Market Research Report

Global Esports Market Research Report: Forecast (2025-2030)

Esports Market - By Game Type (Multiplayer Online Battle Arena, First-Person Shooter, Real-Time Strategy, Sports, Fighting, Battle Royale, Others), By Revenue Source (Sponsorship, ...Advertising, Media Rights, Ticket & Merchandise Sales, Publisher Fees, Streaming), By Device Type (Mobile, PC, Console), By Streaming Type (Live, Video-on-demand) and Others Read more

  • ICT & Electronics
  • Apr 2025
  • Pages 191
  • Report Format: PDF, Excel, PPT

Market Insights & Analysis: Global Esports Market (2025-30):

The Global Esports Market size was valued at around USD 1.81 billion in 2024 and is projected to reach USD 5.88 billion by 2030. Along with this, the market is estimated to grow at a CAGR of around 22.21% during the forecast period, i.e., 2025-30.  The Esports industry is increasing with the help of high-speed internet and high-definition streaming sites. High-speed internet offers lag-free online gaming without any kind of delay and enables players to engage from various locations around the world and compete with one another without any hindrances. 5G technology has transferred mobile gaming by providing faster download speeds and lower inactivity. This is very important for the online gaming platform; therefore, professional gamers rely on fast internet speed to compete at the highest level and stay in the competition.

As of the global data portal of early 2025, global internet usage continues to grow, with 5.56 billion users worldwide representing 67.9% of the global population. This marks a 1.8% increase from the previous year and adds around 97 million new users. The government initiatives to enhance digital infrastructure have played a very important role in the growth. The Ministry of India in 2024, had a total of 954.40 million internet subscribers, with 398.35 million in rural areas. These advancements have not only improved internet accessibility but have also provided a platform for gamers to engage with esports content seamlessly.

Report Coverage Details
  Historical Years   2020-23
  Base Years
  2024
  Forecast Years
  2025-30
  Market Value in 2024   USD 1.81 Billion
  Market Value in 2030   USD 5.88 Billion
  CAGR (2025-30)   22.21%
  Leading Region   North America
  Top Key Players G2 Esports, Team Liquid, Astralis, OG,100 Thieves, Fnatic, T1, Evil Geniuses, Activision Blizzard, FaZe Clan, Talon Esports, NRG Esports, Major League Gaming (MLG), Cloud9, Tencent, and Others
  Key Report Highlights
  • Market Dimensions & Projections
  • Pricing Evaluation,
  • Recent Strategic Moves by Companies,
  • Primary Stakeholders,
  • Analysis of Import and Export Trends,
  • Competitive Landscape Assessment,
  • Emerging Opportunities,
  • Market Trends and Indicators

 

*Boost strategic growth with in-depth market analysis - Get a free sample preview today!

Moreover, streaming platforms have played a major role in the development of the esports market growth. Platforms such as Twitter, YouTube Gaming, and Facebook Gaming have gained the consumption of esports events by providing real-time live streams of tournaments and gameplay. Online gaming platforms give people instant interaction with players and viewers. The availability of such platforms has also enabled esports to transcend traditional broadcasting channels, making it reach people all over the world and get advertisers from there as well. The fact that one can live-stream tournaments, engage in a chat, and view highlights makes esports more dynamic and accessible to the younger demographics. This transformation to digital-first consumption has established streaming as one of the important elements in mainstream popularity and further growth of esports.


Global Esports Market Research Report: Forecast (2025-2030)

Global Esports Market Driver:

Proliferation of Smartphones Led to a Rise in Mobile Gaming – Mobile gaming is growing because of free-to-play video games that may be downloaded and played without cost. Mobile gaming gives rise to esports like competitive video game tournaments in which professional players compete with each other in front of a live audience or online. Major tournaments such as the League of Legends International Championship and the international Dota 2 championship draw millions of viewers globally.  While these occasions, first of all, focused on traditional gaming platforms, the shift in the direction of mobile gaming has accelerated the scope of competitive gaming.

Nowadays, mobile-centric esports occasions aren't only the best developing in viewership but also in expert participation, with cellular game titles like PUBG Cellular, Unfastened Fire, and Cellular Legends gaining substantial followings. The increasing engagement in these tournaments highlights the full-size impact of smartphones on the esports ecosystem. As cellular gaming continues to evolve, it is reshaping the global esports marketplace, presenting new possibilities for gamers, fans, and companies alike.

Global Esports Market Challenge:

Addiction and Health Problem – The boom of esports has emphasized varied fitness issues, particularly the danger posed by excessive screen time and lengthy gaming sessions. One of the most serious problems is screen addiction, which is now widespread among individuals within the esports scene. The extended eye exposure to screens from video gaming can bring about eye pressure, resulting in discomfort, dryness, and blurry imagination, a condition which is most commonly referred to as "computer vision syndrome." Also, the prolonged duration of screen use without rest can result in repetitive strain injuries (RSIs) like carpal tunnel syndrome, which makes the wrists and hands experience repetitive motion.

Moreover, the static nature of video gaming often results in musculoskeletal problems. The intersection of mental concentration, physical inaction, and improper posture results in a troubling vicious cycle that impacts not just professional gamers but also recreational gamers themselves. To counteract such health impairments, professionals advise frequent pauses, good ergonomics, and eye training, as well as encouraging a balanced life that incorporates exercise during non-gaming hours.

Global Esports Market Trend:

Integration of Virtual Reality (VR) and Augmented Reality (AR) – The esports industry is revolutionizing gaming by incorporating virtual reality and augmented reality, which provides an engaging and interactive setting for both spectators and players. While AR uses digital information from the real world to improve gameplay and viewing, VR provides a completely engaging setting for spectators and players. When the players are physically involved in games, they can sense like play on the ground or real-world and this transition provides an opportunity for players to interact with a broader audience.

VR and AR technology are also applied in esports to increase the competition's realism and dynamism, enabling players to feel the games in ways they never imagined before. Virtual reality is also applied in training simulations, and professional players can hone their skills with the assistance of advanced equipment. Through improved broadcasts and real-time data overlays with player metrics and 3D images, audiences gain from augmented reality. They predict that as VR and AR technologies advance, they will play a key role in the esports ecosystem, increasing engagement and revenue-generating prospects.

Global Esports Market (2025-30): Segmentation Analysis

The Global Esports Market study of MarkNtel Advisors evaluates & highlights the major trends & influencing factors in each segment. It includes predictions for the period 2025-2030 at the global level. Based on the analysis, the market has been further classified as:

Based on Streaming Type:

  • Live
  • Video-on-demand

Based on the streaming type, video-on-demand has the largest market share, around 45%. Video-on-demand (VOD) has transformed the way viewers connect with esports, providing unprecedented comfort and convenience. Viewers can now watch previous tournaments they did not follow live or relive their moments of delight, a convenient method of viewing the action at their convenience. The increased availability of esports content on channels such as Netflix and Amazon Prime has also helped expand the enterprise.

It provides a vast array of documentaries, collections, and exclusive behind-the-scenes content. Through these platforms, viewers can access a large library of esports content anywhere, anytime, allowing new and current fans alike to get immersed in the world of competitive gaming. This movement toward digital and on-demand content continues to drive the global popularity of esports.

Based on Device Type:

  • Mobile
  • PC
  • Console

Based on device type, mobile gaming has the largest market share, more than 43%. The prevalence of smartphones has greatly helped promote esports, and it has made it more accessible and inclusive to a global population. Games such as PUBG mobile, Free Fireplace, and mobile Legends have become very popular, and players can now experience high–quality competitive gaming anywhere, without having to use highly costly gaming desktops or consoles.

Mobile gaming's ease of access and low entry barrier have drawn millions of new players and visitors, particularly in regions where console gaming is less prevalent. This has created a larger esports culture, with tournaments and leagues now catering specifically to mobile gaming. Ease of access through mobile platforms has made esports more popular, becoming more mainstream and accessible to everyone regardless of age or background. With mobile gaming growing, this will probably drive further innovation, creating new opportunities for developers, sponsors, and fans alike around the world.

Global Esports Market (2025-30): Regional Projections

Geographically, the Global Esports Market expands across:

  • North America
  • South America
  • Europe
  • The Middle East & Africa
  • Asia-Pacific

North America holds the largest market share, around 54% in the Global Esports Industry, because of its well-established infrastructure, with notable esports corporations, professional teams, and large-scale competitions such as the League of Legends championship bringing contact with the obligation league. These events exhibit massive turnouts and attract millions of viewers and people, both online and offline, demonstrating the region's predominance in hosting top-notch events. These events not only produce grand scales but also stimulate bottom-up growth, developing a rich environment for new and veteran gamers. North the United States’ establishment of esports climate, offering up-to-date arenas, streaming infrastructures, and strong media exposure, aids in the long-term expansion of the business. Additionally, collaborations with big tech companies, such as Intel and NVIDIA, solidify the region's control within the global esports space.

Global Esports Industry Recent Development:

  • February 2025: G2 Esports announced a partnership with Invictus Gaming to enter the Dota 2 esports scene. This collaboration also marks G2's expansion into China with the establishment of its first local team, supported by M88 Mansion.

Gain a Competitive Edge with Our Global Esports Market Report

  1. Global Esports Market Report by MarkNtel Advisors provides a detailed & thorough analysis of market size & share, growth rate, competitive landscape, and key players. This comprehensive analysis helps businesses gain a holistic understanding of the market dynamics & make informed decisions.
  2. This report also highlights current market trends & future projections, allowing businesses to identify emerging opportunities & potential challenges. By understanding market forecasts, companies can align their strategies & stay ahead of the competition.
  3. Global Esports Market Report aids in assessing & mitigating risks associated with entering or operating in the market. By understanding market dynamics, regulatory frameworks, and potential challenges, businesses can develop strategies to minimize risks & optimize their operations.

*Reports Delivery Format - Market research studies from MarkNtel Advisors are offered in PDF, Excel and PowerPoint formats. Within 24 hours of the payment being successfully received, the report will be sent to your email address.

Frequently Asked Questions

   A. The Esports Market is expected to grow at a compound annual growth rate (CAGR) of around 22.21% over the forecast period.

   A. The Esports Market size was valued at around USD1.81 billion in 2024 and is projected to reach USD5.88 billion by 2030.

   A. The proliferation of smartphones is expected to drive the Esports Market during 2025-30.

   A. The top companies in the Esports Market are G2 Esports, Team Liquid, Astralis, OG,100 Thieves, Fnatic, T1, Evil Geniuses, Activision Blizzard, FaZe Clan, Talon Esports, NRG Esports, Major League Gaming (MLG), Cloud9, Tencent, and Others.

   A. Video-on-demand held the largest share of the Esports Market.

   A. Addiction and health problems are the possible restraints affecting the growth of the Esports Market.

   A. Integration of virtual reality (VR) and augmented reality (AR) is one of the key trends shaping the growth of the Esports Market.

  1. Market Segmentation
  2. Introduction
    1. Product Definition
    2. Research Process
    3. Assumptions
  3. Executive Summary
  4. Global Esports Market Policies, Regulations, and Product Standards
  5. Global Esports Market Trends & Developments
  6. Global Esports Market Dynamics
    1. Growth Drivers
    2. Challenges
  7. Global Esports Market Hotspot & Opportunities
  8. Global Esports Market Value Chain Analysis
  9. Global Esports Market Outlook, 2020-2030F
    1. Market Size & Outlook
      1. By Revenue (USD Million)
    2. Market Share & Outlook
      1. By Game Type
        1. Multiplayer Online Battle Arena (MOBA)- Market Size & Forecast 2020-2030, USD Million
        2. First-Person Shooter (FPS)- Market Size & Forecast 2020-2030, USD Million
        3. Real-Time Strategy (RTS)- Market Size & Forecast 2020-2030, USD Million
        4. Sports- Market Size & Forecast 2020-2030, USD Million
        5. Fighting- Market Size & Forecast 2020-2030, USD Million
        6. Battle Royale- Market Size & Forecast 2020-2030, USD Million
        7. Others- Market Size & Forecast 2020-2030, USD Million    
      2. By Revenue Source
        1. Sponsorship- Market Size & Forecast 2020-2030, USD Million
        2. Advertising- Market Size & Forecast 2020-2030, USD Million
        3. Media Rights- Market Size & Forecast 2020-2030, USD Million
        4. Ticket & Merchandise Sales- Market Size & Forecast 2020-2030, USD Million
        5. Publisher Fees- Market Size & Forecast 2020-2030, USD Million
        6. Streaming- Market Size & Forecast 2020-2030, USD Million
      3. By Device Type
        1. Mobile- Market Size & Forecast 2020-2030, USD Million
        2. PC- Market Size & Forecast 2020-2030, USD Million
        3. Console- Market Size & Forecast 2020-2030, USD Million
      4. By Streaming Type
        1. Live- Market Size & Forecast 2020-2030, USD Million
        2. Video-on-demand- Market Size & Forecast 2020-2030, USD Million
      5. By Region
        1. North America
        2. South America
        3. Europe
        4. Middle East and Africa
        5. Asia-Pacific
      6. By Company
        1. Company Revenue Shares
        2. Competitor Characteristics
  10. North America Esports Market Outlook, 2020-2030F
    1. Market Size & Outlook
      1. By Revenue (USD Million)
    2. Market Share & Outlook
      1. By Game Type- Market Size & Forecast 2020-2030, USD Million
      2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
      3. By Device Type- Market Size & Forecast 2020-2030, USD Million
      4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
      5. By Country
        1. The US
        2. Canada
        3. Mexico
    3. The US Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    4. Canada Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million  
    5. Mexico Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
  11. South America Esports Market, 2020-2030F
    1. Market Size & Outlook
      1. By Revenue (USD Million)
    2. Market Share & Outlook
      1. By Game Type- Market Size & Forecast 2020-2030, USD Million
      2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
      3. By Device Type- Market Size & Forecast 2020-2030, USD Million
      4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
      5. By Country
        1. Brazil
        2. Argentina
        3. Rest of South America
    3. Brazil Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    4. Argentina Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
  12. Europe Esports Market Outlook, 2020-2030F
    1. Market Size & Analysis
      1. By Revenues (USD Million)
    2. Market Share & Analysis
      1. By Game Type- Market Size & Forecast 2020-2030, USD Million
      2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
      3. By Device Type- Market Size & Forecast 2020-2030, USD Million
      4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
      5. By Country
        1. The UK
        2. Germany
        3. France
        4. Italy
        5. Spain
        6. Rest of Europe
    3. The UK Esports Market Outlook, 2020-2030F
      1. Market Size & Analysis
        1. By Revenues (USD Million)
      2. Market Share & Analysis
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    4. Germany Esports Market Outlook, 2020-2030F
      1. Market Size & Analysis
        1. By Revenues (USD Million)
      2. Market Share & Analysis
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    5. France Esports Market Outlook, 2020-2030F
      1. Market Size & Analysis
        1. By Revenues (USD Million)
      2. Market Share & Analysis
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    6. Italy Esports Market Outlook, 2020-2030F
      1. Market Size & Analysis
        1. By Revenues (USD Million)
      2. Market Share & Analysis
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    7. Spain Esports Market Outlook, 2020-2030F
      1. Market Size & Analysis
        1. By Revenues (USD Million)
      2. Market Share & Analysis
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
  13. Middle East & Africa Esports Market, 2020-2030F
    1. Market Size & Outlook
      1. By Revenue (USD Million)
    2. Market Share & Outlook
      1. By Game Type- Market Size & Forecast 2020-2030, USD Million
      2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
      3. By Device Type- Market Size & Forecast 2020-2030, USD Million
      4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
      5. By Country
        1. Saudi Arabia
        2. The UAE
        3. South Africa
        4. Rest of Middle East & Africa
    3. Saudi Arabia Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    4. The UAE Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    5. South Africa Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
  14. Asia Pacific Esports Market, 2020-2030F
    1. Market Size & Outlook
      1. By Revenue (USD Million)
    2. Market Share & Outlook
      1. By Game Type- Market Size & Forecast 2020-2030, USD Million
      2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
      3. By Device Type- Market Size & Forecast 2020-2030, USD Million
      4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
      5. By Country
        1. China
        2. Japan
        3. India
        4. Australia
        5. South Korea
        6. Rest of Asia Pacific
    3. China Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    4. Japan Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    5. India Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    6. Australia Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
    7. South Korea Esports Market Outlook, 2020-2030F
      1. Market Size & Outlook
        1. By Revenue (USD Million)
      2. Market Share & Outlook
        1. By Game Type- Market Size & Forecast 2020-2030, USD Million
        2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
  15. Global Esports Market Key Strategic Imperatives for Success & Growth
  16. Competition Outlook
    1. Company Profiles
      1. G2 Esports
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      2. Team Liquid
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      3. Astralis
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      4. OG
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      5. 100 Thieves
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      6. Fnatic
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      7. T1
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      8. Evil Geniuses
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      9. Activision Blizzard
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      10. FaZe Clan
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      11. Talon Esports
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      12. NRG Esports
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      13. Major League Gaming (MLG)
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      14. Cloud9
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      15. Tencent
        1. Business Description
        2. Type Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
      16. Others
  17. Disclaimer


Esports Market Segmentation