E-Sports Market Size and Share

E-Sports Market (2025 - 2030)
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E-Sports Market Analysis by Mordor Intelligence

The E-Sports market size is estimated at USD 2.55 billion in 2025 and is forecast to reach USD 7.25 billion by 2030, expanding at a 23.23% CAGR. 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.

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.

E-Sports Market
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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.

E-Sports Market
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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.

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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

  1. Tencent Holdings Ltd (incl. Riot Games)

  2. Activision Blizzard Inc

  3. Electronic Arts Inc

  4. Epic Games Inc

  5. Valve Corporation

  6. *Disclaimer: Major Players sorted in no particular order
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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.

Table of Contents for E-Sports Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 5G and Fiber Roll-outs Enabling Mobile Esports Monetization in Asia
    • 4.2.2 Blockchain-based Digital Asset Ownership Boosting Publisher Revenues
    • 4.2.3 Franchise League Models Attracting Traditional Sports Investors
    • 4.2.4 Government Recognition and Funding of Esports in Europe and China
  • 4.3 Market Restraints
    • 4.3.1 Sponsorship Spend Compression Amid Digital-Ad Slow-down in Europe
    • 4.3.2 Fragmented IP Ownership Restricting Standardized League Structures
  • 4.4 Regulatory Outlook
  • 4.5 Porter's Five Forces Analysis
    • 4.5.1 Threat of New Entrants
    • 4.5.2 Bargaining Power of Buyers
    • 4.5.3 Bargaining Power of Suppliers
    • 4.5.4 Threat of Substitutes
    • 4.5.5 Intensity of Competitive Rivalry

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Revenue Model
    • 5.1.1 Sponsorship
    • 5.1.2 Media Rights
    • 5.1.3 Advertising
    • 5.1.4 Publisher Fees and In-Game Purchases
    • 5.1.5 Tickets and Merchandise
    • 5.1.6 Others
  • 5.2 By Streaming Platform
    • 5.2.1 Twitch
    • 5.2.2 YouTube Gaming
    • 5.2.3 Facebook Gaming
    • 5.2.4 Huya
    • 5.2.5 DouYu
    • 5.2.6 Other Platforms
  • 5.3 By Device Type
    • 5.3.1 PC
    • 5.3.2 Mobile/Handheld
    • 5.3.3 Console
  • 5.4 By Game Genre
    • 5.4.1 MOBA
    • 5.4.2 First-Person Shooter (FPS)
    • 5.4.3 Battle-Royale
    • 5.4.4 Sports and Racing
    • 5.4.5 Fighting
    • 5.4.6 Strategy and Others
  • 5.5 By Geography
    • 5.5.1 North America
    • 5.5.1.1 United States
    • 5.5.1.2 Canada
    • 5.5.1.3 Mexico
    • 5.5.2 South America
    • 5.5.2.1 Brazil
    • 5.5.2.2 Argentina
    • 5.5.2.3 Rest of South America
    • 5.5.3 Europe
    • 5.5.3.1 Germany
    • 5.5.3.2 United Kingdom
    • 5.5.3.3 France
    • 5.5.3.4 Italy
    • 5.5.3.5 Spain
    • 5.5.3.6 Rest of Europe
    • 5.5.4 Asia-Pacific
    • 5.5.4.1 China
    • 5.5.4.2 Japan
    • 5.5.4.3 South Korea
    • 5.5.4.4 India
    • 5.5.4.5 Rest of Asia-Pacific
    • 5.5.5 Middle East and Africa
    • 5.5.5.1 United Arab Emirates
    • 5.5.5.2 Saudi Arabia
    • 5.5.5.3 South Africa
    • 5.5.5.4 Rest of Middle East and Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Strategic Developments
  • 6.2 Vendor Positioning Analysis
  • 6.3 Company Profiles (includes Global Level Overview, Market Level Overview, Core Segments, Financials as available, Strategic Information, Products and Services, and Recent Developments)
    • 6.3.1 Tencent Holdings Ltd (Riot Games)
    • 6.3.2 Activision Blizzard Inc
    • 6.3.3 Electronic Arts Inc
    • 6.3.4 Epic Games Inc
    • 6.3.5 Valve Corporation
    • 6.3.6 Modern Times Group (ESL FACEIT Group)
    • 6.3.7 Gfinity PLC
    • 6.3.8 Capcom Co Ltd
    • 6.3.9 Ubisoft Entertainment SA
    • 6.3.10 Take-Two Interactive Software Inc
    • 6.3.11 Krafton Inc
    • 6.3.12 Garena Online (Sea Ltd)
    • 6.3.13 Nintendo Co Ltd
    • 6.3.14 Bandai Namco Holdings Inc
    • 6.3.15 NetEase Inc
    • 6.3.16 Sony Interactive Entertainment LLC
    • 6.3.17 Cloud9 Esports Inc
    • 6.3.18 Team Liquid Enterprises BV
    • 6.3.19 100 Thieves LLC
    • 6.3.20 Fnatic Ltd
    • 6.3.21 OG Esports A/S

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-Space and Unmet-Need Assessment
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Research Methodology Framework and Report Scope

Market Definitions and Key Coverage

Our study defines the esports market as all revenue earned by organizers, teams, publishers, and streaming platforms from professional, prize-based video-game competitions that are broadcast live or on demand, across PC, console, and mobile devices.

Scope exclusion: viewer wagering, casual gaming revenue, and sales of headsets, PCs, or consoles sit outside this calculation.

Segmentation Overview

  • 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

Detailed Research Methodology and Data Validation

Primary Research

Mordor analysts interviewed tournament operators in North America, team managers in Europe, ad-tech vendors in Asia Pacific, and streaming-platform executives in Latin America. These conversations revealed real sponsorship pricing grids, average revenue-share agreements, and emerging mobile-league formats, allowing us to fill gaps and validate ratios suggested by desk findings.

Desk Research

We started by pooling public statistics from agencies such as the US Census Bureau, Korea Creative Content Agency, China Game Publishers Association, and the European Audiovisual Observatory, which outline gamer populations, broadband reach, and event attendance. Industry associations like the Entertainment Software Association and trade-body ESL Pro League supply annual tournament counts and prize purses that help us size the paid competitive scene. Company filings, investor decks, reputable press, and curated feeds on Dow Jones Factiva, along with financial snapshots from D&B Hoovers, round out sponsorship and media-rights dollars.

Patent libraries on Questel and import-export trackers on Volza give further color on peripheral demand that signals league health. This list is illustrative; many other open and paid sources were inspected to cross-check figures and definitions.

Market-Sizing & Forecasting

A top-down reconstruction begins with official tournament counts and average prize pools, which are then blended with sponsorship spend, streaming hours watched, media-rights fee schedules, monthly active viewers, and average advertising CPMs. Results are corroborated through selective bottom-up checks, sampled team income statements, and platform payout data before totals are adjusted. Forecasts rely on multivariate regression that links revenue to broadband penetration, time-spent-streaming growth, brand spend on digital sports, device mix shifts, prize-pool escalation, and regional policy support. Where bottom-up evidence is thin, we apply proxy ratios derived from peer geographies.

Data Validation & Update Cycle

Outputs pass three rounds of analyst review, anomaly scans versus independent KPIs, and variance flags against past editions. We refresh every twelve months, and we trigger interim updates if large franchise valuations, regulatory changes, or landmark media deals emerge. A final sense-check is performed just before release so clients receive the freshest view.

Why Our Esports Baseline Commands Reliability

Published values often diverge because firms pick different revenue buckets, refresh cadences, and base years. Our disciplined scope, variable set, and annual rebuild make Mordor's figure the dependable anchor for planning. Key gap drivers include whether mobile-only leagues are counted, how sponsorship in-kind deals are valued, and if betting turnover is merged with core ecosystem income.

Benchmark comparison

Market Size Anonymized source Primary gap driver
USD 2.55 billion (2025) Mordor Intelligence -
USD 2.13 billion (2024) Global Consultancy A Mobile-first events omitted; one-off 2024 snapshot
USD 0.65 billion (2025) Regional Data Service B Focuses only on live media rights, excludes sponsorship and merchandise
USD 4.78 billion (2025) Industry Statistics C Adds betting turnover and publisher microtransactions beyond esports scope

These comparisons show that when scope stretches too wide or too narrow, totals swing wildly. Mordor's balanced, transparent build, anchored to clearly traceable variables, offers decision-makers a baseline they can replicate and defend.

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Key Questions Answered in the Report

How big is the esports market today?

The esports market size reached USD 2.557 billion in 2025 and is projected to grow to USD 7.255 billion by 2030.

Which region generates the most esports revenue?

Asia–Pacific leads the esports market with 57.3% revenue share, supported by extensive 5G rollout, mobile-first demographics, and proactive government funding.

What revenue stream is growing fastest?

Media rights lead growth with a 19.8% CAGR forecast for 2025-2030 as streaming platforms pay premiums for exclusive tournament content.

Why are franchise leagues important?

Franchise structures remove relegation risk, provide revenue sharing, and attract traditional sports investors, thereby professionalizing team finances and stabilizing the esports market.

How does blockchain impact esports economics?

Blockchain enables verifiable ownership of digital assets such as NFTs, granting publishers royalty income from secondary sales and offering players new monetization avenues.

What is the biggest challenge facing esports teams?

Financial sustainability remains challenging because many organizations still rely heavily on sponsorship income, which can fluctuate with broader advertising cycles.

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