The global esports market size was valued at USD 2.1 Billion in 2024, and it is expected to reach USD 10.1 Billion by 2033, exhibiting a growth rate (CAGR) of 17.05% from 2025 to 2033.
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Traditional sports teams and organizations are investing in esports, blurring the lines between conventional sports and competitive gaming. This cross-promotion expands the audience base and legitimizes esports as a mainstream entertainment form. Besides this, advancements in gaming technology are transforming the esports experience for players and viewers. High-speed internet, cloud gaming, and cutting-edge graphics processing units (GPUs) enable high-quality gameplay and flawless streaming. Emerging technologies such as augmented reality (AR) and virtual reality (VR) are providing immersive tournament experiences, Additionally, artificial intelligence (AI)-powered chatbots are revolutionizing audience engagement by offering real-time updates, answering queries, and providing personalized content. These technological innovations ensure that esports remain a dynamic and engaging platform, firmly establishing its position as a crucial segment in digital entertainment. In 2024, Theta Labs and FlyQuest launched a customized AI esports chatbot, a.PHiD, powered by Theta EdgeCloud. The chatbot, available on FlyQuest's website and Discord, enhances fan engagement by providing information on teams, matches, and results. This partnership also highlights advancements in AI-driven fan interactions within the esports sector.
Furthermore, investments in state-of-the-art esports arenas, streaming technology, and game development are driving the industry's scalability. Companies are launching region-specific leagues and creating customized gaming experiences to cater to local markets, further diversifying the industry. Apart from this, collaborations that emphasize carbon-neutral gaming events and sustainable practices appeal to environmentally aware audiences and companies. These initiatives not only lessen the environmental footprint of large-scale esports events but also draw in sponsors and stakeholders dedicated to sustainable development. By aligning with worldwide sustainability objectives, the esports sector improves its image, broadens its audience reach, and opens up fresh opportunities for partnerships with socially conscious organizations. For example, in December 2024, Glazer Games and Times OOH launched India’s first carbon-neutral esports IP, combining sustainability with competitive gaming. Times OOH will utilize its digital and out-of-home platforms to enhance the initiative's visibility. The collaboration seeks to involve environmentally-aware brands and audiences within the esports community.
The market research report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia-Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific accounted for the largest market share owing to its extensive gaming audience, strong infrastructure, and widespread adoption of mobile and online gaming platforms.
North America plays a vital role in the esports market, supported by the broad acceptance of cutting-edge gaming technologies and strong audience engagement. The area is home to several highly competitive esports teams and organizations, attracting global interest in its tournaments. Robust collaborations between gaming firms and non-gaming brands facilitate market growth via sponsorships and advertising. The rise of esports streaming platforms has fostered a vibrant digital environment, boosting audience engagement.
The Asia Pacific region leads the esports market, driven by its large and tech-savvy population actively engaging in gaming and streaming platforms. The region benefits from significant investments in gaming infrastructure, the establishment of international esports events, and strong support from developers launching region-specific tournaments. Local governments and organizations actively promote esports as a competitive sport, fostering talent and creating structured leagues. The mobile gaming segment is particularly strong, with rising participation in esports tournaments and a growing viewership. Expanding internet access, affordable devices, and collaborations with international sponsors further enhance audience reach, solidifying Asia Pacific’s dominance in the Esports ecosystem. In 2024, Riot Games revealed the introduction of several League of Legends community cups in India to enhance the game's visibility and nurture local esports talent. The project commemorates the 15th anniversary of the game and seeks to empower Indian players with competitive chances. This represents a major advancement in the growth of League of Legends within the Indian gaming community.
Europe possesses a significant portion of the esports market, bolstered by a strong gaming culture and an increasing variety of professional tournaments. The area is marked by a significant emphasis on community-led projects and esports training, cultivating a proficient talent base. The widespread accessibility of cutting-edge gaming systems and streaming technologies improves the experiences of players and viewers. Europe's dedication to innovation and cooperation within the esports ecosystem reinforces its status as a key player in the industry.
The esports market in Latin America is expanding, driven by a growing base of enthusiastic players and viewers. Increased access to streaming platforms allows regional talent to gain international recognition, driving interest in local tournaments. Collaboration between gaming companies and regional sponsors is helping to enhance market visibility and attract investment. Latin America is becoming a hub for emerging esports trends, with strong community support fostering a vibrant gaming culture.
The esports market in the Middle East and Africa is gaining momentum, supported by a rising interest in competitive gaming and technological advancements. Expanding internet connectivity and the adoption of advanced gaming platforms are significantly enhancing accessibility. Regional partnerships with international gaming companies are fostering the development of esports infrastructure. The region is also experiencing a rise in localized tournaments, catering to the growing player base.
Some of the leading esports market companies 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. In 2024, Electronic Arts Inc., Xfinity, and Peacock revealed a collaboration for EA SPORTS FC™ 25 and EA SPORTS FC™ Mobile. This partnership brings in-game customization to North American players and incorporates Peacock’s branding into gaming for the first time. The worldwide debut of EA SPORTS FC™ 25 is scheduled for September 27, 2024.
Report Features | Details |
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Market Size in 2024 | USD 2.1 Billion |
Market Forecast in 2033 | USD 10.1 Billion |
Market Growth Rate 2025-2033 | 17.05% |
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:
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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) |