Esports Market is Expected to grow at a robust CAGR of 29.80% through 2030F
The Esports market is increasing due to
growing global digital engagement and rising popularity of competitive online
gaming during the forecast period 2026-2030F.
According to TechSci Research report, “Esports Market – Global Industry
Size, Share, Trends, Competition Forecast & Opportunities, 2030F”, The
Global Esports Market was valued at USD 1.98 Billion 2024 and is expected to
reach USD 9.55 Billion by 2030 with a CAGR of 29.80% during the forecast
period.
Esports is experiencing rapid growth in
emerging markets, driven by increased internet accessibility and localized
content strategies. Regions like Asia-Pacific, South America, and the Middle
East are witnessing a surge in Esports participation and viewership.
Localization efforts, including region-specific tournaments and culturally
relevant content, are critical in engaging these new audiences. This global
expansion not only diversifies the player and fan base but also opens up new
revenue streams for the industry.
The growth of Esports is hindered by infrastructure
limitations and technological barriers, particularly in emerging markets.
Reliable high-speed internet connectivity is essential for competitive gaming,
yet many regions suffer from inadequate infrastructure, leading to issues like
high latency and unstable connections. This digital divide restricts
participation in online tournaments and hampers the development of local
Esports ecosystems. Additionally, the lack of dedicated Esports facilities,
such as arenas, training centers, and support staff, impedes the ability to
host large-scale events and provide professional training environments. The
scarcity of investment in infrastructure development further exacerbates these
challenges, limiting opportunities for talent cultivation and audience
engagement. Addressing these infrastructural and technological deficiencies is
vital for the equitable growth and global expansion of the Esports industry..
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Esports Market"
Based on Audience Type, The
Occasional Viewers segment is emerging as the fastest growing audience type in
the global Esports market, driven by increased accessibility to live streams,
broader exposure through social media platforms, and crossover appeal from
casual gaming communities. This segment comprises individuals who may not
follow Esports events regularly or support specific teams, but tune in
occasionally to watch major tournaments, celebrity show matches, or content
creators participating in high-profile events. The rising popularity of
platforms such as YouTube Gaming, Facebook Gaming, and Twitch has significantly
lowered the entry barrier for this demographic by offering intuitive, on-demand
access to content without requiring deep involvement. Additionally, promotional
strategies by Esports organizers, including free streaming, influencer
collaborations, and event highlights, have proven effective in converting
casual interest into viewership spikes.
The growing number of cross-industry
partnerships between game developers, entertainment companies, and lifestyle
brands is also playing a crucial role in drawing occasional viewers. For
instance, events where musical artists perform during gaming tournaments or
when mainstream celebrities participate in live gaming sessions create a blend
of pop culture and gaming that attracts diverse audiences. Furthermore, the
inclusion of Esports content in traditional media outlets such as ESPN or BBC
has contributed to increasing visibility among general entertainment consumers.
This growth trajectory is further
amplified by the demographic shift toward younger generations, especially
Generation Z and Millennials, who are more likely to consume digital content
recreationally and experiment with new forms of entertainment. As the Esports
ecosystem evolves, occasional viewers are expected to form a bridge between
mainstream audiences and core enthusiasts, gradually increasing engagement time
and monetization potential.
Europe has emerged as the fastest-growing region in
the global Esports market, driven by a combination of strong infrastructure,
high internet penetration, and a rapidly expanding fan base. The region’s
robust digital ecosystem, supported by well-established broadband networks,
allows for seamless streaming of Esports events, contributing to the growing
number of viewers and participants. Countries like the United Kingdom, Germany,
France, and Sweden have particularly become hotspots for Esports tournaments
and gaming conventions, attracting both fans and major sponsors.
One of the key factors contributing to Europe’s
dominance in the Esports market is its strong player base. Many top-tier
professional Esports teams and players hail from European countries, with games
such as League of Legends, Counter-Strike: Global Offensive, and Dota 2
enjoying a significant following. European countries are also home to
prestigious Esports organizations, which have gained international recognition
through competitive success, drawing more attention to the region. The growth
of Esports-specific leagues and tournaments further supports this rise, with
events such as the League of Legends European Championship (LEC) and ESL One
tournaments regularly drawing large crowds and substantial viewership.
Another significant driver for the region’s growth is
the investment from major brands and sponsors. As Esports continues to be seen
as a lucrative entertainment vertical, global and regional companies have
poured resources into supporting events, teams, and content creators. This
sponsorship boost, alongside government support and policies promoting digital
innovation, has led to the rapid growth of Esports infrastructure in Europe,
creating better opportunities for local players and organizations to thrive.
Furthermore, Europe’s young, tech-savvy population is
highly engaged with digital media, ensuring a growing market for Esports
viewership. As a result, Europe is expected to maintain its leading position in
the Esports industry, attracting even more investment and development in the
coming years.
Key market players in the Global Esports
market are: -
- Tencent Holdings Ltd
- Activision Blizzard, Inc
- Electronic Arts Inc
- Riot Games, Inc
- Epic Games, Inc
- Valve Corporation
- Sony Interactive Entertainment LLC
- Microsoft Corporation
- FaZe Clan Inc
- Team Liquid Enterprises B.V
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“The Esports market is expected to
experience substantial growth in the future, driven by increasing digital
engagement, technological advancements, and a rising number of viewers and
participants. As mobile gaming and streaming platforms become more accessible,
a broader audience will engage with Esports events. Partnerships with
mainstream media, brands, and entertainment sectors will further expand reach.
Enhanced infrastructure, including improved connectivity and gaming arenas,
will facilitate global competitions. Additionally, the rise of virtual and
augmented reality technologies will offer immersive experiences, attracting new
audiences and creating opportunities for monetization through sponsorships,
media rights, and merchandise.” said Mr. Karan Chechi, Research Director of
TechSci Research, a research-based Global management consulting firm.
“Esports Market - Global Industry Size, Share,
Trends, Opportunity, and Forecast, Segmented By Revenue Stream (Sponsorship, Media
Rights, Advertising, Publisher Fees, Merchandise and Tickets, Streaming), By
Audience Type (Occasional Viewers, Esports Enthusiasts), By Device (Smartphones,
PCs, Tablets, Gaming Consoles), By Region, and By Competition, 2020-2030F,”
has evaluated the future growth potential of Global Esports Market and
provides statistics & information on market size, structure, and future
market growth. The report intends to provide cutting-edge market intelligence
and help decision makers take sound investment decisions. Besides the report
also identifies and analyzes the emerging trends along with essential drivers,
challenges, and opportunities in Global Esports Market.
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