The global eSports Market size was exhibited at USD 4.9 billion in 2022 and is projected to hit around USD 37.23 billion by 2032, growing at a CAGR of 22.48% during the forecast period 2023 to 2032.
Key Pointers:
eSports Market Report Scope
Report Coverage |
Details |
Market Size in 2023 |
USD 6 Billion |
Market Size by 2032 |
USD 37.23 Billion |
Growth Rate From 2023 to 2032 |
CAGR of 22.48% |
Base Year |
2022 |
Forecast Period |
2023 to 2032 |
Segments Covered |
By Streaming Type, By Revenue Streams, and By Gaming Genre |
Market Analysis (Terms Used) |
Value (US$ Million/Billion) or (Volume/Units) |
Regional Scope |
North America; Europe; Asia Pacific; Central and South America; the Middle East and Africa |
Key Companies Profiled |
Tencent Holding Limited, Nintendo of America Inc., Valve Corporation, Activision Blizzard, Inc., Electronic Arts Inc., Gameloft SE, Modern Times Group (MTG), Gfinity plc, Allied Esports, Take-Two Interactive, Huya, Fragbite Group, and Others. |
Increasing live streaming of games, formidable investments, rising audience reach, engagement activities, and infrastructure for league tournaments are the factors influencing the market growth. The profitable opportunities created by increasing professionalization in the industry for influencers, gamers, event organizers, and game developers benefit the market. Millennials consider esports a professional career option, owing to the increasing popularity of gaming tournaments, one-to-one sponsorships, streaming revenues, and impressive international prize pools. Additionally, colleges and universities have started providing dedicated esports programs to develop skilled professionals.
Ohio State University, Becker College in Massachusetts, and Virginia's Shenandoah University provide the esports degree course. Additionally, more than 100 high schools in the U.S. are conducting esports programs and other games such as traditional soccer. Some institutes are also providing scholarships to the players to increase the growth of the course; theUniversity of California Irvine is giving scholarships to the top 6 players.
Fewer organizations and limited tournament infrastructure resulted in more minor revenue streams for teams and players and restricted the market growth.
However, Riot Games formed the League of Legends for the Europe and North America region, providing an organized format for the tournament. Later, Activision Blizzard, Inc. introduced the overwatch league, providing essential infrastructure and revenue for the esports competitions. Hence, the league model in the tournaments has established numerous revenue sources for the esports ecosystem, promoting overall industry growth.
Dota2, Fortnite, League of Legends, and Counterstrike: Overwatch and Global Offensive are the gaming industry leaders. The video gaming industry has evolved from a hobby to a professional career option. The tournaments are attracting investors, including celebrities and international brands, as sponsors due to the immense engagement of fans for esports tournaments.
Over the past few years, increasing views and fan base has created new growth avenues and resulted in increased investment. In recent years, investments in this industry have made considerable progress as the ecosystem provides various investment options across various subsectors. The market mainly attracts traditional venture capital firms, strategic investors, and private equity.
In 2020, the market experienced a total investment of USD 2 billion, a rise of 116% compared to 2019. The investments in the esports market are expected to increase during the forecasted period owing to the increasing number of franchise-style leagues and rising audience. Investors' growing interest is likely to result in the market's steady growth in the estimated period.
The free-to-play gaming model has been found effective, with considerable in-game microtransactions fueling the companies' revenue, consequently supporting the industry growth. The games in the free-to-play gaming model have become popular as they have no upfront costs, and the fees are charged for featured or additional content. Counter-Strike: Global Offensive, League of Legends, and Fortnite are some games that feature microtransactions. The free-to-play model has promoted diversity and helped to bring young gamers together in the esports ecosystem resulting growth of the overall gaming population. Microtransactions have played a crucial role in the esports market, ensuing the overall revenue growth of the esports market.
The COVID-19 pandemic has affected multiple elements of human lives and has affected various business sectors. Various leagues and tournaments were postponed and canceled owing to COVID-19. Some organizers hosted the event on virtual platforms as the stadiums were closed. During COVID-19, 8% of live events were canceled, 53% of events were moved to virtual platforms, 26% of events were rescheduled, and 13% of events went ahead as scheduled. The market experienced moderate growth under all these circumstances in 2020.
For instance, EPICENTER Major 2020, Combo Breaker, the Pokémon Championship Series, and many other tournaments were scheduled between March and May are canceled. The cancellation of events affected ticket sales and merchandising, resulting in a downward trend in the first half of 2020. Several other tournaments were postponed, such as ESL Americas Pro League, California Overwatch League, ESL One Rio 2020 Counter-Strike, and others. Most of the events shifted to online mode due to lockdowns and quarantine, resulting in higher viewership on streaming platforms. Due to ease of lockdown and restrictions, the market has experienced steady growth in 2022. The rise in the number of investments is anticipated to fuel the further development of the market.
Some of the prominent players in the eSports Market include:
Segments Covered in the Report
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2018 to 2032. For this study, Nova one advisor, Inc. has segmented the global eSports market.
By Streaming Type
By Revenue Streams
By Gaming Genre
By Region
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology (Premium Insights)
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on ESports Market
5.1. COVID-19 Landscape: ESports Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global ESports Market, By Streaming Type
8.1. ESports Market, by Streaming Type, 2023-2032
8.1.1 On demand
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Live
8.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global ESports Market, By Revenue Streams
9.1. ESports Market, by Revenue Streams, 2023-2032
9.1.1. Media Rights
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. Tickets and Merchandise
9.1.2.1. Market Revenue and Forecast (2020-2032)
9.1.3. Sponsorship
9.1.3.1. Market Revenue and Forecast (2020-2032)
9.1.4. Advertising
9.1.4.1. Market Revenue and Forecast (2020-2032)
9.1.5. Publisher Fees
9.1.5.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global ESports Market, By Gaming Genre
10.1. ESports Market, by Gaming Genre, 2023-2032
10.1.1. First Person Shooter Games
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Real-time Strategy Games
10.1.2.1. Market Revenue and Forecast (2020-2032)
10.1.3. Fighting Games Multiplayer
10.1.3.1. Market Revenue and Forecast (2020-2032)
10.1.4. Mass Multiplayer Online Role-playing Games
10.1.4.1. Market Revenue and Forecast (2020-2032)
10.1.5. Online Battle Arena Games
10.1.5.1. Market Revenue and Forecast (2020-2032)
10.1.6. Others
10.1.6.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global ESports Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.1.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.1.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.1.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.1.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2. Europe
11.2.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.2.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.2.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3. APAC
11.3.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.3.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.3.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4. MEA
11.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.6.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.6.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.4.7.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.4.7.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.4.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.5.4.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Streaming Type (2020-2032)
11.5.5.2. Market Revenue and Forecast, by Revenue Streams (2020-2032)
11.5.5.3. Market Revenue and Forecast, by Gaming Genre (2020-2032)
Chapter 12. Company Profiles
12.1. Tencent Holding Limited
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Nintendo of America Inc.
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Valve Corporation
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Activision Blizzard, Inc.
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Electronic Arts Inc.
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Gameloft SE
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Modern Times Group (MTG)
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. Gfinity plc
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Allied Esports
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Take-Two Interactive
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
Chapter 13. Research Methodology
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
Chapter 14. Appendix
14.1. About Us
14.2. Glossary of Terms