Global E-Sports Market Report 2024

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) – Market Size, Trends, And Global Forecast 2025-2034

E-Sports Global Market Report 2025

Report Price : $4490.00 | Pages : 250 | Published : January 2025 | Delivery Time: 2-3 business days | Format : pdf

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E-Sports Market Definition

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.

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 Segmentation

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

E-Sports Market Size and growth rate 2025 to 2029: Graph

E-Sports Market Size 2025 And Growth Rate

The e-sports market size has grown rapidly in recent years. It will grow from $2.73 billion in 2024 to $3.25 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.

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 $7.03 billion in 2029 at a compound annual growth rate (CAGR) of 21.2%. 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.

E-Sports Market Driver: 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.

E-Sports Market Driver: 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 market.

Global E-Sports Market Major Players

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

Global E-Sports Market Trend: 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.

Global E-Sports Market Trend: 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.

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 the e-sports market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the e-sports 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 E-sports market statistics, including E-sports industry global market size, regional shares, competitors with an E-sports market share, detailed E-sports market segments, market trends, and opportunities, and any further data you may need to thrive in the E-sports industry. This E-sports market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

E-Sports Market Report Forecast Analysis
Report AttributeDetails
Market Size Value In 2025 $3.25 billion
Revenue Forecast In 2034 $7.03 billion
Growth Rate CAGR of 21.2% from 2024 to 2033
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
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    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 and Covid And Recovery on the Market

    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

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
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Frequently Asked Questions

What is the definition of the 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. For further insights on the E-Sports market, request a sample here

How will the E-Sports market drivers and restraints affect the market dynamics? What forces will shape the E-Sports industry going forward?

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

What is the forecast market size or the forecast market value of the E-Sports market?

The E-Sports market size has grown strongly in recent years. The e-sports market size has grown rapidly in recent years. It will grow from $2.73 billion in 2024 to $3.25 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 $7.03 billion in 2029 at a compound annual growth rate (CAGR) of 21.2%. 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 the E-Sports market, request a sample here

How is the E-Sports market segmented?

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 the E-Sports market,
request a sample here

Which region has the largest share of the E-Sports market? What are the other regions covered in the report?

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 the E-Sports market, request a sample here.

Who are the major 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 . For further insights on the E-Sports market, request a sample here.

What are the key trends in the E-Sports market?

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

What are the major opportunities in the E-Sports market? What are the strategies for the E-Sports market?

For detailed insights on the major opportunities and strategies in the E-Sports market, request a sample here.

How does the E-Sports market relate to the overall economy and other similar markets?

For detailed insights on E-Sports's relation to the overall economy and other similar markets, request a sample here.

What are the latest mergers and acquisitions in the E-Sports industry?

For detailed insights on the mergers and acquisitions in the E-Sports industry, request a sample here.

What are the key dynamics influencing the E-Sports market growth? SWOT analysis of the E-Sports market.

For detailed insights on the key dynamics influencing the E-Sports market growth and SWOT analysis of the E-Sports industry, request a sample here.