Press Release

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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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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