
According to the latest report by IMARC Group, titled “Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Games (Multiplayer Online Battle Arena (MOBA), Player vs Player (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Region 2025-2033” provides an extensive analysis of the industry, including esports market. The report also covers competitor and regional analysis and the latest advancements in the global market.
The global esports market size reached USD 2.1 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 10.1 Billion by 2033, exhibiting a growth rate (CAGR) of 17.05% during 2025-2033.
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Global Esports Market Dynamics:
Increasing Viewership and Engagement:
Due to an increase in viewership and participation, the increase in the revenue in the global esprots market has increased tremendously. The esports content has reached millions to view with the introduction of streaming services like Twitch and YouTube Gaming, where professional gamers are active in relevant games. This has increased the viewership with the increasing popularity of esports tournaments and leagues. With features like live chats, esports offers a high degree of interactivity which gets the audience even more involved into the stream, which helps with the expansion of the market even more.
Growing Investment and Sponsorships:
A major reason for significant funding and sponsorships in the esports ecosystem is the increasing viewership by both endemic and non-endemic brands. Sponsorship contracts with teams, leagues, and tournaments help companies use the ever growing popularity of esports to market their products to the younger audience. Nation wide capital of the latter is established turns the private structure of esports into a business not forgetting improved infrastructure. In addition to new technologies and platforms, there is also a growing need for innovation in e sports franchises which has been fueled by venture capital firms investing in new e sport start ups.
Expanding Mobile Esports and Accessibility:
The development of mobile gaming is greatly widening the scope of esports, especially in developing nations. Mobile esports games like PUBG Mobile and Mobile Legends: Bang Bang are extremely popular thanks to their easy access and low entry difficulty. This trend is leveling the playing goot by making esports available to both players and audiences, even if they do not own sophisticated gaming PCs or consoles. The growth of mobile esports is opening new business opportunities for developers, publishers, and sponsors, which will continue to drive market expansion.
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Global Esports Market Trends:
The esports economy is experiencing major changes that influence its future. One of the most striking is the dominant adoption of franchise leagues and other forms of organized competition. This type of competition gives a greater level of stability and predictability to the teams, sponsors, and the audience, which makes them deeply engage and invest. In addition, there is an increased focus on globalizing and localizing the regions. Esports companies are forming local leagues and tournaments to appeal to and appreciate the local market and culture.
Moreover, the merger of esports and traditional sports is becoming more common. Professional sports teams and leagues are seeing the strategic value of investing in esports teams and partnerships. Before this, the growth of esports was mostly limited to the core gamer demographic, but with this integration, esports are being promoted to wider audiences, which is creating new possibilities for fusion marketing. In addition, there is a growing adoption of AI and data science to augment player performance, viewer experience, and overall tournament management.
Competitive Landscape with Key Players:
Activision Blizzard Inc.
Capcom Co. Ltd.
Electronic Arts Inc.
Epic Games Inc.
FACEIT
Gameloft SE (Vivendi SE)
Gfinity PLC
Intel Corporation
Modern Times Group
Nintendo Co. Ltd.
NVIDIA Corporation
Riot Games Inc
Valve Corporation
Zynga Inc.
Esports Market Report Segmentation:
By Revenue Model:
Media Rights
Advertising and Sponsorships
Merchandise and Tickets
Others
Advertising and sponsorships is the most prevalent revenue model due to the high viewer engagement and brand exposure opportunities in esports events.
By Platform:
Multiplayer Online Battle Arena (MOBA)
Player vs Player (PvP)
First Person Shooters (FPS)
Real Time Strategy (RTS)
On the basis of platform, the market has been divided into PC-based esports, consoles-based esports, and mobile and tablets.
By Games:
PC-based Esports
Consoles-based Esports
Mobile and Tablets
First-person shooters (FPS) represented the largest segment as they are popular for their competitive and engaging gameplay, drawing large audiences and participants.
Regional Insights:
North America (United States, Canada)
Asia Pacific (China, Japan, India, Australia, Indonesia, Korea, Others)
Europe (Germany, France, United Kingdom, Italy, Spain, Others)
Latin America (Brazil, Mexico, Others)
Middle East and Africa (United Arab Emirates, Saudi Arabia, Qatar, Iraq, Other)
Asia Pacific's dominance in the esports market is attributed to its large, tech-savvy youth population, widespread internet access, and the strong presence of gaming cultures..
Note: If you need specific information that is not currently within the scope of the report, we can provide it to you as a part of the customization.
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