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THE GLOBAL ESPORTS MARKET SIZE IS EXPECTED TO REACH USD 5.17 BILLION BY 2029 FROM USD 1.96 BILLION IN 2023, GROWING AT A CAGR OF 17.48% DURING THE FORECAST PERIOD.
The Esports Market Trends, Size, Share Analysis Report By
- Revenue: Sponsorships, Advertisements, Media Rights, Game Publisher Fee, and Merchandise & Tickets
- Game: Multiplayer Online Battle Arena (MOBA), Player versus Player (PvP), First-person shooter (FPS), Real-Time Strategy (RTS), and Massive Multiplayer Online Game (MMOG)
- Platform: Console, PC, and Mobile & Tablets
- Geography: North America, Europe, APAC, Latin America, and Middle East & Africa
Industry Analysis Report, Regional Outlook, Growth Potential, Price Trends, Competitive Market Share & Forecast 2024–2029.
This report includes market data points, ranging from trend
analyses to market estimates & forecasts that you can customize
GLOBAL ESPORTS MARKET REPORT SCOPE
REPORT ATTRIBUTE | DETAILS |
---|---|
Market Size (2029) | USD 5.17 Billion |
Market Size (2023) | USD 1.96 Billion |
CAGR (2023-2029) | 17.48% |
HISTORIC YEAR | 2020-2022 |
BASE YEAR | 2023 |
FORECAST YEAR | 2024-2029 |
SEGMENTS BY | Revenue, Game, Platform, and Geography |
GEOGRAPHIC ANALYSIS | North America, Europe, APAC, Latin America, and Middle East & Africa |
KEY PLAYERS | Electronic Arts Inc., ESL FACEIT Group, Microsoft, Sony Group Corporation, Take-Two Interactive Software, and Tencent |
The global esports market was valued at USD 1.96 billion in 2023 and is projected to reach USD 5.17 billion by 2029, growing at a CAGR of 17.48% during the forecast period. This remarkable growth is driven by factors such as rising internet penetration, the proliferation of online gaming platforms, and the increasing popularity of structured esports leagues and tournaments. Government support and educational initiatives are further legitimizing esports as a career option, propelling its global appeal.
ESPORTS MARKET TRENDS & OPPORTUNITIES
Growing Popularity Among Gen Z and Millennials
Competitive gaming has surged in popularity, particularly among Generation Z and Millennials, who form the backbone of esports audiences. Major events like the League of Legends World Championships attract millions of spectators worldwide, with star-studded performances by artists like Imagine Dragons and Lil Nas X. Also, marketers value this tech-savvy demographic for its high engagement but also face challenges such as AdBlock usage and ad-blindness. Countries like Spain and Italy demonstrate significant esports activity, driven by high adoption of digital trends and increased media coverage, leading to heightened awareness and market growth.
Adoption of Digitization
The shift to digital platforms has transformed esports into a global phenomenon. The booming digital economy, bolstered by increasing smartphone shipments and enhanced internet access, has created an environment ripe for growth. These advancements have fostered higher viewership, engagement, and player participation, propelling esports into the mainstream entertainment landscape.
INDUSTRY CHALLENGES
Fraudulent Activity
As esports grows, so does its exposure to fraudulent activities. Incidents like the E-Nugget gaming fraud in Kolkata (India) in 2024 highlight vulnerabilities in the digital ecosystem. The fraud involved over ₹90 crore ($10.9 million) in frozen accounts, eroding investor trust and necessitating stricter regulatory oversight. To maintain confidence, the industry must prioritize data privacy, transparency, and robust anti-fraud mechanisms.
SNAPSHOT
The global esports market size is expected to grow at a CAGR of approximately 17.48% from 2023 to 2029.
The following factors are likely to contribute to the growth of the global esports market during the forecast period:
- Adoption of Digitization
- Government investment in Esports
- E-Sports as a Growing Career Option
Base Year: 2023
Forecast Year: 2024-2029
The report considers the present scenario of the global esports market and its market dynamics for 2024−2029. It covers a detailed overview of several market growth enablers, restraints, and trends. The study covers both the demand and supply sides of the industry. It also profiles and analyzes leading companies and several other prominent companies operating in the industry.
Key Company Profiles
- Electronic Arts Inc.
- Business Overview
- Product Offerings
- Key Strategies
- Key Strengths
- Key Opportunities
- ESL FACEIT Group
- Microsoft
- Sony Group Corporation
- Take-Two Interactive Software
- Tencent
Other Prominent Vendors
- 100 Thieves
- Business Overview
- Product Offerings
- Aksys Games
- Bandai Namco Entertainment
- Capcom
- Cloud9 Esports
- Crytek
- Deep Silver
- Fnatic Ltd
- Frenzy Arena
- G ESPORTS HOLDING
- GAIMIN GLADIATORS
- Gameforge
- Com2uS Holdings
- Gen.G Esports
- Hi-Rez Studios
- HUYA Inc.
- Kabam
- Karmine Corp
- Kinguin.net
- Konami Holdings Corporation
- NCSoft
- Neowiz Games
- Nintendo
- Nival
- NRG
- Sega
- SK Telecom CS T1 Co
- Space Station Gaming
- Super Evil Megacorp
- Talon Esports
- Twitch Interactive
- Valve Corporation
- Wargaming Group Limited
Segmentation by Revenue
- Sponsorships
- Advertisements
- Media Rights
- Game Publisher Fee
- Merchandise & Tickets
Segmentation by Game
- Multiplayer Online Battle Arena (MOBA)
- Player versus Player (PvP)
- First-person shooter (FPS)
- Real-Time Strategy (RTS)
- Massive Multiplayer Online Game (MMOG)
Segmentation by Platform
- Console
- PC
- Mobile & Tablets
Segmentation by Geography
- North America
- The U.S.
- Canada
- APAC
- China
- South Korea
- Japan
- India
- Australia
- Vietnam
- Europe
- The U.K.
- France
- Germany
- Italy
- Poland
- Spain
- Sweden
- Latin America
- Brazil
- Mexico
- Argentina
- Chile
- Middle East & Africa
- UAE
- Saudi Arabia
- South Africa
- Egypt
Frequently Asked Questions
What is the growth rate of the global esports market?
Which region dominates the global esports market share?
How big is the global esports market?
What are the significant trends in the global esports market?
Who are the key players in the global esports market?
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Frequently Asked Questions
What is the growth rate of the global esports market?
Which region dominates the global esports market share?
How big is the global esports market?
What are the significant trends in the global esports market?
Who are the key players in the global esports market?