E-Sports Market Size and Share
E-Sports Market Analysis by Mordor Intelligence
The E-Sports Market size is estimated at USD 2.55 billion in 2025, and is expected to reach USD 7.25 billion by 2030, at a CAGR of 23.23% during the forecast period (2025-2030).
Robust digital infrastructure in Asia–Pacific, the maturation of publisher-run franchise leagues, and rising in-game monetization are accelerating top-line growth. Exclusive streaming-rights deals are steadily converting audience scale into predictable media-rights income, even as sponsorship dependence begins to ease. Mobile accessibility, blockchain-enabled asset ownership, and government funding initiatives are widening participation and revenue diversity, while genre innovation, especially battle-royale formats, continues to draw mainstream viewers. Competitive dynamics are shifting as independent tournament operators demand fairer intellectual-property terms, placing pressure on publisher-controlled league structures.
Key Report Takeaways
- By revenue model, sponsorship led with 60.27% of the esports market share in 2024, while media rights is projected to expand at a 19.8% CAGR through 2030.
- By streaming platform, Twitch accounted for 74.89% of the esports market size in 2024; YouTube Gaming is expected to grow at a 24.38% CAGR to 2030.
- By device type, PC commanded 60.2% of the esports market share in 2024, whereas mobile is forecast to post a 20.4% CAGR between 2025-2030.
- By game genre, MOBAs held 35.1% share of the esports market size in 2024, while the battle-royale segment is on course for a 21% CAGR through 2030.
- By geography, Asia–Pacific represented 57.3% of the esports market in 2024 and remains the largest regional opportunity.
Global E-Sports Market Trends and Insights
Drivers Impact Analysis
Driver | % Impact on CAGR Forecast | Geographic Relevance | Impact Timeline |
---|---|---|---|
5G roll-outs and fiber upgrades | +1.8% | Asia–Pacific | Short term (≤ 2 years) |
Blockchain-based digital asset ownership | +1.4% | Global | Medium term (2-4 years) |
Franchise league investment | +1.2% | North America, Asia | Medium term (2-4 years) |
Government recognition and funding | +0.9% | Europe, Middle East, China | Long term (≥ 4 years) |
Source: Mordor Intelligence
5G & Fiber Roll-outs Enabling Mobile Esports Monetization in Asia
Widespread 5G deployment is materially raising connection speeds and lowering latency, allowing mobile titles to deliver tournament-grade competitive experiences. Large operators such as Airtel report meaningful uplifts in average throughput, which improves spectator video quality and in-game responsiveness [1]Ericsson, “5G Now and Next,” ericsson.com . As handset penetration climbs, previously under-served rural and tier-two cities gain entry to organized play, expanding the esports market well beyond traditional urban hubs. Regional telecommunications groups are capturing incremental value through direct-carrier billing for game credits, data-bundle sponsorship, and co-branded tournaments. The result is a virtuous cycle: higher service-quality drives engagement, engagement boosts in-game spend, and elevated spend draws more publisher and sponsor attention. The mobile ecosystem’s scale advantage is therefore becoming a decisive growth pillar for the esports market.
Blockchain-based Digital Asset Ownership Boosting Publisher Revenues
Verifiable ownership of non-fungible tokens (NFTs) tied to esports moments, skins, and achievements gives players the confidence to trade securely while rewarding publishers with perpetual royalties on secondary-market transactions. Pilot programs inside major titles now embed collectible drops directly into live broadcasts, tightening the loop between viewing and spending. Interoperability standards under discussion among leading developers could allow assets to traverse multiple games, deepening user investment and extending product life cycles. Early-stage marketplaces already show robust liquidity, signaling pent-up demand for scarce, prestige-oriented digital items. For tournament organizers, blockchain infrastructure automates distribution of prize pools and appearance fees, cutting operational overhead and reducing disputes. As the technology matures, blockchain promises to anchor an additional revenue stream that is structurally less exposed to advertising cycles.
Franchise League Models Attracting Traditional Sports Investors
The franchise system eliminates relegation risk, installs revenue-sharing guarantees, and formalizes governance features long familiar to traditional sports owners assessing esports entry. Initial buy-ins ranging from USD 10 million to USD 25 million have erected a sizable financial moat that concentrates resources in organizations able to support player development, content creation, and global merchandising. [2] Riot Games, “New Revenue Pool Model for LoL Esports,” riotgames.com 2024 overhaul of League of Legends economics further reinforced stability by basing team payouts on competitive performance and fan metrics, funded by sales of digital goods Riotgames. The result is a predictable cash-flow profile more appealing to institutional investors. Franchise adoption also normalizes media-rights negotiations because broadcasters gain season-long, fixed-team narratives, mirroring traditional sports logic. The structure therefore accelerates professionalization across the esports market while sustaining investor confidence.
Government Recognition & Funding of Esports in Europe & China
Public-sector agencies increasingly classify esports as a strategic entertainment-technology vertical. France has codified a national framework to support tournaments, athlete visas, and academic programs ahead of upcoming multinational events [4]Gouvernement de la France, “Plan National Esport 2024,” gouvernement.fr . China’s municipal authorities, notably Shenzhen, attach tax rebates and direct subsidies to arena construction and team headquarters, accelerating clustering effects. Saudi Arabia’s sovereign-backed USD 120 million allocation signals rising geopolitical stakes in content and cultural influence, encouraging infrastructure build-out across the Middle East. These initiatives improve resource coordination, streamline permitting, and legitimize professional pathways for players and staff. Over time, structured policy support is expected to lift talent-development budgets, bolster local leagues, and widen the overall esports market.
Restraints Impact Analysis
Restraint | % Impact on CAGR Forecast | Geographic Relevance | Impact Timeline |
---|---|---|---|
Sponsorship spend compression | -1.1% | Europe | Short term (≤ 2 years) |
Fragmented IP ownership | -1.3% | Global | Long term (≥ 4 years) |
Source: Mordor Intelligence
Sponsorship Spend Compression Amid Digital-Ad Slow-down in Europe
European brand marketers are tightening budgets as broader digital advertising growth decelerates. Because sponsorship still represents 60.27% of 2024 revenue, teams and tournament operators remain highly sensitive to shifts in marketing outlay. Return-on-investment scrutiny is rising, especially in categories such as fast food, alcohol, and gambling where tightening regulations complicate activation campaigns. Rights holders are therefore diversifying income through media-rights auctions and in-game item sales to buffer volatility. However, capturing alternative sources requires stronger data analytics to demonstrate audience value, pressuring smaller entities that lack scale. Near-term growth of the esports market in Europe may therefore trail global averages until sponsorship ratios rebalance.
Fragmented IP Ownership Restricting Standardized League Structures
Publishers maintain exclusive control over game rules, broadcast rights, and competitive calendars, fragmenting the ecosystem into siloed communities. Independent tournament operators must negotiate individual licenses, limiting cross-title events that could aggregate audiences and simplify brand engagement. Calls for compulsory licensing or collective bargaining have gained momentum, yet substantive regulatory intervention remains uncertain. In the interim, overlapping schedules create viewer fatigue and reduce consistent revenue pacing for teams. Variations in competitive format further hinder comparative metrics, complicating sponsor evaluation and media packaging. Unless new frameworks encourage shared governance, fragmented ownership will continue to dampen scalability prospects for the esports market.
Segment Analysis
By Revenue Model: Media Rights Challenging Sponsorship Dominance
The esports market generated 60.27% of its 2024 revenue from sponsorship, but the media-rights line is scaling faster as platforms pay premiums for exclusive content. The esports market size attributable to media rights is forecast to expand at a 19.8% CAGR through 2030, gradually narrowing the gap with sponsorship. Tournament organizers benefit from multi-year broadcast deals that stabilize cash flow and de-risk event budgeting. Meanwhile publishers integrate live-stream windows within game clients, enabling instant purchase prompts that link viewing to micro-transactions. Teams aligned with publishers through revenue-share agreements gain exposure to these sales, easing dependence on external brand deals. At the same time, experimental revenue formats, such as view-and-earn tokens or live-betting overlays, are under evaluation. The growing diversity of income sources signals an esports market migrating toward the balanced mixes typical of mature sports properties.
Media-rights growth also exerts upward pressure on production quality. High-definition feeds, multi-language commentary, and real-time statistics overlays elevate viewing standards, prompting capital expenditure on studios and virtual-reality stages. These investments strengthen negotiation leverage in future rights cycles. For smaller organizers, pooled production hubs and franchised event circuits offer a cost-sharing route to remain competitive. Collectively, these shifts are likely to recalibrate the revenue hierarchy within the esports market by the end of the forecast window.
Note: Segment shares of all individual segments available upon report purchase
By Streaming Platform: Regional Specialists Challenge Global Leaders
Twitch dominated 2024 with a 74.89% slice of the esports market share in viewing hours, underpinned by first-mover community tools and deep creator relationships. Yet YouTube Gaming’s tighter integration with search and highlight-repeat functions positions it for a 24.38% CAGR through 2030, closing the volume gap. Region-specific services such as Huya and DouYu aggregate large domestic audiences in China, while Nimo TV gains traction in Southeast Asia where localized language support wins incremental watch-time. Platform competition centers on latency reduction, clip-creation ease, and monetization rates for creators. Exclusive deals for marquee tournaments swing subscriber sign-ups, echoing competition in premium sports. As content rights fragment across services, viewers increasingly rely on social snippets and aggregated results dashboards, complicating traffic forecasts.
From a commercial standpoint, platforms are adopting hybrid ad-share and tip-economy models to attract influencers outside the top 1% percentile. Implementation of native e-commerce widgets, allowing merchandise or ticket purchase during streams, broadens revenue capture. Traditional media firms entering the fray illustrated by Amazon MGM Studios’ production of documentary series around majors—inject additional distribution lanes that can unlock mainstream sponsors. The resulting multi-platform environment provides organizers with negotiation flexibility but demands sophisticated rights-management to prevent cannibalization. Overall, these dynamics reinforce platform diversity as a structural feature of the esports market.
By Device Type: Mobile Accessibility Drives Global Expansion
PC titles retained 60.2% of 2024 revenue, reflecting legacy dominance in competitive staples such as League of Legends and Counter-Strike. However, the mobile segment’s 20.4% projected CAGR positions it as the principal engine of incremental user growth. Accelerated by 5G coverage, mid-tier smartphones now deliver frame rates once exclusive to high-end rigs, enabling fair play in ranked ladders. Developer toolkits simplify real-time spectator modes, narrowing feature parity with PC. Southeast Asia exemplifies the trend; Mobile Legends: Bang Bang peaked at 4.1 million concurrent viewers during its 2024 world finals. Sponsorship activation adapts accordingly, shifting toward app-integrated overlays and telco-bundled data passes.
Console-based esports maintain dedicated communities anchored by title exclusivity and controller-specific play styles. Yet hardware pricing limits household penetration in emerging economies, tempering growth. Cloud-streaming technologies could mitigate this barrier by offloading processing to remote servers, but latency remains a constraint for latency-sensitive competitive play. Over the forecast period, mobile’s expanding footprint is anticipated to dilute PC’s revenue share by several points, further internationalizing the esports market.

Note: Segment shares of all individual segments available upon report purchase
By Game Genre: Battle-Royale Formats Capture Mainstream Audiences
Multiplayer Online Battle Arena (MOBA) games contributed 35.1% of 2024 revenue, leveraging strategic depth and established viewer habits. Nevertheless, the battle-royale category is the fastest escalator, evidenced by a forecast 21% CAGR, due to its spectator-friendly last-player-standing drama and cross-platform availability. Publishers optimize spectator modes with real-time heatmaps and team-comms listening, enhancing narrative clarity for casual audiences. The segment’s emphasis on short match cycles increases content supply, attractive for streaming platforms seeking sustained daily watch-time.
First-person shooters (FPS) remain an anchor genre, delivering record peaks such as 6.9 million concurrent viewers for the 2024 League of Legends World Championship finals. Strategic shooter diversity from tactical VALORANT to classic Counter-Strike supports season-round calendars, cushioning volatility in any one title. Sports simulations amplify sponsor crossover potential, tapping brands already native to traditional athletics. Meanwhile, the fighting-game community demonstrates high average-minute-audience engagement despite modest aggregate numbers, making it a cost-efficient property for specialized events. Collectively, genre diversification shields the esports market from dependency on any single title.
Geography Analysis
Asia–Pacific generated 57.3% of 2024 revenue, positioning it as the cornerstone of the esports market. Carrier-led 5G investment, government subsidies for arena construction, and cultural acceptance of gaming as mainstream entertainment sustain this leadership. Countries such as South Korea institutionalize scholastic esports leagues, ensuring a steady talent pipeline, while China’s municipal grants encourage corporate clustering around dedicated digital-sports parks. The region’s mobile-first demographics underpin above-average conversion from casual play to esports viewership, reinforcing ecosystem self-finance through digital item sales and tournament ticketing. These structural advantages support persistently high per-capita engagement, making the region indispensable for publishers’ global content strategies.
North America showcases the most mature franchise-league infrastructure inside the esports market. High franchise fees buy permanency and revenue-share participation, drawing ownership groups from NBA and NFL backgrounds. While this configuration fosters robust merchandising and sponsorship packages, deferred fee obligations estimated at USD 400 million across certain circuits raise solvency questions for lower-ranked teams. Regulatory oversight around loot-box mechanics adds complexity, though diversified publisher revenue mitigates headline exposure. Operational innovations such as home-and-away formats are experimenting with localized fan bases, but cost-control remains pivotal to returning teams to profitability.
Latin America is projected to deliver a 19.2% CAGR through 2030, the fastest among major regions, buoyed by improving broadband coverage and a youthful, mobile-centric audience. Brazil dominates regional prize pools and viewership, validating brand investment in Portuguese-language broadcasts and locally-sponsored rosters. Economic volatility and currency swings temper average spend per user, yet global publishers increasingly tailor price-sensitive micro-transaction bundles and flexible subscription tiers. These adaptations widen funnel reach without compromising per-unit margins, sustaining momentum for the esports market across the continent.
Europe’s regulatory mosaic shapes a distinct trajectory. National governments such as France allocate grants and event-hosting incentives, but cross-border tournament harmonization lags due to divergent advertising and gambling laws. The Welsh development plan illustrates sub-national strategies aimed at economic diversification through esports innovation hubs. Player-welfare standards, including minimum-salary mandates and health coverage, gain prominence, influencing cost structures. Because European audiences consume multiple languages, localization investment is non-negotiable for broadcasters seeking market penetration. Over time, Europe’s structured approach is likely to strengthen athlete protections and broadcasting professionalism, though it may marginally slow commercial experimentation.

Competitive Landscape
Market power clusters around publishers that control intellectual property. Tencent commands unmatched breadth through wholly owned titles and minority holdings in Epic Games and Riot Games, granting cross-genre leverage from mobile MOBAs to battle-royale stalwarts [3]Tencent Holdings, “2024 Annual Report,” tencent.com . Riot Games, in turn, sets benchmarks for league governance by integrating direct-to-consumer digital sales and a performance-indexed revenue pool USD 44.3 million flowed to partner teams in 2024, illustrating the upside of in-client monetization. Activision Blizzard’s franchise leagues for Overwatch and Call of Duty pioneer city-based models, though franchise-fee arrears signal profitability struggles. Valve maintains an open-circuit stance for Counter-Strike and Dota 2, enabling third-party tournament proliferation but offering limited revenue-share stability for teams.
Independent operators such as BLAST and ESL FACEIT Group expand via partnerships with publishers lacking in-house event expertise. BLAST’s multi-year agreement to run Rocket League esports demonstrates adjacency expansion into car-soccer hybrids. These operators compete on broadcast innovation, distribution alliances, and sponsor sales efficacy. Meanwhile, streaming platforms diversify into content production; Amazon MGM Studios’ series commissions illustrate convergence between traditional media and gaming IP. Teams increasingly adopt multi-game portfolios, data analytics divisions, and brand-studio subsidiaries to capture additional revenue loops.
Financial sustainability remains the sector’s chief challenge. Team valuations inflated during the earlier sponsorship-driven era are normalizing as investor focus turns to earnings visibility. Mergers and acquisitions among mid-tier organizations are expected, targeting scale efficiencies in talent scouting, content creation, and merchandise operations. Blockchain pilots by several leading teams test revenue-split smart contracts and fan-token memberships, seeking to convert engaged communities into high-margin digital product buyers. Across the forecast horizon, stakeholder alignment around balanced revenue structures will dictate long-term competitive equilibrium inside the esports market.
E-Sports Industry Leaders
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Tencent Holdings Ltd (incl. Riot Games)
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Activision Blizzard Inc
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Electronic Arts Inc
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Epic Games Inc
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Valve Corporation
- *Disclaimer: Major Players sorted in no particular order

Recent Industry Developments
- April 2025: MPL Malaysia considered adopting a franchise model for Mobile Legends: Bang Bang, leveraging prior successes in Indonesia and the Philippines.
- February 2025: Mecha Break recorded over 300,000 concurrent open-beta players and announced an invitational tournament spanning China, North America, and Japan.
- February 2025: Tencent Music Entertainment Group appointed Wai Yip Tsang to its board, aiming to integrate music and live-event services with esports initiatives.
- January 2025: Industry leaders forecast team consolidation and greater emphasis on mobile gaming for sustainable growth.
Global E-Sports Market Report Scope
ESports or electronic sports is a form of competition that is played using video games. This report gives a detailed analysis of the ecosystem of the eSports industry. Furthermore, it also contains the value chain analysis for the esports industry.
The eSports market is segmented by revenue model (media rights, advertising, sponsorship, merchandise, and tickets), streaming platform ( Twitch, and YouTube), and geography.
By Revenue Model | Sponsorship | ||
Media Rights | |||
Advertising | |||
Publisher Fees and In-Game Purchases | |||
Tickets and Merchandise | |||
Others | |||
By Streaming Platform | Twitch | ||
YouTube Gaming | |||
Facebook Gaming | |||
Huya | |||
DouYu | |||
Other Platforms | |||
By Device Type | PC | ||
Mobile/Handheld | |||
Console | |||
By Game Genre | MOBA | ||
First-Person Shooter (FPS) | |||
Battle-Royale | |||
Sports and Racing | |||
Fighting | |||
Strategy and Others | |||
By Geography | North America | United States | |
Canada | |||
Mexico | |||
South America | Brazil | ||
Argentina | |||
Rest of South America | |||
Europe | Germany | ||
United Kingdom | |||
France | |||
Italy | |||
Spain | |||
Rest of Europe | |||
Asia-Pacific | China | ||
Japan | |||
South Korea | |||
India | |||
Rest of Asia-Pacific | |||
Middle East and Africa | United Arab Emirates | ||
Saudi Arabia | |||
South Africa | |||
Rest of Middle East and Africa |
Sponsorship |
Media Rights |
Advertising |
Publisher Fees and In-Game Purchases |
Tickets and Merchandise |
Others |
Twitch |
YouTube Gaming |
Facebook Gaming |
Huya |
DouYu |
Other Platforms |
PC |
Mobile/Handheld |
Console |
MOBA |
First-Person Shooter (FPS) |
Battle-Royale |
Sports and Racing |
Fighting |
Strategy and Others |
North America | United States |
Canada | |
Mexico | |
South America | Brazil |
Argentina | |
Rest of South America | |
Europe | Germany |
United Kingdom | |
France | |
Italy | |
Spain | |
Rest of Europe | |
Asia-Pacific | China |
Japan | |
South Korea | |
India | |
Rest of Asia-Pacific | |
Middle East and Africa | United Arab Emirates |
Saudi Arabia | |
South Africa | |
Rest of Middle East and Africa |
Key Questions Answered in the Report
How big is the eSports Market?
The eSports Market size is expected to reach USD 2.53 billion in 2025 and grow at a CAGR of 20.05% to reach USD 6.32 billion by 2030.
What is the current eSports Market size?
In 2025, the eSports Market size is expected to reach USD 2.53 billion.
Who are the key players in eSports Market?
Modern Times Group, Activision Blizzard, Inc, Riot Games, Inc. ( Tencent Holdings Ltd), Epic Games, Inc. and Gfinity, PLC are the major companies operating in the eSports Market.
Which is the fastest growing region in eSports Market?
Asia Pacific is estimated to grow at the highest CAGR over the forecast period (2025-2030).
Which region has the biggest share in eSports Market?
In 2025, the Asia Pacific accounts for the largest market share in eSports Market.
What years does this eSports Market cover, and what was the market size in 2024?
In 2024, the eSports Market size was estimated at USD 2.02 billion. The report covers the eSports Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the eSports Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.