Global E sports
Market Report
2025
Delivery Includes:- Market Timeline 2021 till 2033, Market Size, Revenue/Volume Share, Forecast and CAGR, Competitor Analysis, Regional Analysis, Country Analysis, Segment Analysis, Market Trends, Drivers, Opportunities, Restraints, ESG Analysis, Porters Analysis, PESTEL Analysis, Market Attractiveness, Patent Analysis, Technological Trend, SWOT Analysis, COVID-19 Analysis, Consumer Behavior Analysis, etc.
The base year for the calculation is 2024. The historical will be 2021 to 2024. The year 2025 will be estimated one while the forecasted data will be from year 2025 to 2033. When we deliver the report that time we updated report data till the purchase date.
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According to cognitive market research, "Global Esports market size 2024 was XX Million. Esports Industry compound annual growth rate (CAGR) will be XX% from 2024 till 2033."
2021 | 2025 | 2033 | CAGR | |
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Global Market Size | 121212 | 121212 | 121212 | 121212 |
Country Market Size | 121212 | 121212 | 121212 | 121212 |
North Americ Market Size | 121212 | 121212 | 121212 | 121212 |
Europe Market Size | 121212 | 121212 | 121212 | 121212 |
Asia Pacific Market Size | 121212 | 121212 | 121212 | 121212 |
South America Market Size | 121212 | 121212 | 121212 | 121212 |
Middle East Market Size | 121212 | 121212 | 121212 | 121212 |
Africa Market Size | 121212 | 121212 | 121212 | 121212 |
Base Year | 2024 |
Historical Data Time Period | 2021-2024 |
Forecast Period | 2025-2033 |
Market Split by Revenue Stream |
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Market Split by Streaming Type |
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Market Split by Device type |
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List of Competitors |
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Regional Analysis |
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Country Analysis |
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Market Drivers:
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Market Restrains:
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Report scope is customizable as we have a huge database of E sports industry. We can deliver an exclusive report Edition/Consultation as per your data requirements. Request for your Free Sample Pages.
E sports Market is Segmented as below. Particular segment of your interest can be provided without any additional cost. Download the Sample Pages!
ESports turns online gaming into a spectator sport. It simulates viewing a professional sporting event, except viewers watch video gamers compete against one another rather than a real event.
In recent years, eSports have gained so much traction that it is now common to watch games at scheduled arena events. Due to the millions of dollars in prize money available, competitive video gaming is becoming more and more popular globally. These days, it's not unusual for casual gamers to expect seven-figure salaries, major corporate endorsements from streaming providers, and live appearances. Even while the eSports industry is still in its infancy, its increasing popularity suggests that there may be significant room for growth in the coming years.
The drivers driving market expansion are expanding live streaming of games, large investments, expanding audience reach, engagement initiatives, and league tournament infrastructure. The market benefits from the lucrative prospects that the growing professionalisation of the sector offers influencers, gamers, event planners, and game developers. Because of the growing popularity of gaming competitions, one-to-one sponsorships, streaming income, and substantial international prize pools, millennials view esports as a viable professional career option. In order to produce qualified professionals, schools and institutions have also begun to offer esports-specific programmes.
Market Dynamics: Key Drivers
Brand investment and strategic advertising are giving rise to the market for E-Sports
In the last decade, E-Sports has transformed from a niche, basement-hidden hobby to a mainstream, big-screen phenomenon, capturing the attention and enthusiasm of millions around the world. Advertisements on E-Sports platforms are a significant driver of the E-Sports market's growth.
Brands inject substantial capital into the E-Sports ecosystem through sponsorships, media rights deals, and direct advertising. This revenue directly funds prize pools, professional player salaries, team operations, event production, and broadcast quality. Without this financial backing, the infrastructure for a robust E-Sports scene would be significantly limited. The E-Sports advertising market is experiencing remarkable expansion. It was valued at $XX million in 2024 and is projected to reach approximately $XX billion by 2033. This indicates the increasing confidence brands have in E-Sports as an advertising channel. For instance, major brands like Coca-Cola and MasterCard have aligned themselves with international E-Sports events, providing them with vast exposure across multiple regions. Coca-Cola has particularly leveraged its position by offering exclusive content and experiences that resonate with the gaming community, thereby enhancing brand affinity.
Red Bull has been a pioneer in E-Sports advertising, moving beyond simple logo placement. They sponsor numerous E-Sports athletes and teams, host their own Red Bull Kumite fighting game tournaments, and produce high-quality content like the "Part of the Game" docu-series, embedding themselves deeply within gaming culture. This "culture-first" approach has made Red Bull synonymous with high-performance gaming and extreme sports, resonating strongly with the E-Sports audience.
Another remarkable example is of Ralph Lauren, which partnered with G2 E-Sports and its League of Legends star Rekkles. The campaign effectively showcased the transition of a professional gamer from competitive attire to stylish Ralph Lauren clothing, blending the excitement of gaming with the brand's aesthetic. This move further legitimized E-Sports in the fashion world and attracted a new demographic to both brands.
In conclusion, advertisements on E-Sports platforms are not merely a means of revenue generation; they are a fundamental catalyst for the market's expansion. By providing crucial financial backing, enhancing production quality, broadening audience reach, and legitimizing the industry through mainstream brand association, advertising directly contributes to the growth and maturation of the global E-Sports market.
https://influencermarketinghub.com/gaming-and-esports-social-media-marketing-campaigns/
https://www.gameloft.com/for-brands/news/what-is-advertising-in-esports
Market Restraints
Lack of standardized regulation and governance hinders the growth of the E-Sports Market
Unlike traditional sports with well-established global federations like FIFA for football, FIBA for basketball, E-Sports operates without a single, unified governing body. The primary "governing bodies" in E-Sports are often the game publishers themselves. Like, Riot Games (League of Legends, Valorant), Valve (Dota 2, CS:GO), Blizzard Entertainment (Overwatch, StarCraft), and Epic Games (Fortnite) set the rules, administer competitions, and largely control the ecosystem of their respective titles. For instance, Riot Games operates its own franchised leagues for League of Legends and Valorant. While this offers stability within their specific titles, it means that rules, player contracts, and competitive formats can differ significantly from one game to another, or even between regional leagues of the same game. This publisher-centric model creates doubts because a player transitioning from CS: GO to Valorant might face entirely different rules regarding prize pool distribution, transfer windows, or even ethical conduct. This inconsistency makes it challenging for players, teams, and sponsors to navigate the broader E-Sports landscape.
In 2013, Canadian League of Legends player Danny "Shiphtur" Le became the first pro gamer to receive an American P-1A visa, a category designated for "Internationally Recognized Athletes." This was a landmark decision, but it's not universally applied, and other countries may have different visa requirements for E-Sports players.
Furthermore, the way prize money, salaries, and sponsorship income are taxed can vary wildly depending on how E-Sports is classified. For instance, as a sport, entertainment, or even gambling in different jurisdictions. The lack of clarity leads to financial uncertainty for players and organizations.
Unlike traditional sports, robust and universally recognized player unions are still nascent in E-Sports. This means players often lack collective bargaining power to negotiate for better conditions, standard contracts, or dispute resolution mechanisms. While some player associations exist for specific games, their reach and power are limited.
In essence, the lack of standardized regulation and governance creates a "Wild West" environment in certain aspects of esports. While bodies like ESIC and efforts by individual publishers are making strides, the absence of a unified, authoritative global framework continues to pose significant challenges to the industry's long-term stability, integrity, and mainstream acceptance.
https://finlaw.in/blog/understanding-esports-law-in-india-legal-guide-for-gamers-and-organizers
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In order to meet the increasing demands of consumers, the industry players are now investing and giving more attention to their research and development, so that they can sustain and survive in the competition. ensuring a competitive edge. Robust distribution networks and adherence to quality standards amplify market presence, fostering an environment where agility and innovation define industry leaders.
Recent Developments
EQT's acquires Keywords Studios
https://www.take2games.com/ir/news/take-two-interactive-software-inc-acquire-gearbox-entertainment
https://nvidianews.nvidia.com/news/microsoft-and-nvidia-announce-expansive-new-gaming-deal
Top Companies Market Share in E sports Industry: (In no particular order of Rank)
If any Company(ies) of your interest has/have not been disclosed in the above list then please let us know the same so that we will check the data availability in our database and provide you the confirmation or include it in the final deliverables.
According to cognitive market research, North America is expected to hold the highest market share over the projection period. Growth and investment in the region are expected to continue as a result of the Overwatch League and the franchised North American League of Legends Championship Series. Thanks to the support of leagues, players, developers, streaming services, and TV networks, esports in the US has grown to be a multimillion-dollar industry. The North America Scholastic eSports Federation (NASEF) seeks to grow the ecosystem by planning kid-focused contests, helping high schools start esports clubs, and offering coaching and mentorship.
Which Region is Expanding at the Fastest CAGR?
By 2030, Asia Pacific is expected to grow at a CAGR of x% and generate USD XX million. The growing number of internet users and mobile gamers in the area has fueled the growth of esports. Since esports became officially recognised as a sport in China in 2003, the national esports operators have been able to secure professional jobs in the industry. South Korea, a well-known esports nation, offers players a standard infrastructure that includes analysts, cooks, trainers, and gaming facilities. The richest gaming communities are located in countries like China, which is one of the main reasons why the esports industry is growing in the Asia-Pacific area. A number of international organisations are entering the market, either by sponsoring professional gaming teams or by purchasing shares in Chinese gaming companies. Businesses such as Alibaba Group are investing more in China's premier esports competitions, which pit teams of players against each other in public online venues.
The current report Scope analyzes E sports Market on 5 major region Split (In case you wish to acquire a specific region edition (more granular data) or any country Edition data then please write us on info@cognitivemarketresearch.com
The above graph is for illustrative purposes only.
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Global E sports Market Report 2025 Edition talks about crucial market insights with the help of segments and sub-segments analysis. In this section, we reveal an in-depth analysis of the key factors influencing E sports Industry growth. E sports market has been segmented with the help of its Revenue Stream, Streaming Type Device type, and others. E sports market analysis helps to understand key industry segments, and their global, regional, and country-level insights. Furthermore, this analysis also provides information pertaining to segments that are going to be most lucrative in the near future and their expected growth rate and future market opportunities. The report also provides detailed insights into factors responsible for the positive or negative growth of each industry segment.
According to cognitive market research, due to the Wide Range of Games, Person Shooter Games Will Dominate the Market. The market is divided into several segments based on the type of game, including mass multiplayer online role-playing games, first-person shooter games, fighting games, real-time strategy games, and others. Over the course of the forecast period, the first-person shooter game category is anticipated to hold a significant market share. First-person shooter games come in a wide range from different game developers. These games used to provide a realistic three-dimensional environment.
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According to cognitive market research, the Twitch segment is expected to grow at a compound annual growth rate (CAGR) of XX% and have the highest market share. In the US, Twitch is a live streaming platform run by Twitch Interactive, a division of Amazon.com. Since its first launch in June 2011, the site has experienced tremendous growth in popularity. Twitch hosts some of the most well-known esports competitions in the world, where professional players battle for large cash prizes. Twitch reports that there are presently 2,000,000 watchers on average. It receives over 6 million unique contributors who stream material monthly, with 26.5 million daily views.
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According to cognitive market research, the Advertising & Sponsorships category is expected to have the biggest market share, growing at a compound annual growth rate of XX%. The rising popularity and viewership of esports has resulted in a notable increase in the demand for sponsorships and advertising. Even though financial data is rarely disclosed, a growing number of well-known purchases are currently. Brands working with esports influencers can produce unique customer marketing experiences.
Through these partnerships, sponsors may concurrently market their products and fans can engage with their favourite esports stars. A successful influencer marketing campaign depends on choosing which esports influencer to partner with. Many companies are using this strategy to increase brand and product awareness.
Research associate at Cognitive Market Research
Swasti Dharmadhikari, an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
Swasti an agile and achievement-focused market researcher with an innate ardor for deciphering the intricacies of the Service & Software sector. Backed by a profound insight into technology trends and consumer dynamics, she has committed herself to meticulously navigating the ever-evolving terrain of digital Services and software solutions.
In her current role, Swasti manages research for service and software category, leading initiatives to uncover market opportunities and enhance competitive positioning. Her strong analytical skills and ability to provide clear, impactful findings have been crucial to her team’s success. With an expertise in market research analysis, She is adept at dissecting complex problems, extracting meaningful insights, and translating them into actionable recommendations, Swasti remains an invaluable asset in the dynamic landscape of market research.
With millions of dollars in prize money up for grabs, competitive video gaming is attracting the attention of millions of people worldwide. These days, it's not unusual for casual gamers to expect seven-figure salaries, major corporate endorsements from streaming providers, and live appearances. Even while the eSports industry is still in its infancy, its increasing popularity suggests that there may be significant room for growth in the coming years.
Please note, we have not disclose, all the sources consulted/referred during a market study due to confidentiality and paid service concern. However, rest assured that upon purchasing the service or paid report version, we will release the comprehensive list of sources along with the complete report and we also provide the data support where you can intract with the team of analysts who worked on the report.
Disclaimer:
Revenue Stream | Sponsorships, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights |
Streaming Type | Live streaming, On demand |
Device type | Smart phone, Smart TV, Desktop -laptop-tablets, Gaming console |
List of Competitors | Gfinity, Electronic Arts, Nintendo Co. Ltd., FACEIT, Modern Times Group, Kabam Inc., NVIDIA Corporation, FACEIT Ltd., Gameloft SE, CJ Corporation |
This chapter will help you gain GLOBAL Market Analysis of E sports. Further deep in this chapter, you will be able to review Global E sports Market Split by various segments and Geographical Split.
Chapter 1 Global Market Analysis
Global Market has been segmented on the basis 5 major regions such as North America, Europe, Asia-Pacific, Middle East & Africa, and Latin America.
You can purchase only the Executive Summary of Global Market (2019 vs 2024 vs 2031)
Global Market Dynamics, Trends, Drivers, Restraints, Opportunities, Only Pointers will be deliverable
This chapter will help you gain North America Market Analysis of E sports. Further deep in this chapter, you will be able to review North America E sports Market Split by various segments and Country Split.
Chapter 2 North America Market Analysis
This chapter will help you gain Europe Market Analysis of E sports. Further deep in this chapter, you will be able to review Europe E sports Market Split by various segments and Country Split.
Chapter 3 Europe Market Analysis
This chapter will help you gain Asia Pacific Market Analysis of E sports. Further deep in this chapter, you will be able to review Asia Pacific E sports Market Split by various segments and Country Split.
Chapter 4 Asia Pacific Market Analysis
This chapter will help you gain South America Market Analysis of E sports. Further deep in this chapter, you will be able to review South America E sports Market Split by various segments and Country Split.
Chapter 5 South America Market Analysis
This chapter will help you gain Middle East Market Analysis of E sports. Further deep in this chapter, you will be able to review Middle East E sports Market Split by various segments and Country Split.
Chapter 6 Middle East Market Analysis
This chapter will help you gain Middle East Market Analysis of E sports. Further deep in this chapter, you will be able to review Middle East E sports Market Split by various segments and Country Split.
Chapter 7 Africa Market Analysis
This chapter provides an in-depth analysis of the market share among key competitors of E sports. The analysis highlights each competitor's position in the market, growth trends, and financial performance, offering insights into competitive dynamics, and emerging players.
Chapter 8 Competitor Analysis (Subject to Data Availability (Private Players))
(Subject to Data Availability (Private Players))
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
Data Subject to Availability as we consider Top competitors and their market share will be delivered.
This chapter would comprehensively cover market drivers, trends, restraints, opportunities, and various in-depth analyses like industrial chain, PESTEL, Porter’s Five Forces, and ESG, among others. It would also include product life cycle, technological advancements, and patent insights.
Chapter 9 Qualitative Analysis (Subject to Data Availability)
Segmentation Revenue Stream Analysis 2019 -2031, will provide market size split by Revenue Stream. This Information is provided at Global Level, Regional Level and Top Countries Level The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 10 Market Split by Revenue Stream Analysis 2021 - 2033
The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 11 Market Split by Streaming Type Analysis 2021 - 2033
The report with the segmentation perspective mentioned under this chapters will be delivered to you On Demand. So please let us know if you would like to receive this additional data as well. No additional cost will be applicable for the same.
Chapter 12 Market Split by Device type Analysis 2021 - 2033
This chapter helps you understand the Key Takeaways and Analyst Point of View of the global E sports market
Chapter 13 Research Findings
Here the analyst will summarize the content of entire report and will share his view point on the current industry scenario and how the market is expected to perform in the near future. The points shared by the analyst are based on his/her detailed in-depth understanding of the market during the course of this report study. You will be provided exclusive rights to interact with the concerned analyst for unlimited time pre purchase as well as post purchase of the report.
Chapter 14 Research Methodology and Sources
Why Sponsorships have a significant impact on E sports market? |
What are the key factors affecting the Sponsorships and Advertising of E sports Market? |
What is the CAGR/Growth Rate of Live streaming during the forecast period? |
By type, which segment accounted for largest share of the global E sports Market? |
Which region is expected to dominate the global E sports Market within the forecast period? |
Segmentation Level Customization |
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Global level Data Customization |
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Region level Data Customization |
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Country level Data Customization |
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Company Level |
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Additional Data Analysis |
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Additional Qualitative Data |
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Additional Quantitative Data |
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Service Level Customization |
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Report Format Alteration |
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