports phenomena (e.g., datasets, analytics) — e.g., “SC2EGSet: StarCraft II Esport Replay…”
  • Journals on business / economics of gaming/esports ecosystems

Newspapers

  • Global and regional newspapers reporting on major e‑sports events, prize‑pools, corporate deals and regulatory developments
  • Example: coverage of major tournament announcements, e‑sports investment stories
  • Relevant business‑press articles covering e‑sports industry growth, sponsorships, platform strategies

Associations

  • National or regional e‑sports associations / federations (where active)
  • Industry associations for digital entertainment, gaming, media rights
  • Organizations overseeing prize‑pool disclosures and ethical standards in e‑sports

Public Domain Sources

  • Open datasets, white‑papers, government‑published statistics on digital gaming / e‑sports participation
  • Wiki/encyclopaedia style sites for tournament history, team/player information (e.g., Liquipedia)
  • Open‑access academic papers and datasets (e.g., “ESTA: An Esports Trajectory and Action Dataset”)
  • Press releases and publicly available investor disclosures from listed gaming/streaming companies

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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Frequently Asked Questions

The global market is estimated to be valued at USD 3.49 Bn in 2025.

The global esports market value is expected to surpass USD 13.42 Bn by 2032.

The global esports industry is projected to record a CAGR of 21.2% from 2025 to 2032.

Major growth drivers include emergence of streaming platforms and expanding prize pools and sponsorships.

Health concerns associated with esports due to long gaming hours and difficulty in correctly predicting potential esports talent and events.

Media rights is estimated to account for largest revenue share in 2025.

Activision Blizzard Inc., Amazon.com Inc., Alphabet Inc., Capcom Co Ltd, Electronic Arts Inc., Envy Gaming LLC, Epic Games Inc., Esports Entertainment Group Inc., Gfinity Plc, Gameloft SE, HTC Corp, Intel Corp, Meta Platforms Inc., Modern Times Group MTG AB, and NVIDIA Corp are the major players.

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