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  • Increasing Popularity of Video Games are projected to fuel the growth of the global E-Sports market at a CAGR of 13.95% during the forecast period 2025 to 2035

    ESports Market Trends, Growth, Forecast 2035 | MRFR

    Report Details:
    15 Companies Covered
    200 Pages

    Market Research Future (MRFR) has published on the “Global E-Sports Market”.



    The E-Sports market is estimated to register a CAGR of 13.95% during the forecast period of 2025 to 2035.


    MRFR recognizes the following companies as the key players in the global E-Sports market— Gameloft, Activision Blizzard, Nintendo, Electronics Arts, Tencent Holdings Limited, EPIC Games, Capcom Co. Ltd, Kabam, Modern Times Group, Valve Corporation, CJ Corporation, GFNITY, Take-Two Interactive, Huya and Nazara Technologies.

    Esports Market Highlights


    The global E-Sports market is accounted for to register a CAGR of 13.95% during the forecast period and is estimated to reach USD 10.5 Billion by 2035.

     


    Video game competitions are known as E-Sports or electronic sports. E-Sports are usually organized multiplayer video game events between professional players, either individually or in teams. Although organized tournaments have long been a feature of video game culture, they were mostly between amateurs until the late 2000s, when professional gamers began to participate and spectatorship of these events via live streaming skyrocketed.

     

    Segment Analysis
     

    The global E-Sports market has been segmented based on revenue stream and genres.

     

    Based on Revenue Stream, the global E-Sports market segmentation includes Sponsorship, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platforms, and Streaming. The Sponsorship will be the majority share in 2022, contributing around 55% to the market revenue.
     

    Based on the Genres, the global E-Sports market segmentation is Player Vs Player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, and Fighting. Multiplayer Online Battle Arena dominated the market in 2022.
     

    Regional Analysis
     

    By Region, the study provides market insights into North America, Europe, Asia-Pacific, Middle East and Africa and South America. The Asia-Pacific E-Sports market accounted for ~40% in 2022. It is expected to exhibit a significant CAGR growth during the study period. The E-Sports industry in the Asia-Pacific region holds significant importance, driven by a fervent gaming culture, large audiences, and a rising number of competitive gaming events. This underscores the region's pivotal role in the global E-Sports landscape, reflecting both its current market share dominance and potential for future growth.


    Key Findings of the Study


    • The global E-Sports market is expected to reach USD 7,191.6 million by 2032, at a CAGR of 20.9% during the forecast period.

    • The APAC region accounted for the fastest-growing global market

    • Gameloft, Activision Blizzard, Nintendo, Electronics Arts, Tencent Holdings Limited, EPIC Games, Capcom Co. Ltd, Kabam, Modern Times Group, Valve Corporation, CJ Corporation, GFNITY, Take-Two Interactive, Huya and Nazara Technologies are the key market players.