Contact Us

Global E-Sports Outlook 2025, Forecast To 2034

12 Mar, 2025

What is the Historic and Current Scenario of the E-Sports Market?

The e-sports market has seen considerable growth due to a variety of factors.
• In the last few years, the e-sports market has seen rapid growth and expansion. The market is projected to expand from $2.73 billion in 2024 to $3.25 billion in 2025, with a Compound Annual Growth Rate (CAGR) of 19.4%.
This substantial growth in the historical period can be credited to a surge in understanding and knowledge about esports, the rise in livestreams of gaming events, and an expansion in the global prize pool for esports.

What Can Be Expected from the E-Sports Market in the Coming Years?

The e-sports market is expected to maintain its strong growth trajectory in upcoming years.
• The e-sports industry is anticipated to witness a rapid expansion in its market size over the coming years, predicting a surge to $7.03 billion by 2029 with a Compound Annual Growth Rate (CAGR) of 21.2%.
The estimations for the projected period attribute this growth to several factors such as the diversification of gaming genres, a surge in viewership numbers, the emergence of esports cafes, an increase in devices with internet access, a rise in sponsorships, expansion of mobile gaming, and heightened awareness. Furthermore, major trends observed during the forecast period are the growing inclination towards esports due to the COVID-19 pandemic, advancements of esports with the integration of Augmented Reality (AR) and Virtual Reality (VR) technologies, a rise in Mergers and Acquisitions (M&A) operations, the influx of investments, and the advent of new esports platforms.

What Main Forces Are Fueling Expansion In The E-Sports Market?

The growth of the E-sports market is being fueled by a surge in video game demand and a heightened understanding of E-sports. The increase of video content, products, virtual reality, and video game tournaments correlates with technological advancements. With video gaming morphing popular culture and re-shaping how today's youth enjoy entertainment, this industry is seeing a positive trend. For example, the UK Interactive Entertainment, a trade organisation based in the UK, reported in April 2024 that the UK's video games consumer market had increased to $10.15 billion (£7.82 billion) in 2023. This is a 4.4% uplift from the revised 2022 total of $9.72 billion (£7.49 billion). As a result, the E-sports market's growth in the forecasted period is being propelled by the swell in video game demand and wider E-sports recognition.

How Are The Segments Defined Within The Global E-Sports Market?

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

Pre-Book The E-Sports Global Market Report 2025 Report For Swift Delivery And Comprehensive Insights:

How Are New Trends Expected To Influence The Growth Of The E-Sports Market?

Firms in the e-sports industry are pushing resources into novel e-sports platforms with a view to elevate their earnings, broaden their customer reach, and establish a competitive advantage over other contenders in the market. For example, Digital Virgo, a French company excelling in mobile payment in tandem with Etisalat Misr and the Egyptian Telecom company, unveiled a comprehensive E-sports platform in 2022. This platform aims at providing premier educational and entertaining content in Egypt.

Who Are the Key Players in the 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 Is The Most Dominant Region In The 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 the e-sports market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa