Global E-Sports Market Size 2024, Forecast To 2033

11 Mar, 2024

The e-sports market size has experienced rapid growth, advancing from $1.63 billion in 2023 to $1.9 billion in 2024, reflecting a compound annual growth rate (CAGR) of 16.0%. The growth in the historical period is associated with increased awareness about esports, a surge in livestreaming of games, and an escalation in the international prize pool for esports. Projections for 2028 indicate continued rapid growth, reaching $3.48 billion with a CAGR of 16.4%. The expected growth in the forecast period is attributed to an increased diversity of game genres, a rise in viewership, the emergence of esports cafes, an increase in internet-accessible devices, rising sponsorships, the growth of mobile gaming, and an overall increase in awareness. Major trends in this period encompass the increasing shift towards esports due to COVID-19, the evolution of esports with augmented reality (AR) and virtual reality (VR) technologies, a rise in M&A activities, and a proliferation of investments in new esports platforms.

Global E-Sports Market Key Driver

The growth of the E-sports market is attributed to the increasing demand for video games and a heightened awareness of E-sports. The expansion of technology has led to a proliferation of video content, products, virtual reality, and video game competitions. Video gaming has evolved into a transformative element of pop culture, reshaping the entertainment consumption habits of the younger generation. According to PwC's Global Entertainment & Media Outlook, the US video game market is expected to reach $30 billion by 2023. Globally, the combined revenue from video games and E-sports was $215.6 billion in 2021, with a projected growth to $323.5 billion by 2026 at a CAGR of 8.5%. This surge in demand and increased awareness signifies a substantial market size for E-sports in 2023, 2024, and 2028.

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Global E-Sports Market Segments

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 & Tickets, Publisher Fees, Media Rights
By Geography:The regions covered in the e-sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain North America was the largest region in the e-sports market in 2023. 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

Major E-Sports Industry Players

Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Electronic Arts Inc., 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

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E-Sports Market Overview

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.

E-Sports Global Market Report 2023 provides data on the global e-sports market such as market size, growth forecasts, segments and geographies, competitive landscape including leading competitors’ revenues, profiles and market shares. The e-sports market report identifies opportunities and strategies based on market trends and leading competitors’ approaches.