Global Esports Market Growth, Share, Size, Trends and Forecast (2025 - 2031)

By Revenue Stream;

Media Rights, Game Publisher Fee, Sponsorship, Digital Advertisement, and Tickets & Merchandise.

By Streaming Type;

Live and On-Demand.

By Game;

Multiplayer Online Battle Arena (Moba), Real Time Strategy, First Person Shooter, and Fighting & Sports.

By Platform;

Computer, Console, Mobile, and Others.

By Geography;

North America, Europe, Asia Pacific, Middle East & Africa, and Latin America - Report Timeline (2021 - 2031).
Report ID: Rn110815852 Published Date: May, 2025 Updated Date: June, 2025

Esports Market Overview

Esports Market (USD Million)

Esports Market was valued at USD 3,841.70 million in the year 2024. The size of this market is expected to increase to USD 15,102.85 million by the year 2031, while growing at a Compounded Annual Growth Rate (CAGR) of 21.6%.


Global Esports Market Growth, Share, Size, Trends and Forecast

*Market size in USD million

CAGR 21.6 %


Study Period2025 - 2031
Base Year2024
CAGR (%)21.6 %
Market Size (2024)USD 3,841.70 Million
Market Size (2031)USD 15,102.85 Million
Market ConcentrationLow
Report Pages345
3,841.70
2024
15,102.85
2031

Major Players

  • Tencent Holdings Limited
  • Activision Blizzard
  • Riot Games
  • Valve Corporation
  • Electronic Arts Inc.
  • Epic Games
  • Microsoft Corporation
  • NetEase
  • HUYA Inc.
  • DouYu International Holdings Limited

Market Concentration

Consolidated - Market dominated by 1 - 5 major players

Global Esports Market

Fragmented - Highly competitive market without dominant players


The Esports Market continues to flourish due to a surge in online interactions and content consumption. Rapid digitization has elevated participation rates and audience engagement by over 30%, transforming esports into a dominant entertainment channel. The blend of competition, digital access, and entertainment value has solidified its position in the modern media mix.

Innovations Redefining Viewer Experience
Emerging technologies such as AI, AR/VR, and real-time analytics have revolutionized how users interact with esports content. Approximately 45% of platforms now utilize these solutions to enhance engagement. These tech-driven enhancements are central to enriching user experience and expanding esports' appeal across demographics.

Diversified Revenue Streams Strengthen Growth
Revenue generation in esports is no longer limited to traditional means. With advertising contributing 35%, the market also thrives on in-game purchases, sponsorships, and subscriptions. This financial diversity is fostering long-term stability and empowering content creators and teams to expand operationally.

Community Growth and Influence Amplification
Esports has recorded a 40% surge in its viewer base, driven by social platforms, interactive content, and community-centric events. This engagement model fosters deeper fan loyalty and turns spectators into participants. With increasing influencer-driven momentum, esports is becoming a cultural staple across digital platforms.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Revenue Stream
    2. Market Snapshot, By Streaming Type
    3. Market Snapshot, By Game
    4. Market Snapshot, By Platform
    5. Market Snapshot, By Region
  4. Esports Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Growing Audience
        2. Advancements in Technology
        3. Corporate Sponsorship and Investment
        4. Professionalization of Esports
        5. Cultural Acceptance and Recognition
      2. Restraints
        1. Lack of Infrastructure in Developing Regions
        2. Regulatory Challenges
        3. Dependency on Publisher Support
        4. Entry Barriers for New Players and Teams
        5. Monetization Challenges for Small and Medium-sized Esports Entities
      3. Opportunities
        1. Expansion into New Markets
        2. Diversification of Revenue Streams
        3. Integration with Traditional Sports and Entertainment
        4. Innovation in Content and Technology
        5. Investment in Talent Development and Infrastructure
    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Esports Market, By Revenue Stream, 2021 - 2031 (USD Million)
      1. Media Rights
      2. Game Publisher Fee
      3. Sponsorship
      4. Digital Advertisement
      5. Tickets and Merchandise
    2. Esports Market, By Streaming Type, 2021 - 2031 (USD Million)

      1. Live

      2. On-Demand

    3. Esports Market, By Game, 2021 - 2031 (USD Million)
      1. Multiplayer Online Battle Arena (Moba)
      2. Real Time Strategy
      3. First Person Shooter
      4. Fighting And Sports
    4. Esports Market, By Platform, 2021 - 2031 (USD Million)
      1. Computer
      2. Console
      3. Mobile
      4. Others
    5. Esports Market, By Geography, 2021 - 2031 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape
    1. Company Profiles
      1. Tencent Holdings Limited (China)
      2. Activision Blizzard (United States)
      3. Riot Games (United States)
      4. Valve Corporation (United States)
      5. Electronic Arts Inc. (United States)
      6. Epic Games (United States)
      7. Microsoft Corporation (United States)
      8. NetEase (China)
      9. HUYA Inc. (China)
      10. DouYu International Holdings Limited (China)
  7. Analyst Views
  8. Future Outlook of the Market