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Esports - Worldwide

Worldwide
  • The revenue in the Esports market worldwide is projected to reach US$4.3bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.61%, which will result in a projected market volume of US$5.9bn by 2029.
  • The largest market within this market is Esports market_Betting, with a market volume of US$2.5bn in 2024.
  • Most revenue is anticipated to be generated the United States, with a projected market volume of US$1.1bn in 2024.
  • In the worldwide Esports market, the number of users is expected to reach 896.0m users by 2029.
  • User penetration is forecasted to be 11.9% in 2024 and is expected to increase to 14.2% by 2029.
  • The average revenue per user (ARPU) is projected to amount to US$5.93.
  • Esports worldwide is experiencing unprecedented growth, driven by increased viewership, sponsorship opportunities, and the rising popularity of competitive gaming among diverse demographics.

Definition:

Esports, short for electronic sports, refers to competitive video gaming where professional players or teams compete in various multiplayer video games. These competitions are often organized into leagues, tournaments, and events, attracting both online and offline audiences. Esports has grown into a global industry, with players, sponsors, and spectators contributing to its popularity and economic significance.

Structure:

The Esports market can be divided into 6 different parts. First, Sponsorship & Advertising, which refers to revenues made from sponsorship deals and advertising for events and tournaments. Merchandise & Ticketing refers to the revenues generated mainly from tournament tickets and the merchandise that comes with it. Additionally, Streaming, Media Rights and Publisher Fees, which all refers to the revenue that is associated with broadcasting Esports events accross various channels. Lastly, Esports Betting includes the betting on outcomes of Esport events.

Additional information:

The market comprises revenues, ad spendings, users, average revenue per user, and penetration rates. Revenues are generated through advertising spending and consumer spending. Sales channel data shows both online and offline revenues. Information on Esports betting can also be found in the Digital Market Insights. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Professional and semi-professional gaming competitions, such as Semi-Pro League
  • Tournaments and leagues, such as Dota 2 The International
  • Sponsorship deals and advertising, such as FaZe and Steelseries
  • Merchandise and ticketing for Esport tournaments
  • Streaming of tournaments, such as streaming on Twitch

Out-Of-Scope

  • Amateur competitions, such as Amateur Esports League
  • Streaming revenues of non-organized competitive gaming, such as casual gaming on Twitch
  • Digital and physical sales from video games, such as sales of Call of Duty
  • Digital tools associated with revenues from Esports, such as Teamspeak or Discord
Esports: market data & analysis - Cover

Market Insights report

Esports: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Notes: For explanation on the different assumptions for each scenario, please click on the info button.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports market has been steadily growing worldwide, driven by factors such as increasing adoption of digital technologies, growing popularity among consumers, and the convenience of online services. However, the market's growth rate is currently subdued due to factors such as lack of regulation in certain sub-markets and the impact of the COVID-19 pandemic on live events. Despite these challenges, the eSports market is expected to continue its growth trajectory in the coming years, supported by the growing influence of sponsorships and advertising, merchandise and ticket sales, and streaming revenues.

    Customer preferences:
    With the rise of digitalization and technology, the eSports market has seen a significant shift in consumer preferences towards virtual events and online gaming experiences. This trend is driven by the convenience and accessibility of digital platforms, as well as the increasing popularity of competitive gaming among younger demographics. As a result, traditional in-person tournaments and events have seen a decline, with a growing demand for online tournaments and streaming services. Additionally, the rise of mobile gaming and cross-platform play has opened up new opportunities for the eSports market, catering to a wider audience and further driving its growth.

    Trends in the market:
    In the eSports market, there is a noticeable increase in the integration of virtual reality technology, enhancing the gaming experience for players and viewers alike. This trend is expected to continue, with projections showing significant growth in the virtual reality gaming market. Additionally, there is a rise in the number of eSports tournaments and leagues, attracting large audiences and sponsors. This trend highlights the growing mainstream appeal of eSports and its potential for revenue generation, making it an attractive market for industry stakeholders. With the increasing popularity and investment in the eSports market, it is likely to continue its upward trajectory and become a significant player in the global entertainment industry.

    Local special circumstances:
    In South Korea, eSports has become a national phenomenon, with the country being home to some of the world's top players and teams. The government has recognized the potential of eSports and has actively supported the industry, providing infrastructure, funding, and promoting tournaments. This has led to a highly developed and competitive market, with a large fan base and a thriving professional scene. In contrast, the eSports market in Brazil is still in its early stages and faces challenges such as limited infrastructure and lack of government support. However, the country's passion for gaming and its growing tech-savvy population present exciting opportunities for growth in the future.

    Underlying macroeconomic factors:
    The growing popularity of eSports is also impacted by macroeconomic factors such as global economic trends, national economic health, fiscal policies, and other financial indicators. Countries with strong economies and favorable policies towards eSports are experiencing faster market growth compared to regions with economic challenges and limited support for the industry. Moreover, the increasing interest in gaming and digital entertainment among younger demographics is contributing to the growth of the eSports market worldwide. Additionally, with the rise of online streaming platforms and the growing digital infrastructure, the accessibility and reach of eSports are expanding, further driving its market performance.

    Reach

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

    Modeling approach / market size:

    The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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