eSports Market Outlook from 2024 to 2034

The global eSports market size is assessed to be USD 5,104.13 million in 2024. By 2034, the market is forecast to reach USD 34,536.97 million. The market is expected to register an astounding CAGR of 21.1% over the forecast period.

The eSports industry is undergoing a tectonic shift. Key players, stakeholders, and investors can capitalize on the increasing popularity, expanding access to internet and gaming devices, and constructive policy framework to raise the market value of eSports in the next ten years. Stakeholders in the eSports ecosystem focus on delivering high-quality experiences to players to manifest a win-win situation and holistic benefits to all those who are participating.

Key Market Highlights

  • Increasing eSports competition organized at national and international levels is attracting many players to come forward and become a part of the tournament. This is expected to boost market growth.
  • The surging interest of gamers is contributing to a comprehensive change in the eSports ecosystem. Stakeholders are working in collaboration with key regulators, creating opportunities in the eSports market.
  • Key players are consciously tapping into the female players as the density of female players engaging in eSports is increasing across game genres.
Attributes Details
eSports Market Size (2024) USD 5,104.13 million
Forecasted eSports Industry Size (2034) USD 34,536.97 million
Projected CAGR (2024 to 2034) 21.1%

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eSports Market Trends and Opportunities

Attributes Details
Trends
  • Growing appeal of eSports among metro and non-metro global citizens. Gamers from metro cities come under the mid-core and hardcore gamers category, while those from non-metropolitan cities are crowding the eSports platforms for fun and enjoyment.
  • eSports platforms are observing that several gamers are making more in-app purchases than before. The subscription models are gaining significant patronage and this trend is propelling competitiveness and innovation by inspiring developers to come up with exciting experiences and engaging content for gamers.
  • In countries with rich cultural heritage like those in Latin America and Asia Pacific, the eSports industry is being shaped by strong cultural influence. Gamers in these countries show a high magnitude of inclination toward games that follow regional ethos and are anchored by ancient values.
  • Significant demand for games that stimulate well-being, health, and mindfulness among gamers.
Opportunities
  • Brands are finding eSports to be an attractive option to connect with young and empowered eSports players and audiences.
  • Increasing scope for premium streaming platforms to help online gaming businesses like Electronic Arts and Ubisoft by lowering gaming system expenses and storage space.

Restraints in the eSports Market

  • Regulatory challenges are prevalent in the market, which limits market expansion.
  • Uncertainties about eSports due to the growing misconception that it is gambling or a game of chance are followed by a ban by certain states.
  • The absence of regulatory clarity by industry nodal bodies is expected to restrict market growth.
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Country-wise Insights

Key growth drivers for eSports in North America include growth in youth audience, increasing investments, and surging collaborations between leading players. The regional growth is predicted to find more room for growth with investments running in for the franchised North America League of Legends Championship Series and Overwatch League.

Increasing athletes, leagues, streaming platforms, game developers, and TV networks are further expected to make eSports a multi-million-dollar industry in North America.

The market’s growth in Europe is predicted to be fast-paced owing to increasing collaborations between key players or with young eSports experts, educational institutions, and employers. Comparatively, the Asia Pacific market is expected to be driven at a higher CAGR, suggesting considerable potential for eSports businesses in the region. South Korea offers a standard infrastructure for players like gaming houses, trainers, chefs, and researchers.

Country CAGR (2024 to 2034)
United States 17.9%
Germany 20.5%
Japan 22.3%
China 21.6%
Australia 24.6%

Surging eSports Tournaments Boosting the Market in the United States

The total revenue of eSports companies and start-ups in the United States is projected to increase at a CAGR of 17.90% through 2034. The leading factors that are driving this growth are:

  • Frequent organization of several eSports tournaments by leading eSports companies headquartered in the United States
  • An obvious yet indispensable factor behind the prominence of eSports is the speedy connectivity in the country, way ahead of other countries. Post 5G data connection, the revenue of the eSports market in the country has soared.
  • Early adoption of the latest technologies by leading companies, allowing them a first-mover advantage.

Growing Support of Marketers Encouraging Growth in the German Market

The increasing interest of gamers in Germany is projected to propel the market at a CAGR of 20.50% through 2034. Common factors that are contributing to market growth are:

  • Rise in professional players, resulting in an upsurge of organized gaming competitions
  • Emerging opportunities for marketers to benefit from sponsorship revenues and advertising from organized esports tournaments
  • Surging investments by eSports companies in innovative new eSports platforms to raise their revenue and increase their customer base

Increasing Focus on the Domestic eSports League Brands in Japan

The eSports industry in Japan has expanded and has room for further development. New services and demand for eSports in Japan are predicted to soar at a CAGR of 22.30% through 2034, on account of:

  • Increasing opportunities for game software and associated product manufacturers, developers, designers, sports players, etc., in the Japanese economy.
  • Rising use of eSports by senior citizens for dementia prevention and health maintenance.
  • Surging investments to establish domestic eSports league brands.

Professional Gamers Grace the eSports Market in China

The rise of eSports in China is predicted to exhibit a phenomenal CAGR of 21.60% through 2034. The leading market propellers are as follows:

  • Increasing number of smartphones, expanding internet access, and the surging availability of cost-effective gaming devices in China
  • Mounting game downloads and increasing young generation
  • Intensifying concentration of professional gamers and communities

Market Stakeholders and Manufacturers in Australia to Gain Robust Returns

In Australia, the revenue forecast from eSports companies and start-ups is projected to register a CAGR of 24.6% through 2034. The leading market drivers for this growth are:

  • Increasing appeal for a high level of adaptability and versatility of eSports than regular sports
  • Rising tournaments of eSports in operations, scale, and frequency
  • Surging popularity of eSports with youth has made it an attractive option for brands to associate with young and empowered audiences

Category-wise Analysis

Platforms to Capture a Noteworthy Market Share

Attributes Details
Top Application Platform
Market Share in 2024 73.6%

The platform application segment is estimated to capture a market share of 73.60% in 2024. Key factors that are expected to propel the segment’s growth are as follows:

  • Increasing interest in the social element of gameplay and live coverage
  • Surging demand for direct links between fans and athletes/ teams via video gaming-specific streaming platforms, such as YouTube Gaming and Twitch
  • Gaming platforms like YouTube Gaming, Twitch, and Nimo TV host various tournaments, and provide live streaming of matches that offer news and updates, and even allow viewers to engage with each other as well as their favorite players. Thus, propelling users to come back for more due to this convenience.

Live Segment to Possess a Leading Value Share in the eSports Market

Attributes Details
Top Streaming Type Live
Market Share in 2024 60.3%

The live segment is predicted to occupy a value share of 60.30% of the market in 2024. The segment is driven by several factors:

  • The thrill of live competition, driven by unpredictability and a unique level of excitement, is increasing viewership for the same. Viewers enjoy the shared experience as they root for their favorite players and teams.
  • Increasing investments by eSports tournament organizers in more live events are developing an entertaining and immersive experience for spectators. This combines professional casting and analysis, high-end production values, and even in-person activations.
  • Surging viewership of eSports on mobiles is resulting in game developers designing mobile games for faster-paced, shorter matches that are adjusted for live viewing. The live streaming of mobile eSports is an important way for fans to view and enjoy these competitions.

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Competitive Strategies Adopted by Leading Players to Increase Their Revenue

Key players are collaborating with popular gamer influencers to increase their brand presence. Industry leaders are forming alliances with educational institutes to nurture the next generation of professionals and game developers.

Video game developers are working with brands to develop custom content to increase the revenue volume. Key players are focusing on an emerging segment of female gamers.

Latest Developments in the eSports Market

  • In January 2024, Krafton India launched a new podcast video that features eSports personalities, to share information on the upcoming BGMI update. The latest 3.0 update of the BGMI is going to feature different new items, graphic overhauls, features, and remodeling of core areas on the map. This significant update is also going to launch new aspects of the gameplay and upgrade multiple weapons.
  • In January 2024, Mobile Legends Bang Bang reportedly entered the eSports World Cup (EWC) 2024. This tournament entails a series of eSports titles.
  • SEG Esports, Inc. collaborated with Adamas Esports, Inc. in June of 2021 to elevate its services and provide customers with a 360° perspective. Sports psychology, training in physical and emotional growth, and performance coaching are the leading areas of focus.
  • In April 2021, Rollic, Inc. acquired Uncosoft, Inc. to increase in-house production in Turkey and expand its mobile gaming portfolio via creative game design to reach millions of gamers.

Key Players in the eSports Market

  • Electronic Arts
  • Riot Games
  • Tencent
  • Activision Blizzard, Inc.
  • Microsoft
  • Google
  • Valve Corporation
  • Modern Times Group (MTG)
  • Others

Key Segments in the eSports Market Report

By Application:

  • Platform
  • Service

By Streaming Type:

  • On-demand
  • Live

By Device Type:

  • Smartphone
  • Smart TV
  • Desktop
  • Laptop
  • Tablets
  • Gaming Console

By Revenue Stream:

  • Media rights
  • Game publisher fee
  • Sponsorship
  • Digital advertisement
  • Tickets and merchandise

By Region:

  • North America
  • Latin America
  • Europe
  • Asia Pacific
  • Middle East and Africa

Frequently Asked Questions

How Big is the eSports Market?

The eSports market is estimated to be valued at USD 5,104.13 million in 2024.

What is the Forecasted Valuation of the eSports Market?

The eSports market size is forecasted to surpass USD 34,536.97 million by 2034.

What is the Projected CAGR for the eSports Industry?

The eSports industry is projected to register a CAGR of 21.1% through 2034.

Which are the Leading Companies in the Market?

Electronic Arts, Riot Games, and Tencent are some of the leading companies in the eSports industry.

Which Regional Market is Projected to Grow Significantly Over the Forecast Period?

The Asia Pacific is expected to make a significant contribution to the overall market growth.

Table of Content
  • 1. Executive Summary
  • 2. Market Overview
  • 3. Market Background
  • 4. Global Market Analysis 2019 to 2023 and Forecast, 2024 to 2034
  • 5. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Application
    • 5.1. Platform
    • 5.2. Service
  • 6. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Streaming Type
    • 6.1. On-Demand
    • 6.2. Live
  • 7. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Device Type
    • 7.1. Smartphone
    • 7.2. Smart TV
    • 7.3. Desktop
    • 7.4. Laptop
    • 7.5. Tablets
    • 7.6. Gaming Console
  • 8. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Revenue Stream
    • 8.1. Media Rights
    • 8.2. Game Publisher Fee
    • 8.3. Sponsorship
    • 8.4. Digital Advertisement
    • 8.5. Tickets and Merchandise
  • 9. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Region
    • 9.1. North America
    • 9.2. Latin America
    • 9.3. Western Europe
    • 9.4. Eastern Europe
    • 9.5. South Asia and Pacific
    • 9.6. East Asia
    • 9.7. Middle East and Africa
  • 10. North America Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
  • 11. Latin America Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
  • 12. Western Europe Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
  • 13. Eastern Europe Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
  • 14. South Asia and Pacific Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
  • 15. East Asia Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
  • 16. Middle East and Africa Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
  • 17. Key Countries Market Analysis
  • 18. Market Structure Analysis
  • 19. Competition Analysis
    • 19.1. Electronic Arts Inc.
    • 19.2. Riot Games
    • 19.3. Tencent Holding Limited
    • 19.4. Activision Blizzard, Inc.
    • 19.5. Microsoft
    • 19.6. Google
    • 19.7. Valve Corporation
    • 19.8. Modern Times Group (MTG)
    • 19.9. NVIDIA Corporation
    • 19.10. HTC Corporation
  • 20. Assumptions & Acronyms Used
  • 21. Research Methodology
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