Contact Us
E-Sports Global Market Report 2025
Global E-Sports Market Report 2025

Report Price : $4490.00

Pages : 250

Format : PDF

Published : January 2025

Delivery Time : 2-3 Business Days

Purchase This Report
Purchase This Report

E-Sports Global Market Report 2025

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 & Tickets, Publisher Fees, Media Rights) – Impact of Tariff and Trade War on Market Size, Growth, Trends, and Forecast 2025–2034

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 $2.53 billion in 2024

• Expected to grow to $6.36 billion in 2029 at a compound annual growth rate (CAGR) of 20.5%

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

• Market Trend: E-Sports Companies Pioneering New Platforms To Drive Revenue, Expand Consumer Base, And Gain Competitive Advantage

North America was the largest region in 2024 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.

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.

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 2025 - 2034

What Is The E-Sports Market Size 2025 And Growth Rate?

The e-sports market size has grown rapidly in recent years. It will grow from $2.53 billion in 2024 to $3.02 billion in 2025 at a compound annual growth rate (CAGR) of 19.4%. The growth in the historic period can be attributed to increased awareness about esports, increase in livestreaming of games, and increase in international prize pool for esports.

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 $6.36 billion in 2029 at a compound annual growth rate (CAGR) of 20.5%. The growth in the forecast period can be attributed to increased diversity of game genres, increase in viewership, emergence of esports cafes, increase in internet accessible devices, rising sponsorships, increase in mobile gaming, and increasing awareness. Major trends in the forecast period include increasing shift towards esports due to COVID-19, evolution of esports with augmented reality (AR) and virtual reality (VR) technologies, increasing M&A activities, proliferation of investments, new esports platforms.

The forecast of 20.5% growth over the next five years reflects a slight reduction of 0.1% from the previous projection. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariffs on gaming consoles, high-end PCs, and streaming tech may limit the growth of esports arenas and tourism tied to gaming tournaments. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

Customer representative image Book your 30 minutes free consultation with our research experts

What’s The Trade War Impact On Recreation Industry?

The sudden escalation of U.S. tariffs and the consequent trade frictions in spring 2025 are severely impacting the recreation sector, particularly in the supply of imported sports equipment, outdoor gear, and leisure products. Manufacturers and retailers are facing higher costs for items such as bicycles, camping gear, fitness machines, and gaming consoles, much of which are sourced from overseas with limited domestic alternatives. Small businesses operating in the recreational retail space are especially affected, with some reducing inventory or increasing prices to offset margin pressure. Event organizers and recreational facilities are also facing cost hikes for imported equipment and infrastructure materials. In response, the industry is exploring alternative sourcing from tariff-free regions, increasing reliance on local suppliers, and urging policymakers to consider exemptions for non-essential but widely used recreational products.

How Is The E-Sports Market 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

What Is Driving The E-Sports Market? E-Sports Market's Growth Fueled By Rising Demand And Cultural Impact

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.

What Is Driving The E-Sports Market? Role Of Internet Penetration In Fostering Growth Within The E-Sports Market

The increasing penetration of the internet is expected to drive the growth of the e-sports market. Penetration of the Internet refers to the extent to which the internet has reached and is being used by a particular population, region, or demographic group. The internet has not only facilitated the playing and viewing of e-sports but has also played a crucial role in building a connected and engaged community around competitive gaming. For instance, in October 2023, according to a report published by the International Telecommunication Union, a Switzerland-based specialized agency, around 67 percent of the global population, or 5.4 billion people, are now online. This marks a 4.7 percent increase since 2022, up from the 3.5 percent growth recorded between 2021 and 2022. Therefore, the increasing penetration of the internet drives the growth of the e-sports industry.

Who Are The Major Players In The Global E-Sports Market?

Major companies operating in the e-sports market include Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Nintendo, Team SoloMid (TSM), Cloud9, Take-Two Interactive, Riot Games Inc., Nazara Technology, Jetsynthesys, Nodwin Group, Gaming Monk, Neon Gaming Studio, Viacom 18, Sony, Xbox, BenQ, Electronic Arts, Red Entertainment?, Sega, OLM, Inc., Gainax, Hamster Corporation, Aristocrat Leisure, Huya, Chushou TV, Panda TV, Wangyuhudong, Aipai, Mars TV, ImbaTV, EDG, FEG, Dexerto, Gameloft, Sky Betting & Gaming, SteelSeries, Team Vitality, Fnatic, Astralis, G2 Esports, Imprezart, Playkey, Mundfish, Winstrike, RAWG, Fibrum, DreamTeam, Respeecher, Ejaw Studio, Hypereight, Team Liquid, FaZe Clan, 100 Thieves, Luminosity Gaming, Enthusiast Gaming, Fandom Sports, Infinity Esports, Xten Esports, Isurus Gaming, PaiN Gaming, Infamous, Immortals Gaming Club (IGC), Webedia Arabia Group, Boss Bunny Games, YaLLa Esports, NASR Esports, NODWIN Gaming, Ekasi Esports, Mettlestate, Clan Connection, The Digital Gaming League, MWEB GameZone, Online Arena, Zombiegamer

What Are The Key Trends Of The Global E-Sports Market? E-Sports Companies Pioneering New Platforms To Drive Revenue, Expand Consumer Base, And Gain Competitive Advantage

E-sports companies are investing in innovative new e-sports platforms to increase their revenue expand their consumer base and gain a competitive edge over their rivals. For instance, in 2022, Digital Virgo, a France-based specialist in mobile payment with Etisalat Misr, and the Egyptian Telecom company launched a full-service E-sports platform for delivering top-tier educational and entertaining content in Egypt.

What Are The Key Trends Of The Global E-Sports Market? E-Sports Companies Embrace Nfts To Reinforce Market Presence And Engagement

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 June 2022, Loco, an Indian-based live-streaming application, launched an NFT platform for esports. The first asset on Loco Legends is NFT esports cards, which combine NFTs and free-to-play esports fantasy gaming. Users can purchase NFT trading cards, allowing them to buy and sell cards amongst each other and also participate in free-to-play fantasy pools.

Need data on a specific region in this market?

E-Sports Market Merger And Acquisition: Savvy Gaming Group's Acquisition Of Esl And Faceit To Bolster Esports Ecosystem

In January 2022, Savvy Gaming Group, a Saudi Arabia-based Esports investment company, acquired ESL, a German-based Esports organizer and production company, and FACEIT, a UK-based Esports platform for $1.5 Billion. Through this acquisition, Savvy Gaming Group will integrate ESL's expertise in creating, broadcasting, and commercializing premium Esports ecosystems, including arena events and festival shows, with FACEIT's ability to develop top-notch tools for competitive games.

Regional Outlook For The Global E-Sports Market

North America was the largest region in the e-sports market in 2024. South America is expected to be the fastest-growing region in the forecast period. The regions covered in this market report are Asia-Pacific, 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, Russia, South Korea, UK, USA, Italy, Canada, 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 is the Market Assessment and Strategic Outlook for the E-Sports Industry?

The e-sports market research report is one of a series of new reports from The Business Research Company that provides market statistics, including industry 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 industry. 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 industry.

E-Sports Market Report Forecast Analysis

Report AttributeDetails
Market Size Value In 2025 $3.02 billion
Revenue Forecast In 2034 $6.36 billion
Growth Rate CAGR of 20.5% from 2025 to 2034
Base Year For Estimation 2024
Actual Estimates/Historical Data 2019-2024
Forecast Period 2025 - 2029 - 2034
Market Representation Revenue in USD Billion and CAGR from 2025 to 2034
Segments Covered 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
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, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain. Additional countries that can be covered in the report are Bangladesh, Thailand, Vietnam, Malaysia, Singapore, Philippines, Hong Kong, New Zealand, Mexico, Chile, Argentina, Colombia, Peru, Austria, Belgium, Denmark, Finland, Ireland, Netherlands, Norway, Portugal, Sweden, Switzerland, Czech Republic, Poland, Romania, Ukraine, Saudi Arabia, Israel, Iran, Turkey, UAE, Egypt, Nigeria, South Africa.
Key Companies Profiled Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Nintendo, Team SoloMid (TSM), Cloud9, Take-Two Interactive, Riot Games Inc., Nazara Technology, Jetsynthesys, Nodwin Group, Gaming Monk, Neon Gaming Studio, Viacom 18, Sony, Xbox, BenQ, Electronic Arts, Red Entertainment?, Sega, OLM, Inc., Gainax, Hamster Corporation, Aristocrat Leisure, Huya, Chushou TV, Panda TV, Wangyuhudong, Aipai, Mars TV, ImbaTV, EDG, FEG, Dexerto, Gameloft, Sky Betting & Gaming, SteelSeries, Team Vitality, Fnatic, Astralis, G2 Esports, Imprezart, Playkey, Mundfish, Winstrike, RAWG, Fibrum, DreamTeam, Respeecher, Ejaw Studio, Hypereight, Team Liquid, FaZe Clan, 100 Thieves, Luminosity Gaming, Enthusiast Gaming, Fandom Sports, Infinity Esports, Xten Esports, Isurus Gaming, PaiN Gaming, Infamous, Immortals Gaming Club (IGC), Webedia Arabia Group, Boss Bunny Games, YaLLa Esports, NASR Esports, NODWIN Gaming, Ekasi Esports, Mettlestate, Clan Connection, The Digital Gaming League, MWEB GameZone, Online Arena, Zombiegamer
Customization ScopeRequest for Sample
Pricing And Purchase OptionsExplore Purchase Options

Table Of Contents

1. Executive Summary

2. E-Sports Market Characteristics

3. E-Sports Market Trends And Strategies

4. E-Sports Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global E-Sports Growth Analysis And Strategic Analysis Framework

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

5.2. Analysis Of End Use Industries

5.3. Global E-Sports Market Growth Rate Analysis

5.4. Global E-Sports Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)

5.5. Global E-Sports Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)

5.6. Global E-Sports Total Addressable Market (TAM)

6. E-Sports Market Segmentation

6.1. Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

Multiplayer Online Battle Arena (MOBA)

Real Time Strategy

First Person Shooter

Fighting And Sports

6.2. Global E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

PC

Console

Mobile

Other Platforms

6.3. Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

Sponsorship

Advertising

Merchandise And Tickets

Publisher Fees

Media Rights

6.4. Global E-Sports Market, Sub-Segmentation Of Multiplayer Online Battle Arena (MOBA), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

League of Legends

Dota 2

Smite

Heroes of the Storm

6.5. Global E-Sports Market, Sub-Segmentation Of Real-Time Strategy (RTS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

StarCraft II

Age of Empires

Warcraft III

Command And Conquer

6.6. Global E-Sports Market, Sub-Segmentation Of First Person Shooter (FPS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

Counter-Strike: Global Offensive (CS:GO)

Call of Duty

Overwatch

Rainbow Six Siege

6.7. Global E-Sports Market, Sub-Segmentation Of Fighting And Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

Street Fighter Series

Tekken Series

Mortal Kombat Series

Super Smash Bros

FIFA Series

NBA 2K Series

Madden NFL Series

Gran Turismo

7. E-Sports Market Regional And Country Analysis

7.1. Global E-Sports Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

7.2. Global E-Sports Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific E-Sports Market

8.1. 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

8.2. Asia-Pacific E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8.3. Asia-Pacific E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8.4. Asia-Pacific E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China E-Sports Market

9.1. China E-Sports Market Overview

9.2. China E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

9.3. China E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

9.4. China E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India E-Sports Market

10.1. India E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

10.2. India E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

10.3. India E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan E-Sports Market

11.1. Japan E-Sports Market Overview

11.2. Japan E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11.3. Japan E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11.4. Japan E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia E-Sports Market

12.1. Australia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12.2. Australia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12.3. Australia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia E-Sports Market

13.1. Indonesia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13.2. Indonesia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13.3. Indonesia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea E-Sports Market

14.1. South Korea E-Sports Market Overview

14.2. South Korea E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14.3. South Korea E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14.4. South Korea E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe E-Sports Market

15.1. Western Europe E-Sports Market Overview

15.2. Western Europe E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15.3. Western Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15.4. Western Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK E-Sports Market

16.1. UK E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16.2. UK E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16.3. UK E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany E-Sports Market

17.1. Germany E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17.2. Germany E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17.3. Germany E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France E-Sports Market

18.1. France E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18.2. France E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18.3. France E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy E-Sports Market

19.1. Italy E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19.2. Italy E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19.3. Italy E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain E-Sports Market

20.1. Spain E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20.2. Spain E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20.3. Spain E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe E-Sports Market

21.1. Eastern Europe E-Sports Market Overview

21.2. Eastern Europe E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21.3. Eastern Europe E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21.4. Eastern Europe E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia E-Sports Market

22.1. Russia E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22.2. Russia E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22.3. Russia E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America E-Sports Market

23.1. North America E-Sports Market Overview

23.2. North America E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23.3. North America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23.4. North America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA E-Sports Market

24.1. USA E-Sports Market Overview

24.2. USA E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24.3. USA E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24.4. USA E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada E-Sports Market

25.1. Canada E-Sports Market Overview

25.2. Canada E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25.3. Canada E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25.4. Canada E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America E-Sports Market

26.1. South America E-Sports Market Overview

26.2. South America E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26.3. South America E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26.4. South America E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil E-Sports Market

27.1. Brazil E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27.2. Brazil E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27.3. Brazil E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East E-Sports Market

28.1. Middle East E-Sports Market Overview

28.2. Middle East E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28.3. Middle East E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28.4. Middle East E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa E-Sports Market

29.1. Africa E-Sports Market Overview

29.2. Africa E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29.3. Africa E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29.4. Africa E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. E-Sports Market Competitive Landscape And Company Profiles

30.1. E-Sports Market Competitive Landscape

30.2. E-Sports Market Company Profiles

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

30.2.2. Modern Times Group MTG AB Overview, Products and Services, Strategy and Financial Analysis

30.2.3. Tencent Overview, Products and Services, Strategy and Financial Analysis

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

30.2.5. Nintendo Overview, Products and Services, Strategy and Financial Analysis

31. E-Sports Market Other Major And Innovative Companies

31.1. Team SoloMid (TSM)

31.2. Cloud9

31.3. Take-Two Interactive

31.4. Riot Games Inc.

31.5. Nazara Technology

31.6. Jetsynthesys

31.7. Nodwin Group

31.8. Gaming Monk

31.9. Neon Gaming Studio

31.10. Viacom 18

31.11. Sony

31.12. Xbox

31.13. BenQ

31.14. Electronic Arts

31.15. Red Entertainment?

32. Global E-Sports Market Competitive Benchmarking And Dashboard

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

34. Recent Developments In The E-Sports Market

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

35.1 E-Sports Market In 2029 - Countries Offering Most New Opportunities

35.2 E-Sports Market In 2029 - Segments Offering Most New Opportunities

35.3 E-Sports Market In 2029 - Growth Strategies

35.3.1 Market Trend Based Strategies

35.3.2 Competitor Strategies

36. Appendix

36.1. Abbreviations

36.2. Currencies

36.3. Historic And Forecast Inflation Rates

36.4. Research Inquiries

36.5. The Business Research Company

36.6. Copyright And Disclaimer

Need tailored insights? Customise this report to fit your business goals.


List Of Tables

    Table 1: Global Historic Market Growth, 2019-2024, $ Billion
  • Table 2: Global Forecast Market Growth, 2024-2029F, 2034F, $ Billion
  • Table 3: Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 4: Global E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 5: Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 6: Global E-Sports Market, Sub-Segmentation Of Multiplayer Online Battle Arena (MOBA), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 7: Global E-Sports Market, Sub-Segmentation Of Real-Time Strategy (RTS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 8: Global E-Sports Market, Sub-Segmentation Of First Person Shooter (FPS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 9: Global E-Sports Market, Sub-Segmentation Of Fighting And Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 10: Global E-Sports Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 11: Global E-Sports Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 12: Asia-Pacific, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 13: Asia-Pacific, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 14: Asia-Pacific, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 15: China, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 16: China, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 17: China, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 18: India, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 19: India, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 20: India, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 21: Japan, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 22: Japan, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 23: Japan, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 24: Australia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 25: Australia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 26: Australia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 27: Indonesia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 28: Indonesia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 29: Indonesia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 30: South Korea, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 31: South Korea, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 32: South Korea, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 33: Western Europe, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 34: Western Europe, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 35: Western Europe, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 36: UK, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 37: UK, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 38: UK, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 39: Germany, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 40: Germany, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 41: Germany, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 42: France, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 43: France, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 44: France, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 45: Italy, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 46: Italy, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 47: Italy, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 48: Spain, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 49: Spain, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 50: Spain, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 51: Eastern Europe, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 52: Eastern Europe, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 53: Eastern Europe, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 54: Russia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 55: Russia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 56: Russia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 57: North America, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 58: North America, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 59: North America, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 60: USA, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 61: USA, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 62: USA, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 63: Canada, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 64: Canada, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 65: Canada, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 66: South America, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 67: South America, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 68: South America, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 69: Brazil, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 70: Brazil, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 71: Brazil, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 72: Middle East, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 73: Middle East, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 74: Middle East, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 75: Africa, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 76: Africa, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 77: Africa, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Table 78: Activision Blizzard Inc. Financial Performance
  • Table 79: Modern Times Group MTG AB Financial Performance
  • Table 80: Tencent Financial Performance
  • Table 81: Valve Corporation Financial Performance
  • Table 82: Nintendo Financial Performance

List Of Figures

    Figure 1: Global Historic Market Growth, 2019-2024, $ Billion
  • Figure 2: Global Forecast Market Growth, 2024-2029F, 2034F, $ Billion
  • Figure 3: Global E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 4: Global E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 5: Global E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 6: Global E-Sports Market, Sub-Segmentation Of Multiplayer Online Battle Arena (MOBA), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 7: Global E-Sports Market, Sub-Segmentation Of Real-Time Strategy (RTS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 8: Global E-Sports Market, Sub-Segmentation Of First Person Shooter (FPS), By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 9: Global E-Sports Market, Sub-Segmentation Of Fighting And Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 10: Global E-Sports Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 11: Global E-Sports Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 12: Asia-Pacific, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 13: Asia-Pacific, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 14: Asia-Pacific, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 15: China, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 16: China, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 17: China, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 18: India, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 19: India, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 20: India, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 21: Japan, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 22: Japan, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 23: Japan, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 24: Australia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 25: Australia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 26: Australia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 27: Indonesia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 28: Indonesia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 29: Indonesia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 30: South Korea, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 31: South Korea, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 32: South Korea, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 33: Western Europe, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 34: Western Europe, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 35: Western Europe, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 36: UK, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 37: UK, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 38: UK, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 39: Germany, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 40: Germany, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 41: Germany, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 42: France, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 43: France, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 44: France, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 45: Italy, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 46: Italy, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 47: Italy, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 48: Spain, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 49: Spain, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 50: Spain, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 51: Eastern Europe, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 52: Eastern Europe, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 53: Eastern Europe, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 54: Russia, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 55: Russia, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 56: Russia, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 57: North America, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 58: North America, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 59: North America, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 60: USA, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 61: USA, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 62: USA, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 63: Canada, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 64: Canada, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 65: Canada, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 66: South America, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 67: South America, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 68: South America, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 69: Brazil, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 70: Brazil, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 71: Brazil, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 72: Middle East, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 73: Middle East, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 74: Middle East, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 75: Africa, E-Sports Market, Segmentation By Game, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 76: Africa, E-Sports Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 77: Africa, E-Sports Market, Segmentation By Revenue Source, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Figure 78: Activision Blizzard Inc. Financial Performance
  • Figure 79: Modern Times Group MTG AB Financial Performance
  • Figure 80: Tencent Financial Performance
  • Figure 81: Valve Corporation Financial Performance
  • Figure 82: Nintendo Financial Performance

Frequently Asked Questions

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. For further insights on this market, request a sample here

The market major growth driver - E-Sports Market's Growth Fueled By Rising Demand And Cultural Impact. For further insights on this market, request a sample here

The e-sports market size has grown rapidly in recent years. It will grow from $2.53 billion in 2024 to $3.02 billion in 2025 at a compound annual growth rate (CAGR) of 19.4%. The growth in the historic period can be attributed to increased awareness about esports, increase in livestreaming of games, and increase in international prize pool for esports. The e-sports market size is expected to see exponential growth in the next few years. It will grow to $6.36 billion in 2029 at a compound annual growth rate (CAGR) of 20.5%. The growth in the forecast period can be attributed to increased diversity of game genres, increase in viewership, emergence of esports cafes, increase in internet accessible devices, rising sponsorships, increase in mobile gaming, and increasing awareness. Major trends in the forecast period include increasing shift towards esports due to COVID-19, evolution of esports with augmented reality (AR) and virtual reality (VR) technologies, increasing M&A activities, proliferation of investments, new esports platforms. 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 For further insights on this market,
request a sample here

North America was the largest region in the e-sports market in 2024. 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, Western Europe, Eastern Europe, North America, South America, Middle East, Africa For further insights on this market, request a sample here.

Major companies operating in the e-sports market include Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Nintendo, Team SoloMid (TSM), Cloud9, Take-Two Interactive, Riot Games Inc., Nazara Technology, Jetsynthesys, Nodwin Group, Gaming Monk, Neon Gaming Studio, Viacom 18, Sony, Xbox, BenQ, Electronic Arts, Red Entertainment‎, Sega, OLM, Inc., Gainax, Hamster Corporation, Aristocrat Leisure, Huya, Chushou TV, Panda TV, Wangyuhudong, Aipai, Mars TV, ImbaTV, EDG, FEG, Dexerto, Gameloft, Sky Betting & Gaming, SteelSeries, Team Vitality, Fnatic, Astralis, G2 Esports, Imprezart, Playkey, Mundfish, Winstrike, RAWG, Fibrum, DreamTeam, Respeecher, Ejaw Studio, Hypereight, Team Liquid, FaZe Clan, 100 Thieves, Luminosity Gaming, Enthusiast Gaming, Fandom Sports, Infinity Esports, Xten Esports, Isurus Gaming, PaiN Gaming, Infamous, Immortals Gaming Club (IGC), Webedia Arabia Group, Boss Bunny Games, YaLLa Esports, NASR Esports, NODWIN Gaming, Ekasi Esports, Mettlestate, Clan Connection, The Digital Gaming League, MWEB GameZone, Online Arena, Zombiegamer . For further insights on this market, request a sample here.

Major trends in this market include E-Sports Companies Pioneering New Platforms To Drive Revenue, Expand Consumer Base, And Gain Competitive Advantage. For further insights on this market, request a sample here.

Customer representative image Book your 30 minutes free consultation with our research experts
Back to top
\
Back to top