Global Esports Live Streams
Market Report
2025
Esports Live Streams market size is USD 2684.2 million in 2024 and will expand at a compound annual growth rate (CAGR) of 12.50% from 2024 to 2031.
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, the global Esports Live Streams market size is USD 2684.2 million in 2024 and will expand at a compound annual growth rate (CAGR) of 12.50% from 2024 to 2031.
2021 | 2025 | 2033 | CAGR | |
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Global Esports Live Streams Market Sales Revenue | 121212 | 121212 | 121212 | 12.5% |
North America Esports Live Streams Market Sales Revenue | 121212 | 121212 | 121212 | 10.7% |
Europe Esports Live Streams Market Sales Revenue | 121212 | 121212 | 121212 | 11% |
Asia Pacific Esports Live Streams Market Sales Revenue | 121212 | 121212 | 121212 | 14.5% |
South America Esports Live Streams Market Sales Revenue | 121212 | 121212 | 121212 | 11.9% |
Middle East Esports Live Streams Market Sales Revenue | 121212 | $ 166.11 Million | $ 260.8 Million | 5.8% |
Base Year | 2024 |
Historical Data Time Period | 2021-2024 |
Forecast Period | 2025-2033 |
Market Split by Type |
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Market Split by Application |
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List of Competitors |
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Regional Analysis |
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Country Analysis |
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Report scope is customizable as we have a huge database of Esports Live Streams industry. We can deliver an exclusive report Edition/Consultation as per your data requirements. Request for your Free Sample Pages.
Esports Live Streams Market is Segmented as below. Particular segment of your interest can be provided without any additional cost. Download the Sample Pages!
Electronic sports, or esports for short, are organized events for multiplayer video games, frequently involving teams or players with professional backgrounds. These tournaments can cover a broad range of video game genres, such as combat, first-person shooter, real-time strategy, and multiplayer online battle arena games. The Esports Live Streams market is being driven by different variables including growing popularity of e-sports due to COVID-19, increasing investment in network infrastructure, growing penetration of smartphones, increasing collaboration and rising online betting.
Additionally, the increasing technological advancements is one of the major factor that boost the market growth during the forecast period.
The difference between e-sports events and traditional sports events is getting less as e-sports betting gains traction in the global e-sports sector. Due to the US's liberal betting rules, which let states to choose to allow legal betting in some sports in addition to e-sports, e-sports betting is expected to develop significantly throughout the projection period. Furthermore, betting organizations' use of mobile applications to engage in e-sports events was spurred by the convenience of online transactions. Additionally, Betway Group and GG.BET are two well-known bookmakers that support e-sports teams at various competitions. The exponential rise in e-sports viewership has drawn betting businesses to focus on e-sports events in an effort to grow their wagering operations. It is anticipated that bookmakers would expand their e-sports team sponsorship portfolio and offer more betting options. The revenue from the sales of e-sports event tickets and goods is said to have been surpassed by the entire value of e-sports betting. During the projected period, it is anticipated that all of these variables would lead to a growth in e-sports live streaming market.
One of the major factor that influence the esports live streams market is increasing collaboration. For instance, in October 2023, For the gaming festival known as "Intel Gamer Days 2023," Intel teamed up with Dentsu Gaming & StreamO, which is India's first live-stream sponsorship bazaar that connects companies with live-streamers to reach Generation Z. The promotion, named "Intel Gamer Days X Dentsu Gaming X StreamO," was designed to appeal to Gen Z gamers, who are active in 29 different nations. It skillfully concentrated on connecting with millions of gamers and maximizing the potential of Gen Z gaming groups. The company aimed to address the difficulties in reaching Gen Z gamers, who generally detest traditional advertising and frequently use ad-blockers, as well as the problems associated with constant live-streaming. This was achieved in collaboration with Dentsu Gaming, a solution from Dentsu India that capitalizes on the gaming industry's explosive audience growth, and StreamO.
The cost of developing new games has gone up due to player desire for a variety of high-quality innovations and improvements in game content. Due to these regulations, 2018 saw game budgets surpass $500 million USD. The majority of the game's content at the moment is intricate in terms of stages, visual effects, characters, and stuff. Such complexity meets the demands of contemporary players. Consequently, To design the art for games, developers must pay specialist artists, which drives up production expenses even further. Furthermore, because the gaming industry is so competitive, Hollywood actors are being hired by game makers to provide voices for virtual characters. In addition to giving players a better, more immersive experience, this allows game makers to differentiate their offerings. The high cost of the game franchise is a result of rising game production costs, which presents a challenge to the global e-sports live streams market.
The COVID-19 pandemic was positively impacted the Esports Live Streams market. Traditional sporting events were canceled or postponed due to extensive lockdowns and social distancing tactics, which increased demand for alternate types of entertainment. As viewers looked for competitive gaming content to fill the hole left by live sports, esports live streams profited from this increased demand. Moreover, to adhere to public health regulations, a large number of esports competitions and events that were formerly hosted in physical locations moved to online formats. This change put player, worker, and fan safety first, enabling esports companies to continue holding competitions. Consequently, there were more online esports competitions, which gave live streaming companies a consistent supply of material.
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The competitive landscape of the Esports Live Streams market is characterized by a diverse range of players competing to gain market share through product innovation, strategic partnerships, and aggressive marketing efforts
In March 2024, Hero MotoCorp and Publicis Play, the company's specialized gaming division in India, have partnered to present an on-ground gaming live broadcast event that will highlight the recently released Hero Xtreme 125R. The three-hour gaming event, according to the corporation, was broadcast live during the second Hero World 2024 event from Hero's Centre for Innovation & Technology in Jaipur, Rajasthan. The collaboration also reflects a same vision for excellence and innovation, with the goal of giving customers experiences they won't soon forget. The aspirational needs of Gen-Next clients in terms of mobility are met by the XTREME 125R.
Top Companies Market Share in Esports Live Streams Industry: (In no particular order of Rank)
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According to Cognitive Market Research, North America dominated the market in 2024 and accounted for around 40% of the global revenue. North America is known for its sophisticated population, extensive high-speed internet availability, and strong internet infrastructure. These elements provide the perfect setting for esports live stream consumption, guaranteeing viewers a seamless viewing experience.
Asia-Pacific stands out as the fastest-growing region in the Esports Live Streams market. In Asia Pacific, mobile games are quite popular. Mobile games like Honor of Kings (Arena of Valor), PUBG Mobile, and Mobile Legends: Bang Bang are the main focus of many esports competitions. The region's mobile esports live streams have a sizable viewership due to the accessibility of mobile gaming
The current report Scope analyzes Esports Live Streams 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
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According to Cognitive Market Research, the global Esports Live Streams market size was estimated at USD 2684.2 Million out of which North America held the major market of more than 40% of the global revenue with a market size of USD 1073.68 million in 2024 and will grow at a compound annual growth rate (CAGR) of 10.7% from 2024 to 2031. In North America, the Esports Live Streams market exhibits a promising landscape characterized by the growing established network infrastructure and presence of major esports events. Regional analysis reveals that the United States and Canada are the primary contributors to market growth, driven by the rising collaboration and growing investment. Segmentation analysis further highlights LOL, CS:GO, Dota, FIFA and Others growth at a rapid rate in the region, due to the rising investments in innovative technology. In conclusion, North America presents a lucrative market opportunity for Esports Live Streams manufacturers, driven by growing product launch and increasing investment in innovative technology and rising popularity of esports.
According to Cognitive Market Research, the global Esports Live Streams market size was estimated at USD 2684.2 Million out of which Europe held the market of more than 30% of the global revenue with a market size of USD 805.26 million in 2024 and will grow at a compound annual growth rate (CAGR) of 11.0% from 2024 to 2031. In Europe, the Esports Live Streams market presents a dynamic landscape characterized by high participation rate in esports. Regional analysis indicates that countries like Germany, the UK, and Russia are the key contributors to market growth, driven by factors such as a strong economy, increasing investments, and growing product launch. Segmentation analysis further highlights the adoption of different categories in the region, with FIFA is the dominant categories. In conclusion, Europe represents a lucrative market for Esports Live Streams manufacturers, driven by rising investment and rising product launch.
According to Cognitive Market Research, the global Esports Live Streams market size was estimated at USD 2684.2 Million out of which Asia Pacific held the market of around 23% of the global revenue with a market size of USD 617.37 million in 2024 and will grow at a compound annual growth rate (CAGR) of 14.5% from 2024 to 2031. In the Asia Pacific region, the Esports Live Streams market exhibits robust growth prospects driven by growing urbanization and rising poplarity of esports. Regional analysis indicates that countries such as China, Japan, South Korea, and India are key contributors to market expansion, with growing investment and increasing product launches. Segmentation analysis reveals a diverse range of type such as LOL, CS:GO, Dota, FIFA and Others to cater to different consumer bases. In conclusion, the Asia Pacific region presents immense growth opportunities for Esports Live Streams manufacturers, fueled by rising product launches and increasing popularity esports.
According to Cognitive Market Research, the global Esports Live Streams market size was estimated at USD 2684.2 Million out of which the Latin America market is more than 5% of the global revenue with a market size of USD 134.21 million in 2024 and will grow at a compound annual growth rate (CAGR) of 11.9% from 2024 to 2031. In Latin America, the Esports Live Streams market showcases promising growth prospects driven by rising product launches and growing technological advancements. Regional analysis indicates that countries like Brazil, Mexico, Argentina, and Chile are significant contributors to market growth, supported by growing investment. Segmentation analysis reveals a diverse range of type including LOL, CS:GO, Dota, FIFA and Others. In conclusion, Latin America presents significant growth opportunities for Esports Live Streams manufacturers, driven by favourable market conditions and increasing investment on innovative technology.
According to Cognitive Market Research, the global Esports Live Streams market size was estimated at USD 2684.2 Million out of which the Middle East and Africa held the major market of around 2% of the global revenue with a market size of USD 53.68 million in 2024 and will grow at a compound annual growth rate (CAGR) of 12.2% from 2024 to 2031. MEA the Esports Live Streams market showcases promising growth prospects driven by factors such as rising product launch and increasing investment in innovative technology. Segmentation analysis reveals a diverse range of types of Esports Live Streams in Middle East and Africa, including LOL, CS:GO, Dota, FIFA and Others. In conclusion, Middle East and Africa presents significant growth opportunities for Esports Live Streams manufacturers, driven by favourable market conditions and growing innovative product launch.
Global Esports Live Streams 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 Esports Live Streams Industry growth. Esports Live Streams market has been segmented with the help of its Type, Application , and others. Esports Live Streams 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, FIFA stands out as the dominating category. The integration of FIFA esports with conventional soccer clubs and organizations has grown. Numerous elite soccer teams have created esports sections or recruited FIFA players to compete on their behalf. This fusion of traditional sports and esports increases interest in live streaming and expands the reach of FIFA esports.
CS:GO type emerges as the fastest-growing category in the Esports Live Streams market. With multiple leagues and competitions run by both the game's creator, Valve Corporation, and independent organizers, CS:GO boasts a strong competitive scene. Top teams and players from all over the world go to major competitions like the Intel Extreme Masters (IEM), ESL Pro League, and the Valve-sponsored Majors, which draw huge crowds to esports live broadcasts.
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According to Cognitive Market Research, the dominating category is Age Between 20-40. People in the 20–40 age group are ideal esports live stream viewers because they are frequently tech-savvy and at ease on digital platforms. They probably watch their favorite esports events and content providers on Twitch, YouTube Gaming, and other streaming sites.
The fastest-growing category in the Esports Live Streams market is Age Below 20. Because they have grown up with technology and the internet as essential components of their life, younger viewers under the age of twenty are frequently referred to as "digital natives." They frequently consume digital information, including live streaming of esports, and are quite skilled at navigating internet platforms.
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Senior Research Analyst at Cognitive Market Research
Catering to tailored needs of clients in Consulting, Business Intelligence, Market Research, Forecasting, Matrix-Modeling, Data Analytics, Competitive Intelligence, Primary research and Consumer Insights.
Catering to tailored needs of clients in Consulting, Business Intelligence, Market Research, Forecasting, Matrix-Modelling, Data Analytics, Competitive Intelligence, Primary research and Consumer Insights. Experience in analyzing current trends, market demand, market assessment, growth indicators, competitors' strategy, etc. to help top management & investors to make strategic and tactical decisions in the form of market reports and presentations. Successfully delivered more than 500+ client & consulting assignments across verticals. Ability to work independently as well as with a team with confidence and ease.
I am committed to continuous learning and staying at the forefront of emerging trends in research and analytics. Regularly engaging in professional development opportunities, including workshops and conferences, keeps my skill set sharp and up-to-date. I spearheaded research initiatives focused on market trends and competitive landscapes. I have a proven track record of conducting thorough analyses, distilling key insights, and presenting findings in a way that resonates with diverse stakeholders. Through collaboration with cross-functional teams, I played a pivotal role in shaping business strategies rooted in robust research.
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:
Type | LOL, CS:GO, Dota, FIFA, Others |
Application | Age Below 20, Age Between 20-40, Age Higher Than 40 |
List of Competitors | ByteDance, Momo, Twitch, Tencent Music Entertainment (TME), YY, Douyu, Kuaishou, YouTube, Inke, Huajiao, Yizhibo (Weibo), Twitter (Periscope), Uplive, Mixer, Facebook, Instagram, Snapchat, Vimeo (Livestream), Bilibili |
This chapter will help you gain GLOBAL Market Analysis of Esports Live Streams. Further deep in this chapter, you will be able to review Global Esports Live Streams 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 Esports Live Streams. Further deep in this chapter, you will be able to review North America Esports Live Streams Market Split by various segments and Country Split.
Chapter 2 North America Market Analysis
This chapter will help you gain Europe Market Analysis of Esports Live Streams. Further deep in this chapter, you will be able to review Europe Esports Live Streams Market Split by various segments and Country Split.
Chapter 3 Europe Market Analysis
This chapter will help you gain Asia Pacific Market Analysis of Esports Live Streams. Further deep in this chapter, you will be able to review Asia Pacific Esports Live Streams 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 Esports Live Streams. Further deep in this chapter, you will be able to review South America Esports Live Streams 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 Esports Live Streams. Further deep in this chapter, you will be able to review Middle East Esports Live Streams 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 Esports Live Streams. Further deep in this chapter, you will be able to review Middle East Esports Live Streams 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 Esports Live Streams. 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.
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 Type Analysis 2019 -2031, will provide market size split by Type. 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 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 11 Market Split by Application Analysis 2021 - 2033
This chapter helps you understand the Key Takeaways and Analyst Point of View of the global Esports Live Streams market
Chapter 12 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 13 Research Methodology and Sources
Why LOL have a significant impact on Esports Live Streams market? |
What are the key factors affecting the LOL and CS:GO of Esports Live Streams Market? |
What is the CAGR/Growth Rate of Age Below 20 during the forecast period? |
By type, which segment accounted for largest share of the global Esports Live Streams Market? |
Which region is expected to dominate the global Esports Live Streams 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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