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E-Sports Global Market Report 2025
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Published : January 2026

Pages : 250

Format : PDF

Delivery Time : 2-3 Business Days

Report Price : $4490.00

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E-Sports Market Report 2026

Global Outlook – By Game (Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports), By Platform (PC, Console, Mobile, Other Platforms), By Revenue Source (Sponsorship, Advertising, Merchandise And Tickets, Publisher Fees, Media Rights) – Market Size, Trends, Strategies, and Forecast to 2035

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

E-Sports Market Overview

• E-Sports market size has reached to $3.02 billion in 2025

• Expected to grow to $7.71 billion in 2030 at a compound annual growth rate (CAGR) of 20.8%

• Growth Driver: E-Sports Market's Growth Fueled By Rising Demand And Cultural Impact

• Market Trend: Major Esports Companies Launch Gamified Web3 Fan Platforms

North America was the largest region in 2025 and South America is the fastest growing region.

What Is Covered Under E-Sports Market?

E-sports refer to a type of electronic game in which contestants compete using video games in a multiplayer environment that resembles a real or imagined sport.

The main types of games in e-sports are multiplayer online battle arenas (MOBA), real-time strategy, first-person shooter, fighting, and sports. Multiplayer online battle arena (MOBA) is a strategy video game subgenre in which two teams of players engage on a predetermined battlefield. Each player controls a single character with a set of distinct abilities that level up throughout the game and contribute to the overall strategy of the team. The various platform includes PC, console, mobile, and others and the different revenue sources are sponsorship, advertising, merchandise & tickets, publisher fees, and media rights.

E-Sports market report bar graph

What Is The E-Sports Market Size and Share 2026?

The e-sports market size has grown exponentially in recent years. It will grow from $3.02 billion in 2025 to $3.63 billion in 2026 at a compound annual growth rate (CAGR) of 20.2%. The growth in the historic period can be attributed to growth of online multiplayer gaming communities, expansion of high-speed internet access, rising popularity of competitive gaming, development of professional esports leagues, increased investments by game publishers.

What Is The E-Sports Market Growth Forecast?

The e-sports market size is expected to see exponential growth in the next few years. It will grow to $7.71 billion in 2030 at a compound annual growth rate (CAGR) of 20.8%. The growth in the forecast period can be attributed to increasing monetization through media rights and streaming, expansion of mobile esports ecosystems, rising adoption of immersive fan engagement tools, growing institutional support for esports, increasing integration of fintech solutions for esports payments. Major trends in the forecast period include increasing adoption of live-streamed esports events, rising demand for mobile and cloud gaming platforms, growing integration of immersive viewing technologies, expansion of esports sponsorship and media rights, enhanced focus on competitive gaming infrastructure.

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Global E-Sports Market Segmentation

1) By Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports

2) By Platform: PC, Console, Mobile, Other Platforms

3) By Revenue Source: Sponsorship, Advertising, Merchandise And Tickets, Publisher Fees, Media Rights

Subsegments:

1) By Multiplayer Online Battle Arena (MOBA): League of Legends, Dota 2, Smite, Heroes of the Storm

2) By Real-Time Strategy (RTS): StarCraft II, Age of Empires, Warcraft III, Command And Conquer

3) By First Person Shooter (FPS): Counter-Strike: Global Offensive (CS:GO), Call of Duty, Overwatch, Rainbow Six Siege

4) By Fighting And Sports: Street Fighter Series, Tekken Series, Mortal Kombat Series, Super Smash Bros, FIFA Series, NBA 2K Series, Madden NFL Series, Gran Turismo

What Is The Driver Of The E-Sports Market?

The rising demand for video games and increasing awareness of E-sports contribute to the growth of the E-sports market. As technology is expanding video content, products, virtual reality, and video game competitions are increasing. Video gaming has become a transforming pop culture and redefining the ways that young people consume entertainment. For instance, in April 2024, according to the UK Interactive Entertainment, a UK-based trade association, the UK video games consumer market was valued at $10.15 billion (£7.82 billion) in 2023. This represents a 4.4% increase from the revised 2022 total of $9.72 billion (£7.49 billion). Therefore, rising demand for video games and increasing awareness of E-sports drive the market’s growth in the forecast period.

Key Players In The Global E-Sports Market

Major companies operating in the e-sports market are Activision Blizzard Inc, Riot Games Inc, Valve Corporation, Tencent Holdings Limited, Electronic Arts Inc, Take-Two Interactive Software Inc, Nintendo Co Ltd, Sony Interactive Entertainment LLC, Microsoft Corporation, SEGA Corporation, Team Liquid LLC, Fnatic Ltd, G2 Esports GmbH, FaZe Clan Inc, Cloud9 Esports Inc, Team Vitality SAS, Astralis Group A/S, 100 Thieves Inc, Immortals Gaming Club LLC, NODWIN Gaming Private Limited, Enthusiast Gaming Holdings Inc, HUYA Inc

Global E-Sports Market Trends and Insights

Major companies operating in the e-sports market are focusing on developing innovative platforms, such as the first non-fungible tokens (NFTs) platform for esports, to strengthen their position in the market. Non-fungible tokens (NFTs) are unique digital assets that represent ownership or proof of authenticity of a specific item or piece of content using blockchain technology. For instance, in January 2025, XBorg DMCC, a UAE-based Web3 technology company, and JD Gaming, a China-based professional esports organization, announced a partnership to launch a gamified fan platform set for release in the first quarter of 2025, offering esports fans personalized avatars, digital wearables, challenges, and blockchain based rewards that deepen engagement and provide true digital ownership via interoperable Web3 assets.

Need data on a specific region in this market?

What Are Latest Mergers And Acquisitions In The E-Sports Market?

In December 2024, M80 Labs, Inc, a US based international gaming and esports entertainment organization offering professional esports teams, gaming performance training, digital goods, fan engagement services, and media content, acquired Beast Coast Gaming, Inc. for an undisclosed amount. With this acquisition, M80 significantly expanded its competitive footprint into key esports titles like Dota 2 and bolstered its content and media capabilities, enhancing its global fanbase and strategic position in high growth esports sectors. Beast Coast Gaming, Inc. is a US based esports organization known for fielding professional competitive teams and producing high viewership esports and gaming media content.

Regional Outlook

North America was the largest region in the e-sports market in 2025. South America is expected to be the fastest-growing region in the forecast period. The regions covered in this market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in this market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

What Defines the E-Sports Market?

The E-sports market includes revenues earned by entities operating E-sports facilities. E-sports or electronic sports are team-based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. E-sports are played by professional gamers that are sponsored by business organizations, or sporting organizations. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

How is Market Value Defined and Measured?

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

What Key Data and Analysis Are Included in the E-Sports Market Report 2026?

The e-sports market research report is one of a series of new reports from The Business Research Company that provides market statistics, including Market Report 2026?global market size, regional shares, competitors with the market share, detailed market segments, market trends and opportunities, and any further data you may need to thrive in the e-sports Market Report 2026? The market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future state of the Market Report 2026?

Author : Girish Kavali

E-Sports Market Report Forecast Analysis

Report AttributeDetails
Market Size Value In 2026 $3.63 billion
Revenue Forecast In 2035 $7.71 billion
Growth Rate CAGR of 20.2% from 2026 to 2035
Base Year For Estimation 2025
Actual Estimates/Historical Data 2020-2025
Forecast Period 2026 - 2030 - 2035
Market Representation Revenue in USD Billion and CAGR from 2026 to 2035
Segments Covered Game, Platform, Revenue Source
Regional Scope Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa
Country Scope The countries covered in the report are Australia, Brazil, China, France, Germany, India, ...
Key Companies Profiled Activision Blizzard Inc, Riot Games Inc, Valve Corporation, Tencent Holdings Limited, Electronic Arts Inc, Take-Two Interactive Software Inc, Nintendo Co Ltd, Sony Interactive Entertainment LLC, Microsoft Corporation, SEGA Corporation, Team Liquid LLC, Fnatic Ltd, G2 Esports GmbH, FaZe Clan Inc, Cloud9 Esports Inc, Team Vitality SAS, Astralis Group A/S, 100 Thieves Inc, Immortals Gaming Club LLC, NODWIN Gaming Private Limited, Enthusiast Gaming Holdings Inc, HUYA Inc
Customization ScopeRequest for Customization
Pricing And Purchase OptionsExplore Purchase Options

Table Of Contents

1. Executive Summary

1.1. Key Market Insights (2020-2035)

1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots

1.3. Major Factors Driving the Market

1.4. Top Three Trends Shaping the Market

2. E-Sports Market Characteristics

2.1. Market Definition & Scope

2.2. Market Segmentations

2.3. Overview of Key Products and Services

2.4. Global E-Sports Market Attractiveness Scoring And Analysis

2.4.1. Overview of Market Attractiveness Framework

2.4.2. Quantitative Scoring Methodology

2.4.3. Factor-Wise Evaluation

Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment And Risk Profile Evaluation

2.4.4. Market Attractiveness Scoring and Interpretation

2.4.5. Strategic Implications and Recommendations

3. E-Sports Market Supply Chain Analysis

3.1. Overview of the Supply Chain and Ecosystem

3.2. List Of Key Raw Materials, Resources & Suppliers

3.3. List Of Major Distributors and Channel Partners

3.4. List Of Major End Users

4. Global E-Sports Market Trends And Strategies

4.1. Key Technologies & Future Trends

4.1.1 Digitalization, Cloud, Big Data & Cybersecurity

4.1.2 Immersive Technologies (Ar/Vr/Xr)

4.1.3 Artificial Intelligence & Autonomous Intelligence

4.1.4 Autonomous Systems, Robotics & Smart Mobility

4.1.5 Fintech, Blockchain, Regtech & Digital Finance

4.2. Major Trends

4.2.1 Increasing Adoption Of Live-Streamed Esports Events

4.2.2 Rising Demand For Mobile And Cloud Gaming Platforms

4.2.3 Growing Integration Of Immersive Viewing Technologies

4.2.4 Expansion Of Esports Sponsorship And Media Rights

4.2.5 Enhanced Focus On Competitive Gaming Infrastructure

5. E-Sports Market Analysis Of End Use Industries

5.1 Professional Gamers

5.2 Esports Teams And Organizations

5.3 Game Publishers

5.4 Streaming Platforms

5.5 Event Organizers

6. E-Sports Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, And Covid And Recovery On The Market

7. Global E-Sports Strategic Analysis Framework, Current Market Size, Market Comparisons And Growth Rate Analysis

7.1. Global E-Sports PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)

7.2. Global E-Sports Market Size, Comparisons And Growth Rate Analysis

7.3. Global E-Sports Historic Market Size and Growth, 2020 - 2025, Value ($ Billion)

7.4. Global E-Sports Forecast Market Size and Growth, 2025 - 2030, 2035F, Value ($ Billion)

8. Global E-Sports Total Addressable Market (TAM) Analysis for the Market

8.1. Definition and Scope of Total Addressable Market (TAM)

8.2. Methodology and Assumptions

8.3. Global Total Addressable Market (TAM) Estimation

8.4. TAM vs. Current Market Size Analysis

8.5. Strategic Insights and Growth Opportunities from TAM Analysis

9. E-Sports Market Segmentation

9.1. Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports

9.2. Global E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

PC, Console, Mobile, Other Platforms

9.3. Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

Sponsorship, Advertising, Merchandise And Tickets, Publisher Fees, Media Rights

9.4. Global E-Sports Market, Sub-Segmentation Of Multiplayer Online Battle Arena (MOBA), By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

League of Legends, Dota 2, Smite, Heroes of the Storm

9.5. Global E-Sports Market, Sub-Segmentation Of Real-Time Strategy (RTS), By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

StarCraft II, Age of Empires, Warcraft III, Command And Conquer

9.6. Global E-Sports Market, Sub-Segmentation Of First Person Shooter (FPS), By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

Counter-Strike: Global Offensive (CS:GO), Call of Duty, Overwatch, Rainbow Six Siege

9.7. Global E-Sports Market, Sub-Segmentation Of Fighting And Sports, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

Street Fighter Series, Tekken Series, Mortal Kombat Series, Super Smash Bros, FIFA Series, NBA 2K Series, Madden NFL Series

10. E-Sports Market Regional And Country Analysis

10.1. Global E-Sports Market, Split By Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

10.2. Global E-Sports Market, Split By Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

11. Asia-Pacific E-Sports Market

11.1. Asia-Pacific E-Sports Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

11.2. Asia-Pacific E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

12. China E-Sports Market

12.1. China E-Sports Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

12.2. China E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

13. India E-Sports Market

13.1. India E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

14. Japan E-Sports Market

14.1. Japan E-Sports Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

14.2. Japan E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

15. Australia E-Sports Market

15.1. Australia E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

16. Indonesia E-Sports Market

16.1. Indonesia E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

17. South Korea E-Sports Market

17.1. South Korea E-Sports Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

17.2. South Korea E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

18. Taiwan E-Sports Market

18.1. Taiwan E-Sports Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

18.2. Taiwan E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

19. South East Asia E-Sports Market

19.1. South East Asia E-Sports Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

19.2. South East Asia E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

20. Western Europe E-Sports Market

20.1. Western Europe E-Sports Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

20.2. Western Europe E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

21. UK E-Sports Market

21.1. UK E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

22. Germany E-Sports Market

22.1. Germany E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

23. France E-Sports Market

23.1. France E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

24. Italy E-Sports Market

24.1. Italy E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

25. Spain E-Sports Market

25.1. Spain E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

26. Eastern Europe E-Sports Market

26.1. Eastern Europe E-Sports Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

26.2. Eastern Europe E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

27. Russia E-Sports Market

27.1. Russia E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

28. North America E-Sports Market

28.1. North America E-Sports Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

28.2. North America E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

29. USA E-Sports Market

29.1. USA E-Sports Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

29.2. USA E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

30. Canada E-Sports Market

30.1. Canada E-Sports Market Overview

Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

30.2. Canada E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

31. South America E-Sports Market

31.1. South America E-Sports Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

31.2. South America E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

32. Brazil E-Sports Market

32.1. Brazil E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

33. Middle East E-Sports Market

33.1. Middle East E-Sports Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

33.2. Middle East E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

34. Africa E-Sports Market

34.1. Africa E-Sports Market Overview

Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

34.2. Africa E-Sports Market, Segmentation By Game, Segmentation By Platform, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion

35. E-Sports Market Regulatory and Investment Landscape

36. E-Sports Market Competitive Landscape And Company Profiles

36.1. E-Sports Market Competitive Landscape And Market Share 2024

36.1.1. Top 10 Companies (Ranked by revenue/share)

36.2. E-Sports Market - Company Scoring Matrix

36.2.1. Market Revenues

36.2.2. Product Innovation Score

36.2.3. Brand Recognition

36.3. E-Sports Market Company Profiles

36.3.1. Activision Blizzard Inc Overview, Products and Services, Strategy and Financial Analysis

36.3.2. Riot Games Inc Overview, Products and Services, Strategy and Financial Analysis

36.3.3. Valve Corporation Overview, Products and Services, Strategy and Financial Analysis

36.3.4. Tencent Holdings Limited Overview, Products and Services, Strategy and Financial Analysis

36.3.5. Electronic Arts Inc Overview, Products and Services, Strategy and Financial Analysis

37. E-Sports Market Other Major And Innovative Companies

Take-Two Interactive Software Inc, Nintendo Co Ltd, Sony Interactive Entertainment LLC, Microsoft Corporation, SEGA Corporation, Team Liquid LLC, Fnatic Ltd, G2 Esports GmbH, FaZe Clan Inc, Cloud9 Esports Inc, Team Vitality SAS, Astralis Group A/S, 100 Thieves Inc, Immortals Gaming Club LLC, NODWIN Gaming Private Limited

38. Global E-Sports Market Competitive Benchmarking And Dashboard

39. Key Mergers And Acquisitions In The E-Sports Market

40. E-Sports Market High Potential Countries, Segments and Strategies

40.1 E-Sports Market In 2030 - Countries Offering Most New Opportunities

40.2 E-Sports Market In 2030 - Segments Offering Most New Opportunities

40.3 E-Sports Market In 2030 - Growth Strategies

40.3.1 Market Trend Based Strategies

40.3.2 Competitor Strategies

41. Appendix

41.1. Abbreviations

41.2. Currencies

41.3. Historic And Forecast Inflation Rates

41.4. Research Inquiries

41.5. The Business Research Company

41.6. Copyright And Disclaimer

List Of Tables

    Table 1: Global E-Sports Market, Overview Of Key Products - Product Examples
  • Table 2: Global E-Sports Market Attractiveness, Factor-Wise Evaluation
  • Table 3: Global E-Sports Market, Supply Chain Analysis
  • Table 4: Global E-Sports Market, Major Raw Material Providers
  • Table 5: Global E-Sports Market, Major Resource Providers
  • Table 6: Global E-Sports Market, Major Manufacturers (Suppliers)
  • Table 7: Global E-Sports Market, Major Distributors And Channel Partners
  • Table 8: Global E-Sports Market, Key Technologies & Future Trends
  • Table 9: Global E-Sports Market, Major Trends
  • Table 10: Global E-Sports Market, Major End Users
  • Table 11: Global E-Sports Market, PESTEL (Political, Economic, Social, Technology, Environmental and Legal) Analysis
  • Table 12: Global E-Sports Historic Market Growth, 2020-2025, $ Billion
  • Table 13: Global E-Sports Forecast Market Growth, 2025-2030F, 2035F, $ Billion
  • Table 14: Global E-Sports Market - TAM, US$ Billion, 2025
  • Table 15: Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 16: Global E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 17: Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 18: Global E-Sports Market, Sub-Segmentation Of Multiplayer Online Battle Arena (MOBA), By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 19: Global E-Sports Market, Sub-Segmentation Of Real-Time Strategy (RTS), By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 20: Global E-Sports Market, Sub-Segmentation Of First Person Shooter (FPS), By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 21: Global E-Sports Market, Sub-Segmentation Of Fighting And Sports, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 22: Global E-Sports Market, Split By Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 23: Global E-Sports Market, Split By Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 24: Asia-Pacific, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 25: Asia-Pacific, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 26: Asia-Pacific, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 27: China, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 28: China, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 29: China, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 30: India, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 31: India, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 32: India, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 33: Japan, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 34: Japan, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 35: Japan, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 36: Australia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 37: Australia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 38: Australia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 39: Indonesia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 40: Indonesia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 41: Indonesia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 42: South Korea, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 43: South Korea, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 44: South Korea, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 45: Taiwan, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 46: Taiwan, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 47: Taiwan, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 48: South East Asia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 49: South East Asia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 50: South East Asia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 51: Western Europe, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 52: Western Europe, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 53: Western Europe, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 54: UK, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 55: UK, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 56: UK, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 57: Germany, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 58: Germany, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 59: Germany, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 60: France, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 61: France, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 62: France, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 63: Italy, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 64: Italy, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 65: Italy, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 66: Spain, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 67: Spain, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 68: Spain, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 69: Eastern Europe, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 70: Eastern Europe, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 71: Eastern Europe, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 72: Russia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 73: Russia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 74: Russia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 75: North America, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 76: North America, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 77: North America, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 78: USA, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 79: USA, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 80: USA, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 81: Canada, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 82: Canada, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 83: Canada, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 84: South America, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 85: South America, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 86: South America, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 87: Brazil, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 88: Brazil, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 89: Brazil, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 90: Middle East, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 91: Middle East, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 92: Middle East, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 93: Africa, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 94: Africa, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 95: Africa, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Table 96: Global E-Sports Key Competitor Estimated Market Shares, 2024, Percentage (%)
  • Table 97: Global E-Sports Market - Company Scoring Matrix
  • Table 98: Activision Blizzard Inc Financial Performance
  • Table 99: Riot Games Inc Financial Performance
  • Table 100: Valve Corporation Financial Performance
  • Table 101: Tencent Holdings Limited Financial Performance
  • Table 102: Electronic Arts Inc Financial Performance
  • Table 103: Global E-Sports Market, Competitive Benchmarking (In USD Billions)
  • Table 104: Global E-Sports Market, Competitive Dashboard
  • Table 105: Global E-Sports Market Size Gain ($ Billion), 2025 – 2030 By Country
  • Table 106: Global, E-Sports Market Size Gain ($ Billion), Segmentation By Game, 2025 – 2030
  • Table 107: Global, E-Sports Market Size Gain ($ Billion), Segmentation By Platform, 2025 – 2030
  • Table 108: Global, E-Sports Market Size Gain ($ Billion), Segmentation By Revenue Source, 2025 – 2030

List Of Figures

    Figure 1: Global E-Sports Market, Overview Of Key Products - Product Examples
  • Figure 2: Global E-Sports Market Attractiveness, Factor-Wise Evaluation
  • Figure 3: Global E-Sports Market, Supply Chain Analysis
  • Figure 4: Global E-Sports Market, Major Raw Material Providers
  • Figure 5: Global E-Sports Market, Major Resource Providers
  • Figure 6: Global E-Sports Market, Major Manufacturers (Suppliers)
  • Figure 7: Global E-Sports Market, Major Distributors And Channel Partners
  • Figure 8: Global E-Sports Market, Key Technologies & Future Trends
  • Figure 9: Global E-Sports Market, Major Trends
  • Figure 10: Global E-Sports Market, Major End Users
  • Figure 11: Global E-Sports Market, PESTEL (Political, Economic, Social, Technology, Environmental and Legal) Analysis
  • Figure 12: Global E-Sports Historic Market Growth, 2020-2025, $ Billion
  • Figure 13: Global E-Sports Forecast Market Growth, 2025-2030F, 2035F, $ Billion
  • Figure 14: Global E-Sports Market - TAM, US$ Billion, 2025
  • Figure 15: Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 16: Global E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 17: Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 18: Global E-Sports Market, Sub-Segmentation Of Multiplayer Online Battle Arena (MOBA), By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 19: Global E-Sports Market, Sub-Segmentation Of Real-Time Strategy (RTS), By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 20: Global E-Sports Market, Sub-Segmentation Of First Person Shooter (FPS), By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 21: Global E-Sports Market, Sub-Segmentation Of Fighting And Sports, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 22: Global E-Sports Market, Split By Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 23: Global E-Sports Market, Split By Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 24: Asia-Pacific, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 25: Asia-Pacific, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 26: Asia-Pacific, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 27: China, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 28: China, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 29: China, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 30: India, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 31: India, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 32: India, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 33: Japan, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 34: Japan, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 35: Japan, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 36: Australia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 37: Australia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 38: Australia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 39: Indonesia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 40: Indonesia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 41: Indonesia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 42: South Korea, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 43: South Korea, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 44: South Korea, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 45: Taiwan, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 46: Taiwan, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 47: Taiwan, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 48: South East Asia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 49: South East Asia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 50: South East Asia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 51: Western Europe, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 52: Western Europe, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 53: Western Europe, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 54: UK, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 55: UK, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 56: UK, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 57: Germany, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 58: Germany, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 59: Germany, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 60: France, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 61: France, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 62: France, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 63: Italy, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 64: Italy, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 65: Italy, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 66: Spain, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 67: Spain, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 68: Spain, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 69: Eastern Europe, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 70: Eastern Europe, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 71: Eastern Europe, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 72: Russia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 73: Russia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 74: Russia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 75: North America, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 76: North America, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 77: North America, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 78: USA, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 79: USA, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 80: USA, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 81: Canada, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 82: Canada, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 83: Canada, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 84: South America, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 85: South America, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 86: South America, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 87: Brazil, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 88: Brazil, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 89: Brazil, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 90: Middle East, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 91: Middle East, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 92: Middle East, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 93: Africa, E-Sports Market, Segmentation By Game, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 94: Africa, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 95: Africa, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
  • Figure 96: Global E-Sports Key Competitor Estimated Market Shares, 2024, Percentage (%)
  • Figure 97: Global E-Sports Market - Company Scoring Matrix
  • Figure 98: Activision Blizzard Inc Financial Performance
  • Figure 99: Riot Games Inc Financial Performance
  • Figure 100: Valve Corporation Financial Performance
  • Figure 101: Tencent Holdings Limited Financial Performance
  • Figure 102: Electronic Arts Inc Financial Performance
  • Figure 103: Global E-Sports Market, Competitive Benchmarking (In USD Billions)
  • Figure 104: Global E-Sports Market, Competitive Dashboard
  • Figure 105: Global E-Sports Market Size Gain ($ Billion), 2025 – 2030 By Country
  • Figure 106: Global, E-Sports Market Size Gain ($ Billion), Segmentation By Game, 2025 – 2030
  • Figure 107: Global, E-Sports Market Size Gain ($ Billion), Segmentation By Platform, 2025 – 2030
  • Figure 108: Global, E-Sports Market Size Gain ($ Billion), Segmentation By Revenue Source, 2025 – 2030

Frequently Asked Questions

The E-Sports market was valued at $3.02 billion in 2025, increased to $3.02 billion in 2026, and is projected to reach $7.71 billion by 2030. request a sample here

The expected CAGR for the E-Sports market during the forecast period 2025–2030 is 20.8%. request a sample here

Major growth driver of the market includes: E-Sports Market's Growth Fueled By Rising Demand And Cultural Impact in the E-Sports market. For further insights on this market, request a sample here

The e-sports market covered in this report is segmented –
1) By Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports
2) By Platform: PC, Console, Mobile, Other Platforms
3) By Revenue Source: Sponsorship, Advertising, Merchandise And Tickets, Publisher Fees, Media Rights Subsegments:
1) By Multiplayer Online Battle Arena (MOBA): League of Legends, Dota 2, Smite, Heroes of the Storm
2) By Real-Time Strategy (RTS): StarCraft II, Age of Empires, Warcraft III, Command And Conquer
3) By First Person Shooter (FPS): Counter-Strike: Global Offensive (CS:GO), Call of Duty, Overwatch, Rainbow Six Siege
4) By Fighting And Sports: Street Fighter Series, Tekken Series, Mortal Kombat Series, Super Smash Bros, FIFA Series, NBA 2K Series, Madden NFL Series, Gran Turismo
request a sample here

Major trend in this market includes: Major Esports Companies Launch Gamified Web3 Fan Platforms For further insights on this market, request a sample here.

Major companies operating in the E-Sports market are Major companies operating in the e-sports market are Activision Blizzard Inc, Riot Games Inc, Valve Corporation, Tencent Holdings Limited, Electronic Arts Inc, Take-Two Interactive Software Inc, Nintendo Co Ltd, Sony Interactive Entertainment LLC, Microsoft Corporation, SEGA Corporation, Team Liquid LLC, Fnatic Ltd, G2 Esports GmbH, FaZe Clan Inc, Cloud9 Esports Inc, Team Vitality SAS, Astralis Group A/S, 100 Thieves Inc, Immortals Gaming Club LLC, NODWIN Gaming Private Limited, Enthusiast Gaming Holdings Inc, HUYA Inc request a sample here.

North America was the largest region in the e-sports market in 2025. South America is expected to be the fastest-growing region in the forecast period. The regions covered in the e-sports market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa request a sample here.

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