The global eSports market size is assessed to be USD 5,104.13 million in 2024. By 2034, the market is forecast to reach USD 34,536.97 million. The market is expected to register an astounding CAGR of 21.1% over the forecast period.
The eSports industry is undergoing a tectonic shift. Key players, stakeholders, and investors can capitalize on the increasing popularity, expanding access to internet and gaming devices, and constructive policy framework to raise the market value of eSports in the next ten years. Stakeholders in the eSports ecosystem focus on delivering high-quality experiences to players to manifest a win-win situation and holistic benefits to all those who are participating.
Key Market Highlights
Attributes | Details |
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eSports Market Size (2024) | USD 5,104.13 million |
Forecasted eSports Industry Size (2034) | USD 34,536.97 million |
Projected CAGR (2024 to 2034) | 21.1% |
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Attributes | Details |
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Trends |
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Opportunities |
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Key growth drivers for eSports in North America include growth in youth audience, increasing investments, and surging collaborations between leading players. The regional growth is predicted to find more room for growth with investments running in for the franchised North America League of Legends Championship Series and Overwatch League.
Increasing athletes, leagues, streaming platforms, game developers, and TV networks are further expected to make eSports a multi-million-dollar industry in North America.
The market’s growth in Europe is predicted to be fast-paced owing to increasing collaborations between key players or with young eSports experts, educational institutions, and employers. Comparatively, the Asia Pacific market is expected to be driven at a higher CAGR, suggesting considerable potential for eSports businesses in the region. South Korea offers a standard infrastructure for players like gaming houses, trainers, chefs, and researchers.
Country | CAGR (2024 to 2034) |
---|---|
United States | 17.9% |
Germany | 20.5% |
Japan | 22.3% |
China | 21.6% |
Australia | 24.6% |
The total revenue of eSports companies and start-ups in the United States is projected to increase at a CAGR of 17.90% through 2034. The leading factors that are driving this growth are:
The increasing interest of gamers in Germany is projected to propel the market at a CAGR of 20.50% through 2034. Common factors that are contributing to market growth are:
The eSports industry in Japan has expanded and has room for further development. New services and demand for eSports in Japan are predicted to soar at a CAGR of 22.30% through 2034, on account of:
The rise of eSports in China is predicted to exhibit a phenomenal CAGR of 21.60% through 2034. The leading market propellers are as follows:
In Australia, the revenue forecast from eSports companies and start-ups is projected to register a CAGR of 24.6% through 2034. The leading market drivers for this growth are:
Attributes | Details |
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Top Application | Platform |
Market Share in 2024 | 73.6% |
The platform application segment is estimated to capture a market share of 73.60% in 2024. Key factors that are expected to propel the segment’s growth are as follows:
Attributes | Details |
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Top Streaming Type | Live |
Market Share in 2024 | 60.3% |
The live segment is predicted to occupy a value share of 60.30% of the market in 2024. The segment is driven by several factors:
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Key players are collaborating with popular gamer influencers to increase their brand presence. Industry leaders are forming alliances with educational institutes to nurture the next generation of professionals and game developers.
Video game developers are working with brands to develop custom content to increase the revenue volume. Key players are focusing on an emerging segment of female gamers.
Latest Developments in the eSports Market
The eSports market is estimated to be valued at USD 5,104.13 million in 2024.
The eSports market size is forecasted to surpass USD 34,536.97 million by 2034.
The eSports industry is projected to register a CAGR of 21.1% through 2034.
Electronic Arts, Riot Games, and Tencent are some of the leading companies in the eSports industry.
The Asia Pacific is expected to make a significant contribution to the overall market growth.
1. Executive Summary 2. Market Overview 3. Market Background 4. Global Market Analysis 2019 to 2023 and Forecast, 2024 to 2034 5. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Application 5.1. Platform 5.2. Service 6. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Streaming Type 6.1. On-Demand 6.2. Live 7. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Device Type 7.1. Smartphone 7.2. Smart TV 7.3. Desktop 7.4. Laptop 7.5. Tablets 7.6. Gaming Console 8. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Revenue Stream 8.1. Media Rights 8.2. Game Publisher Fee 8.3. Sponsorship 8.4. Digital Advertisement 8.5. Tickets and Merchandise 9. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Region 9.1. North America 9.2. Latin America 9.3. Western Europe 9.4. Eastern Europe 9.5. South Asia and Pacific 9.6. East Asia 9.7. Middle East and Africa 10. North America Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 11. Latin America Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 12. Western Europe Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 13. Eastern Europe Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 14. South Asia and Pacific Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 15. East Asia Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 16. Middle East and Africa Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 17. Key Countries Market Analysis 18. Market Structure Analysis 19. Competition Analysis 19.1. Electronic Arts Inc. 19.2. Riot Games 19.3. Tencent Holding Limited 19.4. Activision Blizzard, Inc. 19.5. Microsoft 19.6. Google 19.7. Valve Corporation 19.8. Modern Times Group (MTG) 19.9. NVIDIA Corporation 19.10. HTC Corporation 20. Assumptions & Acronyms Used 21. Research Methodology
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