Esports Market, By Streaming Type (Live and On-demand), By Revenue Streaming (Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, and Others), By Gaming Genre (Real-Time Strategy Games, First Person Shooter Games, Fighting Games, Multiplayer Online Battle Arena Games, Mass Multiplayer Online Role-Playing Games, and Others), and region (North America, Europe, Asia-Pacific, Middle East and Africa and South America).
The global Esports Market size was estimated at USD 1.7 billion in 2023 and is projected to reach USD 3.2 billion in 2030 at a CAGR of 17.8% during the forecast period 2024-2030.
The esports market is experiencing robust growth driven by several key factors, including increasing live streaming of games, significant investments, and enhanced audience engagement activities. The professionalization of the industry has created lucrative opportunities for influencers, gamers, event organizers, and game developers, attracting a diverse range of participants. Millennials increasingly view esports as a viable career, propelled by the popularity of gaming tournaments, sponsorships, and substantial prize pools. Institutions like Ohio State University and Shenandoah University now offer dedicated esports programs, while over 100 U.S. high schools have adopted esports curricula and scholarships to support aspiring players.
Despite challenges, such as limited tournament infrastructure and fewer organizations, notable initiatives like Riot Games' League of Legends and Activision Blizzard's Overwatch League have established structured formats that foster revenue growth within the esports ecosystem. Leading titles like Dota 2, Fortnite, League of Legends, and Counter-Strike: Global Offensive dominate the market, attracting investors, including celebrities and major brands, due to their immense fan engagement.
Recent trends indicate a surge in investments across various subsectors of the esports industry, attracting venture capital, strategic investors, and private equity. The free-to-play gaming model, featuring in-game microtransactions, has proven effective, driving revenue while making games more accessible. This model has also fostered diversity and engagement within the gaming community, significantly expanding the player base.
The COVID-19 pandemic posed challenges, leading to the cancellation and postponement of numerous events. However, many organizers successfully transitioned to virtual platforms, resulting in increased viewership. As restrictions eased, the market rebounded, and ongoing investments are expected to propel further development in the esports sector, solidifying its status as a mainstream entertainment industry.
The esports market is on an upward trajectory, driven by growing investments, increased audience engagement, and a burgeoning professional landscape. With millennials viewing esports as a legitimate career path, fueled by popular tournaments and lucrative sponsorships, the sector is attracting significant talent and investment. Educational institutions, from high schools to universities, are establishing dedicated esports programs, enhancing skill development and further legitimizing the industry. Initiatives like Riot Games' League of Legends and Activision Blizzard's Overwatch League have created structured formats that provide essential infrastructure and revenue streams, bolstering market growth. Moreover, the adoption of the free-to-play model, which incorporates in-game microtransactions, has democratized access to gaming while generating substantial revenue. Despite setbacks from the COVID-19 pandemic, which led to event cancellations, the shift to virtual platforms resulted in increased viewership and engagement. As the industry rebounds, the continued rise of streaming services and investment from both traditional venture capitalists and strategic investors will likely propel the esports market to new heights. Overall, the future looks promising, as esports evolves into a mainstream entertainment powerhouse, attracting diverse audiences and expanding its global footprint.
North America to Dominate the Market
North America held the largest esports market share fueled by a significant number of online gamers and a thriving competitive landscape. This region is home to leading organizations such as Activision Blizzard, Riot Games, and X1 Esports, which are actively investing in research and development to innovate and enhance user experiences. The high engagement levels among gamers and the continuous growth of streaming platforms contribute to the region's dominance. Additionally, the focus on improving game quality and fan engagement through advanced technologies ensures that North America remains a key player in the expanding esports market.
Report Feature |
Descriptions |
---|---|
Growth Rate |
CAGR of 17.8% during the forecasting period, 2024-2030 |
Historical Data |
2020-2022 |
Forecast Years |
2024-2030 |
Base Year |
2023 |
Units Considered |
Revenue in USD billion and CAGR from 2024 to 2030 |
Report Segmentation |
Streaming Type, Activity, Revenue Streaming, Gaming Genre, Distribution, and Region. |
Report Attribute |
Market Revenue Sizing (Global, Regional and Country Level) Company Share Analysis, Market Dynamics, Company Profiling |
Regional Level Scope |
North America, Europe, Asia-Pacific, South America, and Middle East, and Africa |
Country Level Scope |
U.S., Japan, Germany, U.K., China, India, Brazil, UAE, and South Africa (50+ Countries Across the Globe) |
Companies Profiled |
Activision Blizzard, Inc., Riot Games, Inc., Electronic Arts (EA), Tencent Holdings Ltd., Valve Corporation, Epic Games, Ubisoft Entertainment S.A., Take-Two Interactive, Bandai Namco Entertainment, Microsoft (Xbox), Twitch Interactive, Inc., ESL Gaming GmbH, Overwatch League (Activision Blizzard), Fnatic, Team SoloMid (TSM) |
Available Customization |
In addition to the market data for the Esports Market, Delvens offers client-centric reports customized according to the company’s specific demand and requirements. |
The Esports Market is segmented into various segments such as Streaming Type, Activity, Revenue Streaming, Gaming Genre, Distribution, and Region.
Based on Streaming Type
Based on the Revenue Streaming
Based on the Gaming Genre
Based on Distribution
Based on region
The prominent players in the Esports Market are