Report

Global Esports Market Report and Forecast 202...

190 pages Apr 2025
Global Esports Market Report a...

Global Esports Market Report and Forecast 2026-2032

Global Esports Market Size, Share, Analysis, Report - By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Publisher Fees, Media Rights), By Application (Platform, Service), By Streaming type (On demand, Live), By Device Type (Smart phone, Smart TV, Desktop -laptop-tablets, Gaming console), and Others

  • Information & Technology
  • Pages : 190
  • Apr 2025
  • Report Format :  

    pdf ppt xl

Esports Market Insights & Analysis

The Global Esports Market reached a value of nearly USD 2.76 Billion in 2025. The market is assessed to grow at a CAGR of around 25.02%, during the forecast period of 2026-2032 to attain a value of around USD 10.54 Billion in 2032. The industry is envisioned to observe tremendous growth owing to the rising popularity of video games, technological developments, and the upscaling of live streaming platforms globally. Also, professional esports has altered the gaming sector, offering career opportunities & competitive environments through structured leagues & tournaments. With increasing investments from key companies, including Activision Blizzard, Electronic Arts, and FACEIT Ltd., the Global Esports Market is seeing a sharp uptick in revenue generation from media rights, sponsorships & advertising, and publisher fees.

Global Esports Market FY32

Description of Image
  • Study Period: 2020- 2032

  • Base Year: 2024

  • CAGR(2026-2032): 25.02%

  • Market Value 2032: USD 10.54 Billion

  • Fastest Growing Market: Asia-Pacific

  • Major Players: Gameloft SE, Kabam Inc., Nintendo Co. Ltd., Activision Blizzard, Inc., Electronic Arts, FACEIT Ltd., Gfinity, NVIDIA Corporation, Modern Times Group, FACEIT, CJ Corporation, and Others.
 

Moreover, Counter-Strike: Global Offensive, League of Legends, and Dota 2 continue to fascinate millions of viewers across the global landscape, making live events & tournaments a profitable revenue stream. Also, the prevalence of the Esports Market is exclusively prominent in regions, including South Korea, where competitive gaming is intensely rooted in the culture & supported by government initiatives & high-speed internet structure.

Furthermore, the Esports Market outlook is further driven by the incorporation of game developers into the ecosystem, creating titles precisely suited for the industry. Also, as digital platforms evolve & 5G adoption surges, fans would progressively access live streaming of tournaments on mobile devices, increasing global outreach & improving user engagement.

Additionally, the expansion of the Esports Market would be driven by improved monetization models, the worldwide surge in video gaming, rising brand investments, and audience monetization. Also, the popularity of the industry is foreseen to be strengthened by the addition of VR/AR technologies & growing female gamer participation, offering generous opportunities for market companies to innovate & develop in the forthcoming years.

Esports Market Upgrades & Recent Developments

2025:

  • Gameloft SE joined hands with streaming services to improve mobile esports engagement by introducing cross-platform capabilities.
  • Activision Blizzard, Inc. declared the merger of its regional Overwatch & Call of Duty leagues into a unified Global Esports structure, restructuring operations & viewership access.

Global Esports Market Report and Forecast 2026-2032

Esports Market Dynamics

  • Driver: Growing Prevalence of Video Games to Drive Industry Growth

The growing popularity of video games among Gen Z & Millennials has become an essential driver for the Esports Market. Also, with interactive platforms, immersive experiences, and social elements, gaming has emerged from a hobby to a mainstream entertainment source, fueling revenue generation for competitors in the market.

  • Challenge: Regulatory & Licensing Concerns to Impede the Market Expansion

As esports grows, regulatory & copyright concerns become more challenging. Also, differing global regulations & game ownership rights often hamper event organization & monetization for both publishers & tournament hosts.

  • Opportunity: Development in Emerging Industries

Evolving economies, specifically in Southeast Asia & Latin America, present untapped prospects owing to increasing internet penetration & smartphone utilization. Also, the localization of content & language-specific streams can further enhance engagement across the regions.

  • Trend: Upsurge of Live Streaming & Viewer Interactivity

Platforms, such as Twitch & YouTube Gaming, have reformed how fans are involved with esports. Moreover, real-time interaction, virtual gifting, and tier-based memberships are becoming prevalent, adding to revenue streams & fan loyalty.

Esports Market Segment-Wise Analysis

By Revenue Source:

  • Sponsorship
  • Advertising
  • Merchandise & Tickets
  • Publisher Fees
  • Media Rights

The Sponsorship segment stands out as the dominant segment, subsidizing the largest share of the Esports Market. As video games & competitive gaming continue to gain acceptance worldwide, companies are utilizing the Esports Industry's broad reach to connect with younger, tech-savvy customers.  A prominent esports organization, teams, and competitions have forged long-term alliances with key international brands, such as Red Bull, Intel, Coca-Cola, and Nike. 

Also, these sponsorships, which raise awareness on digital & physical platforms, frequently include product endorsements, branded content, logo placements, and integration into live events. Further, in addition to providing financial support for prize pools & event planning, sponsorship inspires creative marketing methods in the gaming industry.

Regional Projection of the Global Esports Industry

The Global Esports Market is geographically diversified, covering:

  • North America
  • Europe
  • Asia-Pacific
  • Latin America
  • The Middle East & Africa

Asia-Pacific captures a substantial share of the Global Esports Market. Higher levels of digital infrastructure, great gaming communities, and official support, specifically in countries, including China, Japan, and South Korea, are to be responsible for this. Also, considered a key global center for professional esports, South Korea claims dedicated gaming stadiums, well-organized academic programs, and considerable spending from leading market companies.

Furthermore, the region is also a frontrunner in live streaming, with millions of viewers on sites such as Douyu & AfreecaTV. Also, the Asia-Pacific Esports Market has expanded due to the upsurge in mobile gaming & the rollout of 5G networks. Additionally, for players in the esports industry, this makes it a vital area to look for future progression & a major contributor to revenue generation.

What Does Our Global Esports Market Research Study Entail?

  • The Global Esports Market Research Report highlights the forecast growth rate (CAGR) by anticipating market size and share.
  • The market analysis puts light upon the primary industry trends, driving aspects, potential opportunities, growth challenges, and other major factors.
  • The Global Esports Market Research Report entails details about the most critical shifts in market share in the prominent regions.
  • Considering the statistics & the developments by the primary market competitors, our report also strives to demonstrate the most sought-after strategies of the key players.


Table of Contents

  1. Introduction
    1. Objective of the study
    2. Product Definition
    3. Market Segmentation
    4. Study Variables
  2. Research Methodology
    1. Secondary Data Points
      1. Companies Interviewed
    2. Primary Data Points
      1. Break Down of Primary Interviews
  3. Executive Summary
  4. Market Dynamics
    1. Drivers
    2. Challenges
    3. Opportunity Assessment
  5. Recent Trends and Developments
  6. Policy and Regulatory Landscape
  7. Global Basmati Rice Market Overview (2020-2032)
    1. Market Size, By Value (in USD Billions)
    2. Market Share, By Revenue Source
      1. Sponsorship
      2. Advertising
      3. Merchandise & Tickets
      4. Publisher Fees
      5. Media Rights
    3. Market Share, By Application
      1. Platform
      2. Service
    4. Market Share, By Streaming type
      1. On demand
      2. Live
    5. Market Share, By Device Type
      1. Smart phone
      2. Smart TV
      3. Desktop -laptop-tablets
      4. Gaming console
    6. Market Share, By Region
      1. North America
      2. South America
      3. Europe
      4. The Middle East & Africa
      5. Asia-Pacific
    7. Market Share, By Company
      1. Revenue Shares
      2. Competition Characteristics
  8. North America Basmati Rice Market Overview (2020-2032)
    1. Market Size, By Value (in USD Billions)
    2. Market Share, By Revenue Source
    3. Market Share, By Application
    4. Market Share, By Streaming type
    5. Market Share, By Device Type
    6. By Country
      1. The US
      2. Canada
      3. Mexico
    7. The US Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    8. Canada Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    9. Mexico Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
  9. South America Basmati Rice Market Overview (2020-2032)
    1. Market Size, By Value (in USD Billions)
    2. Market Share, By Revenue Source
    3. Market Share, By Application
    4. Market Share, By Streaming type
    5. Market Share, By Device Type
    6. By Country
      1. Brazil
      2. Argentina
      3. Rest of South America
    7. Brazil Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    8. Argentina Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
  10. Europe Basmati Rice Market Overview (2020-2032)
    1. Market Size, By Value (in USD Billions)
    2. By Revenue Source
    3. By Application
    4. By Streaming type
    5. By Device Type
    6. By Country
      1. Germany
      2. The UK
      3. France
      4. Spain
      5. Italy
      6. Rest of Europe
    7. Germany Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    8. France Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    9. The UK Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    10. Spain Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    11. Italy Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
  11. The Middle East & Africa Basmati Rice Market Overview (2020-2032)
    1. Market Size, By Value (in USD Billions)
    2. By Revenue Source
    3. By Application
    4. By Streaming type
    5. By Device Type
    6. By Country
      1. The UAE
      2. Saudi Arabia
      3. South Africa
      4. Rest of the Middle East & Africa
    7. The UAE Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    8. Saudi Arabia Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    9. South Africa Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
  12. Asia-Pacific Basmati Rice Market Overview (2020-2032)
    1. Market Size, By Value (in USD Billions)
    2. By Revenue Source
    3. By Application
    4. By Streaming type
    5. By Device Type
    6. By Country
      1. China
      2. India
      3. Japan
      4. South Korea
      5. Australia
      6. Rest of Asia-Pacific
    7. China Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    8. India Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    9. Japan Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    10. South Korea Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
    11. Austraila Basmati Rice Market Overview (2020-2032)
      1. Market Share, By Revenue Source
      2. Market Share, By Application
      3. Market Share, By Streaming type
      4. Market Share, By Device Type
  13. Competitive Outlook (Company Profile - Partila List)
    1. Gameloft SE, Kabam Inc.
      1. Company Overview
      2. Business Segments
      3. Strategic Alliances/Partnerships
      4. Recent Developments
    2. Nintendo Co. Ltd.
      1. Company Overview
      2. Business Segments
      3. Strategic Alliances/Partnerships
      4. Recent Developments
    3. Activision Blizzard, Inc.
      1. Company Overview
      2. Business Segments
      3. Strategic Alliances/Partnerships
      4. Recent Developments
    4. Electronic Arts
      1. Company Overview
      2. Business Segments
      3. Strategic Alliances/Partnerships
      4. Recent Developments
    5. FACEIT Ltd.
      1. Company Overview
      2. Business Segments
      3. Strategic Alliances/Partnerships
      4. Recent Developments
    6. Gfinity
      1. Company Overview
      2. Business Segments
      3. Strategic Alliances/Partnerships
      4. Recent Developments
    7. NVIDIA Corporation
      1. Company Overview
      2. Business Segments
      3. Strategic Alliances/Partnerships
      4. Recent Developments
    8. Modern Times Group
      1. Company Overview
      2. Business Segments
      3. Strategic Alliances/Partnerships
      4. Recent Developments
    9. FACEIT
      1. Company Overview
      2. Business Segments
      3. Strategic Alliances/Partnerships
      4. Recent Developments
    10. CJ Corporation
      1. Company Overview
      2. Business Segments
      3. Strategic Alliances/Partnerships
      4. Recent Developments
    11. Others
      1. Company Overview
      2. Business Segments
      3. Strategic Alliances/Partnerships
      4. Recent Developments
  14. Disclaimer

List of Figure

List of Table

Companies Mentioned

  • Gameloft SE, Kabam Inc.
  • Nintendo Co. Ltd.
  • Activision Blizzard, Inc.
  • Electronic Arts
  • FACEIT Ltd.
  • Gfinity
  • NVIDIA Corporation
  • Modern Times Group
  • FACEIT
  • CJ Corporation
  • Others

Frequently Asked Questions

   A. The Global Esports Market is anticipated to witness a rise at a CAGR of around 25.02% during the forecast period, i.e., 2026-32.

   A. The growing prevalence of video games to drive industry the Global Esports Market through 2032.

   A. The regulatory & licensing concerns to impede the Global Esports Market.

   A. The leading companies in the Global Esports Market are Gameloft SE, Kabam Inc., Nintendo Co. Ltd., Activision Blizzard, Inc., Electronic Arts, FACEIT Ltd., Gfinity, NVIDIA Corporation, Modern Times Group, FACEIT, CJ Corporation, and Others.