Product Code: GVR-4-68038-647-9
Esports Market Growth & Trends:
The global esports market size is estimated to reach USD 7.46 billion by 2030, registering a CAGR of 23.1% from 2025 to 2030, according to a new report by Grand View Research, Inc. The increasing mobile usage in emerging countries, rising awareness regarding Esports, and increasing popularity of video games are expected to fuel the market growth in the forecasted period.
Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers. The increasing investments from commercial partners and substantial audience growth have resulted in revenue growth in the esports market. The industry has become more structured, with associations and league formats developing new competitive structures. Moreover, the growing partnerships, acquisitions, and mergers have projected strong growth in the esports market.
Streaming platforms, such as Twitch, have attracted viewers by streaming esports and gaming. The esports tournaments have fascinated athletes and celebrities and have drawn a broad audience's attention. Additionally, esports and gaming make it easy to draw the attention of enthusiastic and young viewers who are hard to reach through traditional media channels. The ability to grab the attention of the young and enthusiastic audience has attracted many brands to invest in esports events through sponsorships and advertising. The interest of investors has increased with the centralization of an Esports team, rising audience, and the introduction of a more franchise-style league. The rising interest of brands in esports teams to reach potential customers is expected to drive market growth in the forecasted period.
In addition to sponsorship, ticket sales, and merchandise are essential revenue segments that drive the esports market's growth. The franchisee is focusing on hosting local events that include fans in stadiums, generating significant revenue, and thus contributing to the further development of the esports market. The Esports apparel market has witnessed substantial growth due to a growing fanbase, league-level merchandise deals, and increased retail presence. The esports teams no longer have to rely on winning competitions as teams can independently sell their merchandise to their fans. For instance, in July 2023, Ralph Lauren partnered as the apparel partner for G2 Esports. One of G2 Esports' famous players, Martin' Rekkles' Larsson, was featured in Ralph Lauren's Wimbledon Campaign. G2 and Ralph Lauren partnered across several campaigns and events and produced a range of digital-first activations on Twitch and TikTok.
Esports Market Report Highlights:
- League game and franchise formats are projected to extend the horizon of the esports market throughout the forecast period, consequently promoting industry growth.
- Mobile Esports is anticipated to make substantial gains resulting in increased viewership in the upcoming years.
- By revenue source, the sponsorship segment held the largest share of more than 40% in 2024. The major brands are establishing long-term sponsorship partnerships with leading brands such as ESL, which suggests the high growth of the sponsorship segment during the forecast period.
- The live streaming segment accounted for the largest market share in 2024, driven by increasing demand for real-time esports content, enhanced viewer interaction, and substantial investments in streaming infrastructure.
- The Asia Pacific region is expected to grow at a fastest CAGR over the forecasted period. Countries such as China and South Korea are anticipated to play a vital role in developing the esports ecosystem in the region.
Table of Contents
Chapter 1. Methodology and Scope
- 1.1. Market Segmentation and Scope
- 1.2. Market Definitions
- 1.2.1. Information analysis
- 1.2.2. Market formulation & data visualization
- 1.2.3. Data validation & publishing
- 1.3. Research Scope and Assumptions
- 1.3.1. List of Data Sources
Chapter 2. Executive Summary
- 2.1. Market Outlook
- 2.2. Segment Outlook
- 2.3. Competitive Insights
Chapter 3. Esports Market Variables, Trends, & Scope
- 3.1. Market Lineage Outlook
- 3.2. Market Dynamics
- 3.2.1. Market Driver Analysis
- 3.2.2. Market Restraint Analysis
- 3.2.3. Deployment Challenge
- 3.3. Esports Market Analysis Tools
- 3.3.1. Deployment Analysis - Porter's
- 3.3.1.1. Bargaining power of the suppliers
- 3.3.1.2. Bargaining power of the buyers
- 3.3.1.3. Threats of substitution
- 3.3.1.4. Threats from new entrants
- 3.3.1.5. Competitive rivalry
- 3.3.2. PESTEL Analysis
- 3.3.2.1. Political landscape
- 3.3.2.2. Economic and social landscape
- 3.3.2.3. Technological landscape
Chapter 4. Esports Market: Revenue Source Estimates & Trend Analysis
- 4.1. Segment Dashboard
- 4.2. Esports Market: Revenue Source Movement Analysis, 2024 & 2030 (USD Million)
- 4.2.1. Sponsorships
- 4.2.1.1. Sponsorships Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.2.2. Advertising
- 4.2.2.1. Advertising Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.2.3. Merchandise & Tickets
- 4.2.3.1. Merchandise & Tickets Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.2.4. Publisher Fees
- 4.2.4.1. Publisher Fees Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.2.5. Media Rights
- 4.2.5.1. Media Rights Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 5. Esports Market: Streaming Estimates & Trend Analysis
- 5.1. Segment Dashboard
- 5.2. Esports Market: Streaming Movement Analysis, 2024 & 2030 (USD Million)
- 5.3. On-demand
- 5.3.1. On-demand Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.4. Live Streaming
- 5.4.1. Live Streaming Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 6. Esports Market: Regional Estimates & Trend Analysis
- 6.1. Esports Market by Region, 2024 & 2030
- 6.2. North America
- 6.2.1. North America Esports Market Estimates & Forecasts, 2018 - 2030 (USD Million)
- 6.2.2. U.S.
- 6.2.2.1. Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.2.3. Canada
- 6.2.3.1. Canada Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.2.4. Mexico
- 6.2.4.1. Mexico Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3. Europe
- 6.3.1. Europe Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3.2. UK
- 6.3.2.1. UK Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3.3. Germany
- 6.3.3.1. Germany Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3.4. France
- 6.3.4.1. France Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4. Asia Pacific
- 6.4.1. Asia Pacific Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.2. China
- 6.4.2.1. China Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.3. Japan
- 6.4.3.1. Japan Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.4. India
- 6.4.4.1. India Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.5. South Korea
- 6.4.5.1. South Korea Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.6. Australia
- 6.4.6.1. Australia Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.5. Latin America
- 6.5.1. Latin America Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.5.2. Brazil
- 6.5.2.1. Brazil Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6. Middle East and Africa
- 6.6.1. Middle East and Africa Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6.2. UAE
- 6.6.2.1. UAE Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6.3. Saudi Arabia
- 6.6.3.1. Saudi Arabia Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6.4. South Africa
- 6.6.4.1. South Africa Esports Market Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 7. Competitive Landscape
- 7.1. Company Categorization
- 7.2. Company Market Positioning
- 7.3. Company Heat Map Analysis
- 7.4. Company Profiles/Listing
- 7.4.1. Activision Blizzard, Inc.
- 7.4.1.1. Participant's Overview
- 7.4.1.2. Financial Performance
- 7.4.1.3. Service Benchmarking
- 7.4.1.4. Strategic Initiatives
- 7.4.2. Electronic Arts Inc.
- 7.4.2.1. Participant's Overview
- 7.4.2.2. Financial Performance
- 7.4.2.3. Service Benchmarking
- 7.4.2.4. Strategic Initiatives
- 7.4.3. Gameloft SE
- 7.4.3.1. Participant's Overview
- 7.4.3.2. Financial Performance
- 7.4.3.3. Service Benchmarking
- 7.4.3.4. Strategic Initiatives
- 7.4.4. HTC Corporation
- 7.4.4.1. Participant's Overview
- 7.4.4.2. Financial Performance
- 7.4.4.3. Service Benchmarking
- 7.4.4.4. Strategic Initiatives
- 7.4.5. Intel Corporation
- 7.4.5.1. Participant's Overview
- 7.4.5.2. Financial Performance
- 7.4.5.3. Service Benchmarking
- 7.4.5.4. Strategic Initiatives
- 7.4.6. Modern Times Group (MTG)
- 7.4.6.1. Participant's Overview
- 7.4.6.2. Financial Performance
- 7.4.6.3. Service Benchmarking
- 7.4.6.4. Strategic Initiatives
- 7.4.7. Nintendo of America Inc.
- 7.4.7.1. Participant's Overview
- 7.4.7.2. Financial Performance
- 7.4.7.3. Service Benchmarking
- 7.4.7.4. Strategic Initiatives
- 7.4.8. NVIDIA Corporation
- 7.4.8.1. Participant's Overview
- 7.4.8.2. Financial Performance
- 7.4.8.3. Service Benchmarking
- 7.4.8.4. Strategic Initiatives
- 7.4.9. Tencent Holding Limited
- 7.4.9.1. Participant's Overview
- 7.4.9.2. Financial Performance
- 7.4.9.3. Service Benchmarking
- 7.4.9.4. Strategic Initiatives
- 7.4.10. Valve Corporation
- 7.4.10.1. Participant's Overview
- 7.4.10.2. Financial Performance
- 7.4.10.3. Service Benchmarking
- 7.4.10.4. Strategic Initiatives
- 7.4.11. Cloud9 Esports
- 7.4.11.1. Participant's Overview
- 7.4.11.2. Financial Performance
- 7.4.11.3. Service Benchmarking
- 7.4.11.4. Strategic Initiatives
- 7.4.12. G Esports Holding GmbH.
- 7.4.12.1. Participant's Overview
- 7.4.12.2. Financial Performance
- 7.4.12.3. Service Benchmarking
- 7.4.12.4. Strategic Initiatives