Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Games (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Region 2025-2033

Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Games (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Region 2025-2033

Report Format: PDF+Excel | Report ID: SR112024A4746
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Esports Market Size:

The global esports market size reached USD 2.1 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 10.1 Billion by 2033, exhibiting a growth rate (CAGR) of 17.05% during 2025-2033. The market is primarily driven by rising internet penetration, significant innovations in gaming technology, increasing popularity of live-streaming platforms, and favorable investments from sponsors and advertisers.

Report Attribute 
Key Statistics
Base Year
2024
Forecast Years
2025-2033
Historical Years
2019-2024
Market Size in 2024
USD 2.1 Billion
Market Forecast in 2033
USD 10.1 Billion
Market Growth Rate 2025-2033 17.05%


Esports Market Analysis:

  • Major Market Drivers: The Esports market growth is driven by rising global internet penetration and proliferation of smartphones, enabling wider access to online gaming. Moreover, significant investments from key brands and advertisers improve financial visibility and professional opportunities within the industry. The growing organization of leagues and tournaments further attracts substantial viewership and participation, thus propelling market growth.
  • Key Market Trends: Some of the key trends shaping the Esports market outlook involve the rising popularity of mobile gaming, which expands the audience base due to its accessibility. The widespread integration of virtual and augmented reality (VR/AR) improves the gaming experience, making it more immersive. Besides this, the rise of live-streaming platforms fosters community engagement and real-time interaction, driving higher viewer participation and monetization opportunities for players and sponsors, which, in turn, is impacting the esports market forecast positively.
  • Geographical Trends: Asia Pacific leads the market owing to its large and young population, high internet penetration rates, and strong cultural affinity for gaming. Countries such as China and South Korea house well-established gaming infrastructures and host some of the world’s largest Esports tournaments. The market is further propelled by favorable government support and investment in digital infrastructure that have attracted global Esports companies and fostered a vibrant competitive landscape.
  • Competitive Landscape: Some of the major market players in the Esports industry include Activision Blizzard Inc., Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., FACEIT, Gameloft SE (Vivendi SE), Gfinity PLC, Intel Corporation, Modern Times Group, Nintendo Co. Ltd., NVIDIA Corporation, Riot Games Inc., Valve Corporation, and Zynga Inc., among many others.
  • Challenges and Opportunities: Opportunities in the Esports market include expanding into emerging markets, enhancing player and audience engagement through technological advancements, and leveraging sponsorship and advertising revenues. Challenges involve addressing issues like cyber threats, ensuring fair play and integrity in competitions, and managing the mental and physical health of professional gamers. Balancing rapid growth with sustainable practices and regulatory compliance also poses significant challenges.
     

Esports Market

Esports Market Trends:

Increasing Internet Penetration

The rapid penetration of internet and increasing accessibility to high-speed internet globally facilitates the growth of online gaming communities and tournaments. For instance, in 2024, 5.35 billion people, representing 66.2 percent of the global population, are using the internet. Over the past year, the number of internet users has increased by 1.8 percent, with 97 million individuals going online for the first time in 2023. As the internet's capabilities evolve and adapt to people’s lifestyles, the number of users is expected to set to rise rapidly. High-speed internet connections enable seamless streaming and competitive gameplay, attracting more participants and viewers to the Esports ecosystem.

Rising Investments from Sponsors and Advertisers

Significant financial support from major brands and advertisers boosts the professional Esports landscape. This investment funds tournament prizes, player salaries, and infrastructure development, making Esports a lucrative career option and enhancing its visibility and credibility. For instance, in June 2024, the International Olympic Committee (IOC) proposed the inclusion of Esports in the global sporting community through the "Olympic Esports Games." This proposal will be discussed at the 142nd IOC Session during the Paris 2024 Olympics. Esports made its debut as an official medal sport at the Asian Games 2022 in Hangzhou. Such significant events aids in substantially increasing the esports market value around the globe.

Growing Recognition of Esports as a Legitimate Sport

The growing acceptance of Esports as a competitive sport with organized leagues and tournaments drives the esports demand and its immense popularity. This recognition has led to the formation of structured competitions that attract both participants and spectators. For instance, in July 2024, Skyesports hosted India's first LAN tournament, the Finals Esports Revolution Showdown, in Chennai. The successful execution of such high-profile events showcases the professionalization of Esports, drawing significant media coverage and increasing viewer engagement. This, in turn, legitimizes Esports as a mainstream entertainment and professional avenue, further fueling market expansion. For instance, in April 2024, NODWIN Gaming announced its partnership with the Global Esports Federation (GEF) to become the Portfolio Management Company (PMC) for key emerging markets in South and Central Asia, Africa, the Middle East, and parts of Southeast Asia. This collaboration aims to drive the growth of gaming and esports globally, leveraging NODWIN Gaming's expertise and leadership in these regions. The agreement marks a significant milestone in NODWIN's efforts to expand its influence and promote esports development worldwide, which, in turn, is expected to boost the esports market revenue.

Esports Market Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the global, regional, and country levels for 2025-2033. Our report has categorized the market based on revenue model, platform, and games.

Breakup by Revenue Model:

Esports Market By Revenue Model

  • Media Rights
  • Advertising and Sponsorships
  • Merchandise and Tickets
  • Others
     

Advertising and sponsorships account for the majority of the market share

The report has provided a detailed breakup and analysis of the market based on the revenue model. This includes media rights, advertising and sponsorships, merchandise and tickets, and others. According to the report, advertising and sponsorships represented the largest segment.

Advertising and sponsorships account for the majority of the Esports market share as they provide significant financial support and visibility for events and players. Brands invest heavily in Esports to reach a young, engaged audience through event sponsorships, team partnerships, and in-game advertisements. These investments fund tournaments, player salaries, and promotional activities, driving the industry's growth. The high viewership and fan engagement in Esports make it an attractive platform for advertisers seeking to connect with a tech-savvy demographic.

For instance, in June 2024, KFC India partnered with Krafton India, the creators of Battlegrounds Mobile India (BGMI), to offer exclusive in-game rewards. This collaboration introduces the "Winner Winner Chicken Lunch" promotion, providing BGMI players with in-game rewards when they purchase a KFC Zinger Box. The initiative targets the growing popularity of gaming among young Indians, a demographic expected to reach 750 million users by 2025. Such initiatives prove to be crucial for positively influencing the esports market dynamics.

Breakup by Platform:

  • PC-based Esports
  • Consoles-based Esports
  • Mobile and Tablets
     

A detailed breakup and analysis of the market based on the platform have also been provided in the report. This includes PC-based Esports, consoles-based Esports, and mobile and tablets.

PC-based Esports are driven by the advanced capabilities of personal computers, offering superior graphics, processing power, and customization options that enhance the gaming experience. The popularity of titles, along with high-speed internet and powerful hardware support competitive play and live streaming, attracting professional gamers and audiences. Additionally, the established infrastructure of PC gaming facilitates community engagement and tournament organization, thus favoring the market growth. The continuous innovation in PC hardware and peripherals also propels this segment's growth, catering to both casual and professional gamers.

Consoles-based Esports are propelled by the widespread accessibility and user-friendly nature of gaming consoles like PlayStation and Xbox. These platforms offer a seamless gaming experience with standardized hardware, ensuring consistent performance across different games. Moreover, the integration of consoles with live streaming services and social media enhances viewer engagement and monetization opportunities. Moreover, exclusive game releases and partnerships with major gaming events and leagues drive the popularity and market growth of console-based Esports.

According to the global Esports market insights, the trend of increasing penetration of smartphones and tablets, making gaming accessible to a broader audience, is primarily driving the mobile and tablet segment as the convenience and portability of mobile devices enable gaming anytime and anywhere, attracting casual and competitive gamers alike. Besides this, the lower entry barriers, such as cost and ease of use, contribute to the widespread adoption of mobile gaming. Additionally, advancements in mobile technology, such as improved graphics and processing capabilities, enhance the overall gaming experience and support the growth of mobile-based Esports.

Breakup by Games:

  • Multiplayer Online Battle Arena (MOBA)
  • Player vs Player (PvP)
  • First Person Shooters (FPS)
  • Real Time Strategy (RTS)
     

First person shooters (FPS) represents the leading market segment 

The report has provided a detailed breakup and analysis of the market based on the games. This includes multiplayer online battle arena (MOBA), player vs player (PvP), first person shooters (FPS), and real time strategy (RTS). According to the report, first person shooters (FPS) represented the largest segment.

First person shooters (FPS) represent the leading Esports market segment due to their high-paced action, strategic depth, and broad appeal to both players and viewers. Games like Call of Duty, Counter-Strike, and Overwatch have established large, dedicated fan bases and professional leagues. The competitive and skill-based nature of these games, along with frequent updates keep the audience engaged. For instance, in September 2023, Counter-Strike 2 was launched, marking the largest technical leap in the game's history with new features and updates planned for years ahead. Additionally, FPS games are visually dynamic, making them ideal for live streaming and attracting substantial sponsorship and advertising revenues.

Breakup by Region:

Esports Market By Region

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa
     

Asia Pacific leads the market, accounting for the largest Esports market share

The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific represents the largest regional market for Esports.

Asia Pacific leads the Esports market segment due to its large, tech-savvy population and high internet penetration rates. The region boasts strong cultural affinity for gaming, with countries like China and South Korea hosting major tournaments and nurturing professional teams. For instance, in September 2023, China hosted its biggest Esports event at the 19th Asian Games in Hangzhou, with Tencent leading the charge. This event marked the first time competitive video games were eligible for medals at the Games. Tencent aims to leverage esports to enhance its entertainment portfolio and restore national pride amid economic challenges. The company also developed an Esports hotel in Hangzhou, reflecting the growing lifestyle trend among young people. Despite a recent downturn in the Esports market, China remains a key player, with 400 million fans driving the industry forward and impacting the Esports market growth significantly.

Significant government support and investments in digital infrastructure enhance the competitive scene. For instance, in May 2024, the India Game Developer Conference (IGDC), South Asia's leading game industry event, announced its plan to expand the Developer Day program to seven key Indian cities: Delhi, Pune, Ahmedabad, Cochin, Chennai, Guwahati, and Kolkata. This expansion aims to foster a vibrant and inclusive game development ecosystem across India, offering networking, upskilling opportunities, and talent showcases. IGDC also announced the formation of the Game Developers Association of India (GDAI) to support developers with advocacy, educational resources, professional development, and the promotion of ethical practices in the industry. Additionally, the presence of major Esports companies and a robust gaming ecosystem contribute to the region's dominance in the global Esports market.

Competitive Landscape:

  • The esports market research report has also provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the major market players in the Esports industry include Activision Blizzard Inc., Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., FACEIT, Gameloft SE (Vivendi SE), Gfinity PLC, Intel Corporation, Modern Times Group, Nintendo Co. Ltd., NVIDIA Corporation, Riot Games Inc., Valve Corporation, and Zynga Inc.

    (Please note that this is only a partial list of the key players, and the complete list is provided in the report.)
     
  • The competitive landscape of the Esports market is characterized by intense rivalry among major gaming developers, platform providers, and technology companies. These entities constantly innovate to offer engaging and immersive gaming experiences, driving user engagement and loyalty. The market sees significant investment in tournament sponsorships, streaming rights, and player endorsements, reflecting the lucrative potential of the industry. Partnerships and collaborations are common, as companies aim to leverage each other's strengths in technology, media, and audience reach. For instance, in May 2024, Phoenix Games announced the acquisition of India-based PopReach Games from Ionik for $9.8 million, expanding its operations with a team of over 100 professionals. This acquisition grants Phoenix Games control over a portfolio of free-to-play games with more than 420 million downloads, including popular titles like Smurfs Village, Smurf’s Magic Match, Gardens of Time, Kitchen Scramble, Kingdoms of Camelot, War of Nations, and the Brain Training app Peak. Furthermore, in June 2024, Nodwin Gaming acquired an 86.49% stake in the German esports firm Freaks 4U Gaming in a ₹271 crore (€30.3 million) share swap deal, securing complete ownership. This acquisition aims to bolster Nodwin Gaming's capabilities in PC gaming and game publishing support services while providing access to developed markets, enhancing future revenues. The integration of advanced technologies such as virtual reality (VR) and augmented reality (AR) further intensifies competition, as firms strive to differentiate their offerings. Additionally, the rise of mobile gaming and increasing global internet penetration contribute to the dynamic and rapidly evolving competitive landscape.


Esports Market News:

  • In October 2023, Microsoft announced that it has completed its $69bn (£56bn) takeover of Call of Duty maker Activision Blizzard in the gaming industry's biggest ever deal. Under the re-worked deal, Microsoft has handed the rights to distribute Activision's games on consoles and PCs over the cloud to French video game publisher Ubisoft.
  • In July 2024, Electronic Arts announced the details of its next football game, EA SPORTS FC 25, which is set to release globally on Sep 27. The game comprises a host of innovations by Rush and FC IQ. This new mode will be available across Football Ultimate Team, Clubs and Kick-Off.


Esports Market Report Scope:

Report Features Details
Base Year of the Analysis 2024
Historical Period 2019-2024
Forecast Period 2025-2033
Units Billion USD
Scope of the Report Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Future Market Assessment:
  • Revenue Model
  • Platform
  • Games
  • Region
Revenue Models Covered Media Rights, Advertising and Sponsorships, Merchandise and Tickets, Others
Platforms Covered PC-based Esports, Consoles-based Esports, Mobile and Tablets
Games Covered Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)
Regions Covered Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Countries Covered United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
Companies Covered Activision Blizzard Inc., Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., FACEIT, Gameloft SE (Vivendi SE), Gfinity PLC, Intel Corporation, Modern Times Group, Nintendo Co. Ltd., NVIDIA Corporation, Riot Games Inc., Valve Corporation, Zynga Inc., etc.
Customization Scope 10% Free Customization
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)


Key Benefits for Stakeholders:

  • IMARC’s industry report offers a comprehensive quantitative analysis of various market segments, historical and current market trends, market forecasts, and dynamics of the Esports market from 2019-2033.
  • The research report provides the latest information on the market drivers, challenges, and opportunities in the global Esports market.
  • The study maps the leading, as well as the fastest-growing, regional markets. It further enables stakeholders to identify the key country-level markets within each region.
  • Porter's five forces analysis assists stakeholders in assessing the impact of new entrants, competitive rivalry, supplier power, buyer power, and the threat of substitution. It helps stakeholders to analyze the level of competition within the Esports industry and its attractiveness.
  • The competitive landscape allows stakeholders to understand their competitive environment and provides insight into the current positions of key players in the market.

Key Questions Answered in This Report

The global esports market was valued at USD 2.1 Billion in 2024.

We expect the global esports market to exhibit a CAGR of 17.05% during 2025-2033.

The rising popularity of PC and mobile-based video games, coupled with the extensive adoption of the free-to-play (F2P) gaming model that enables players to participate in games free of charge, is primarily driving the global esports market.

The sudden outbreak of the COVID-19 pandemic has led to the rising demand for esports among individuals, especially Gen Z and the millennial population, owing to the temporary restriction on outdoor activities during the lockdown scenario.

Based on the revenue model, the global esports market has been segmented into media rights, advertising and sponsorships, merchandise and tickets, and others. Currently, advertising and sponsorships hold the majority of the total market share.

Based on the games, the global esports market can be divided into Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), and Real Time Strategy (RTS). Among these, First Person Shooters (FPS) exhibit a clear dominance in the market.

On a regional level, the market has been classified into North America, Asia-Pacific, Europe, Latin America, and Middle East and Africa, where Asia-Pacific currently dominates the global market.

Some of the major players in the global esports market include Activision Blizzard Inc., Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., FACEIT, Gameloft SE (Vivendi SE), Gfinity PLC, Intel Corporation, Modern Times Group, Nintendo Co. Ltd., NVIDIA Corporation, Riot Games Inc., Valve Corporation, and Zynga Inc.

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Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Games (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Region 2025-2033
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