Esports Market Size, Share, Opportunities, And Trends By Game Type (Shooting, Real-Time Strategy, Fighting, Racing, Multiplayer Online Battle Arena, Others), By Platform (Personal Computers, Consoles and Arcades), And Geography - Forecasts From 2025 To 2030

  • Published : May 2025
  • Report Code : KSI061612161
  • Pages : 145
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Esports Market Size:

The Esports Market is expected to grow from US$2,843.349 million in 2025 to US$7,706.896 million in 2030, at a CAGR of 22.07%.

Esports Market Trends:

Esports are a form of tournament or competition that is played on a virtual platform between professional players. The rising interest and popularity in the video game industry and the increasing awareness of eSports will be the major driving factors of the eSports market. Also, the budding investments and the introduction of high prize pools in such tournaments will draw more participation, thus boosting the demand for this market.

The consoles segment will hold a major share during the forecast period, owing to the uniformity offered by them in terms of performance and connectivity. The Asia Pacific and the North American regions hold a significant share in the market due to the presence of major tournament organizers and game developers in these regions. Furthermore, these markets are also projected to show phenomenal growth over the coming years, owing to the increasing eSports viewership in these regions.

Esports Market Growth Drivers:

  • The growing popularity of video gaming

  • Rising investments and prize pools

Esports Market Restraints:

  • Threat from eSports gambling

Esports Market Key Players:

The major players profiled in the eSports Market include Valve Corporation, Riot Games, Turtle Entertainment GmbH, Unikrn, Inc., Activision Blizzard, Inc., Hi-Rez Studios, Epic Games, Electronic Arts (EA), Shoryuken, and Professional Gamers League (PGL), among others.

Esports Market Segmentation:

The eSports market has been analyzed through the following segments:

By Game Type

  • Shooting

  • Real-Time Strategy

  • Fighting

  • Racing

  • Multiplayer Online Battle Arena

  • Others

By Platform

  • Personal Computers (PC)

  • Consoles and Arcades

By Geography

  • North America

    • USA

    • Canada

    • Mexico

  • South America

    • Brazil

    • Argentina

    • Others

  • Europe

    • Germany

    • France

    • United Kingdom

    • Spain

    • Others

  • Middle East and Africa

    • Saudi Arabia

    • Israel

    • Others

  • Asia Pacific

    • China

    • Japan

    • South Korea

    • India

    • Others


Frequently Asked Questions (FAQs)

The esports market is expected to reach a total market size of US$7,706.896 million by 2030.

Esports Market is valued at US$2,843.349 million in 2025.

The global esports market is expected to grow at a CAGR of 22.07% during the forecast period.

The rising interest and popularity in the video game industry and the increasing awareness of eSports will be the major driving factors of the eSports market.

The Asia Pacific and the North American regions hold a significant share of the eSports market.

1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Currency
1.5. Assumptions
1.6. Base, and Forecast Years Timeline
2. RESEARCH METHODOLOGY
2.1. Research Design
2.2. Secondary Sources
3. KEY FINDINGS
4. MARKET DYNAMICS

4.1. Market Segmentation
4.2. Market Drivers
4.3. Market Restraints
4.4. Market Opportunities
4.5. Porter’s Five Forces Analysis
4.5.1. Bargaining Power of Suppliers
4.5.2. Bargaining Power of Buyers
4.5.3. Threat of New Entrants
4.5.4. Threat of Substitutes
4.5.5. Competitive Rivalry in the Industry
4.6. Life Cycle Analysis - Regional Snapshot
4.7. Market Attractiveness
5. ESPORTS MARKET BY GAME TYPE
5.1. Shooting
5.2. Real-Time Strategy
5.3. Fighting
5.4. Racing
5.5. Multiplayer Online Battle Arena
5.6. Others
6. ESPORTS MARKET BY PLATFORM
6.1. Personal Computers (PC)
6.2. Consoles and Arcades
7. ESPORTS MARKET BY GEOGRAPHY
7.1. North America
7.1.1. USA
7.1.2. Canada
7.1.3. Mexico
7.2. South America
7.2.1. Brazil
7.2.2. Argentina
7.2.3. Others
7.3. Europe
7.3.1. Germany
7.3.2. France
7.3.3. United Kingdom
7.3.4. Spain
7.3.5. Others
7.4. Middle East and Africa
7.4.1. Saudi Arabia
7.4.2. Israel
7.4.3. Others
7.5. Asia Pacific
7.5.1. China
7.5.2. Japan
7.5.3. South Korea
7.5.4. India
7.5.5. Others
8. COMPETITIVE INTELLIGENCE
8.1. Competitive Benchmarking and Analysis
8.2. Recent Investments and Deals
8.3. Strategies of Key Players
9. COMPANY PROFILES
9.1. Valve Corporation
9.2. Riot Games
9.3. Turtle Entertainment GmbH
9.4. Unikrn, Inc.
9.5. Activision Blizzard, Inc.
9.6. Hi-Rez Studios
9.7. Epic Games
9.8. Electronic Arts (EA)
9.9. Shoryuken
9.10. Professional Gamers League (PGL)
LIST OF FIGURES
LIST OF TABLES

 

Valve Corporation
Riot Games
Turtle Entertainment GmbH
Unikrn, Inc.

Activision Blizzard, Inc.

Hi-Rez Studios
Epic Games
Electronic Arts (EA)
Shoryuken
Professional Gamers League (PGL)