The global eSports market size is calculated at USD 8.11 billion in 2025 and is forecasted to reach around USD 48.09 billion by 2034, accelerating at a CAGR of 21.95% from 2025 to 2034. The North America eSports market size surpassed USD 2.58 billion in 2024 and is expanding at a CAGR of 21.98% during the forecast period. The market sizing and forecasts are revenue-based (USD Million/Billion), with 2024 as the base year.
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
3.1. Market Snapshot
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
5.1. COVID-19 Landscape: ESports Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
8.1. ESports Market, by Streaming Type
8.1.1 On demand
8.1.1.1. Market Revenue and Forecast
8.1.2. Live
8.1.2.1. Market Revenue and Forecast
9.1. ESports Market, by Revenue Streams
9.1.1. Media Rights
9.1.1.1. Market Revenue and Forecast
9.1.2. Tickets and Merchandise
9.1.2.1. Market Revenue and Forecast
9.1.3. Sponsorship
9.1.3.1. Market Revenue and Forecast
9.1.4. Advertising
9.1.4.1. Market Revenue and Forecast
9.1.5. Publisher Fees
9.1.5.1. Market Revenue and Forecast
10.1. ESports Market, by Gaming Genre
10.1.1. First Person Shooter Games
10.1.1.1. Market Revenue and Forecast
10.1.2. Real-time Strategy Games
10.1.2.1. Market Revenue and Forecast
10.1.3. Fighting Games Multiplayer
10.1.3.1. Market Revenue and Forecast
10.1.4. Mass Multiplayer Online Role-playing Games
10.1.4.1. Market Revenue and Forecast
10.1.5. Online Battle Arena Games
10.1.5.1. Market Revenue and Forecast
10.1.6. Others
10.1.6.1. Market Revenue and Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Streaming Type
11.1.2. Market Revenue and Forecast, by Revenue Streams
11.1.3. Market Revenue and Forecast, by Gaming Genre
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Streaming Type
11.1.4.2. Market Revenue and Forecast, by Revenue Streams
11.1.4.3. Market Revenue and Forecast, by Gaming Genre
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Streaming Type
11.1.5.2. Market Revenue and Forecast, by Revenue Streams
11.1.5.3. Market Revenue and Forecast, by Gaming Genre
11.2. Europe
11.2.1. Market Revenue and Forecast, by Streaming Type
11.2.2. Market Revenue and Forecast, by Revenue Streams
11.2.3. Market Revenue and Forecast, by Gaming Genre
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Streaming Type
11.2.4.2. Market Revenue and Forecast, by Revenue Streams
11.2.4.3. Market Revenue and Forecast, by Gaming Genre
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Streaming Type
11.2.5.2. Market Revenue and Forecast, by Revenue Streams
11.2.5.3. Market Revenue and Forecast, by Gaming Genre
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Streaming Type
11.2.6.2. Market Revenue and Forecast, by Revenue Streams
11.2.6.3. Market Revenue and Forecast, by Gaming Genre
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Streaming Type
11.2.7.2. Market Revenue and Forecast, by Revenue Streams
11.2.7.3. Market Revenue and Forecast, by Gaming Genre
11.3. APAC
11.3.1. Market Revenue and Forecast, by Streaming Type
11.3.2. Market Revenue and Forecast, by Revenue Streams
11.3.3. Market Revenue and Forecast, by Gaming Genre
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Streaming Type
11.3.4.2. Market Revenue and Forecast, by Revenue Streams
11.3.4.3. Market Revenue and Forecast, by Gaming Genre
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Streaming Type
11.3.5.2. Market Revenue and Forecast, by Revenue Streams
11.3.5.3. Market Revenue and Forecast, by Gaming Genre
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Streaming Type
11.3.6.2. Market Revenue and Forecast, by Revenue Streams
11.3.6.3. Market Revenue and Forecast, by Gaming Genre
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Streaming Type
11.3.7.2. Market Revenue and Forecast, by Revenue Streams
11.3.7.3. Market Revenue and Forecast, by Gaming Genre
11.4. MEA
11.4.1. Market Revenue and Forecast, by Streaming Type
11.4.2. Market Revenue and Forecast, by Revenue Streams
11.4.3. Market Revenue and Forecast, by Gaming Genre
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Streaming Type
11.4.4.2. Market Revenue and Forecast, by Revenue Streams
11.4.4.3. Market Revenue and Forecast, by Gaming Genre
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Streaming Type
11.4.5.2. Market Revenue and Forecast, by Revenue Streams
11.4.5.3. Market Revenue and Forecast, by Gaming Genre
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Streaming Type
11.4.6.2. Market Revenue and Forecast, by Revenue Streams
11.4.6.3. Market Revenue and Forecast, by Gaming Genre
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Streaming Type
11.4.7.2. Market Revenue and Forecast, by Revenue Streams
11.4.7.3. Market Revenue and Forecast, by Gaming Genre
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Streaming Type
11.5.2. Market Revenue and Forecast, by Revenue Streams
11.5.3. Market Revenue and Forecast, by Gaming Genre
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Streaming Type
11.5.4.2. Market Revenue and Forecast, by Revenue Streams
11.5.4.3. Market Revenue and Forecast, by Gaming Genre
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Streaming Type
11.5.5.2. Market Revenue and Forecast, by Revenue Streams
11.5.5.3. Market Revenue and Forecast, by Gaming Genre
12.1. Tencent Holding Limited
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Nintendo of America Inc.
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Valve Corporation
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Activision Blizzard, Inc.
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Electronic Arts Inc.
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Gameloft SE
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Modern Times Group (MTG)
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. Gfinity plc
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Allied Esports
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Take-Two Interactive
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
14.1. About Us
14.2. Glossary of Terms
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