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GCC E Sports Market

ID: MRFR/ICT/44869-HCR
200 Pages
Garvit Vyas
October 2025

GCC E-sports Market Research Report By Revenue Stream (Sponsorship, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platforms, Streaming) and By Genres (Player vs. player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, Fighting)- Forecast to 2035

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GCC E Sports Market Infographic
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GCC E Sports Market Summary

As per MRFR analysis, the GCC eSports Market size was estimated at 35.57 USD Billion in 2024. The GCC e sports market is projected to grow from 43.04 USD Billion in 2025 to 289.41 USD Billion by 2035, exhibiting a compound annual growth rate (CAGR) of 21.0% during the forecast period 2025 - 2035.

Key Market Trends & Highlights

The GCC e sports market is experiencing robust growth driven by youth engagement and technological advancements.

  • Youth engagement in e sports is surging, particularly among the 18-24 age group, which represents the largest segment.
  • Investment in e sports is witnessing a significant increase, with major brands and sponsors entering the market.
  • Government support for e sports initiatives is enhancing the overall ecosystem, particularly in the UAE and Saudi Arabia.
  • Rising internet penetration and cultural acceptance of gaming are key drivers propelling market expansion.

Market Size & Forecast

2024 Market Size 35.57 (USD Billion)
2035 Market Size 289.41 (USD Billion)
CAGR (2025 - 2035) 21.0%

Major Players

Tencent (CN), Activision Blizzard (US), Riot Games (US), Epic Games (US), Valve Corporation (US), Nexon (KR), Bandai Namco Entertainment (JP), Electronic Arts (US), Ubisoft (FR)

GCC E Sports Market Trends

The e sports market in the GCC region is experiencing notable growth, driven by increasing interest among youth and the rise of digital platforms. This sector is characterized by a vibrant community of gamers, with various tournaments and events gaining traction. The proliferation of high-speed internet and mobile connectivity has further facilitated access to e sports, allowing players and fans to engage seamlessly. Additionally, the involvement of local governments in promoting digital entertainment is fostering a supportive environment for the industry. Moreover, the e sports market is witnessing a surge in investment from both private and public sectors. This influx of capital is likely to enhance infrastructure, including gaming arenas and training facilities. Partnerships with international gaming companies are also emerging, which may lead to the introduction of new titles and competitive events. As the market evolves, it appears poised to attract a diverse audience, potentially expanding beyond traditional gaming demographics. The future of the e sports market in the GCC seems promising, with opportunities for innovation and growth on the horizon.

Youth Engagement

The e sports market is increasingly appealing to younger demographics, who are drawn to competitive gaming and streaming platforms. This trend indicates a shift in entertainment preferences, with traditional sports facing competition from digital arenas.

Investment Surge

There is a noticeable increase in investments directed towards the e sports market, with both local and international stakeholders recognizing its potential. This financial support is likely to enhance the overall ecosystem, including event organization and player development.

Government Support

Local governments are actively promoting the e sports market as part of broader digital economy initiatives. This support may include funding for events, infrastructure development, and educational programs aimed at fostering talent in the gaming sector.

GCC E Sports Market Drivers

Youth Demographics

The demographic landscape in the GCC is shifting, with a significant proportion of the population being young and tech-savvy. Approximately 60% of the GCC population is under the age of 30, which aligns with the target audience for the e sports market. This youthful demographic is not only more inclined to engage in gaming but also actively participates in e sports events, both as players and viewers. The cultural acceptance of gaming as a legitimate form of entertainment further propels this trend. As the youth continue to embrace e sports, the industry is poised for substantial growth, driven by their enthusiasm and engagement. This demographic advantage positions the e sports market favorably for future expansion and innovation.

Technological Advancements

Technological advancements play a pivotal role in shaping the e sports market in the GCC. Innovations in gaming hardware, software, and streaming technologies are enhancing the overall gaming experience. The introduction of high-definition graphics, virtual reality, and augmented reality is attracting more players and spectators to the e sports arena. Furthermore, the rise of cloud gaming services is making high-quality gaming accessible to a wider audience, regardless of their hardware capabilities. As these technologies continue to evolve, they are expected to create new opportunities for engagement and competition within the e sports market. This ongoing evolution suggests a dynamic future for the industry, characterized by enhanced user experiences and increased participation.

Rising Internet Penetration

The e sports market in the GCC is experiencing a notable boost due to the increasing penetration of high-speed internet. As of 2025, internet penetration in the region stands at approximately 99%, facilitating seamless access to online gaming platforms. This connectivity enables gamers to participate in competitive events and engage with global audiences. The proliferation of mobile devices further enhances accessibility, allowing a broader demographic to partake in e sports activities. Consequently, the e sports market is likely to witness a surge in participation rates, as more individuals can connect and compete in various gaming titles. This trend suggests a promising future for the industry, as the growing online community fosters a vibrant ecosystem for both players and spectators.

Cultural Acceptance of Gaming

The cultural acceptance of gaming in the GCC is evolving, contributing positively to the e sports market. Traditionally viewed with skepticism, gaming is increasingly recognized as a legitimate form of entertainment and competition. This shift in perception is evident in the growing number of gaming events and tournaments being organized across the region. As of 2025, the number of e sports events has increased by 40% compared to previous years, indicating a burgeoning interest among the public. This cultural shift not only encourages participation but also attracts sponsorship and media coverage, further legitimizing the e sports market. As acceptance continues to grow, the industry is likely to flourish, supported by a more engaged and enthusiastic audience.

Sponsorship and Brand Partnerships

The e sports market in the GCC is witnessing an influx of sponsorship and brand partnerships, which are crucial for its growth. Major brands are increasingly recognizing the potential of e sports as a marketing platform, leading to a rise in investment. In 2025, sponsorship revenue in the region is projected to reach $200 million, reflecting a growing interest from both local and international companies. These partnerships not only provide financial support to teams and events but also enhance the visibility of brands among the gaming community. As more companies align themselves with e sports, the industry is likely to benefit from increased legitimacy and mainstream acceptance, further driving its expansion.

Market Segment Insights

By Game Type: First-Person Shooter (Largest) vs. Multiplayer Online Battle Arena (Fastest-Growing)

The market share distribution among different game types in the GCC e sports market reveals that First-Person Shooters (FPS) hold a significant share, dominating the landscape with a loyal player base. Multiplayer Online Battle Arenas (MOBA) are experiencing rapid growth, fueled by an increase in competitive gaming events and streaming popularity. Other categories, including Real-Time Strategy and Sports games, cater to niche audiences, while Battle Royale games maintain a steady following thanks to their unique playstyles and community engagement. Growth trends in the GCC e sports market indicate that FPS and MOBA genres are driving the market forward. The rise of online competitions and professional leagues has propelled MOBA into the spotlight, attracting newer players. These genres are supported by robust community interactions and marketing strategies from developers. The evolving landscape of technology, including high-speed internet and advanced gaming systems, is facilitating wider access, promoting growth across all game types.

First-Person Shooter (Dominant) vs. Multiplayer Online Battle Arena (Emerging)

First-Person Shooters (FPS) maintain their position as the dominant genre in the GCC e sports market, characterized by their immersive gameplay and strong community support. Titles like Call of Duty and Apex Legends appeal to a broad audience, often featuring competitive tournaments and significant viewer engagement. These games benefit from impactful marketing and established esports leagues, contributing to their ongoing popularity. On the other hand, the Multiplayer Online Battle Arena (MOBA) genre is emerging rapidly, driven by the success of games like League of Legends and Dota 2. The accessibility of MOBA games, alongside their strategic depth, attracts a growing player base that appreciates team dynamics and skill-based competition. Their rising footprint in the esports ecosystem reflects a shift towards more dynamic and cooperative gaming experiences, indicating a promising future in the expanding GCC e sports market.

By Revenue Source: Sponsorship (Largest) vs. In-Game Purchases (Fastest-Growing)

In the GCC e sports market, revenue generation is predominantly driven by sponsorship, which accounts for a significant share of the overall revenue. Major brands are keen to associate with e sports, investing heavily in sponsorship deals, thus fostering a competitive environment for market players. Media rights and merchandising also contribute significantly, albeit at a lower rate than sponsorship, showing promising potential in engaging audiences across various platforms. The growth trends in the revenue sources indicate an upward trajectory, particularly in the in-game purchases sector, which is witnessing a surge as gamers increasingly prefer digital avenues for acquiring game advancements. This growth is propelled by the ever-expanding base of gamers and enhanced gaming experiences. Additionally, the rise of streaming platforms and influencer marketing are effectively boosting visibility, thus nurturing the overall ecosystem and financially supporting the expansion of the sector.

Sponsorship: Dominant vs. In-Game Purchases: Emerging

Sponsorship remains the dominant revenue source in the GCC e sports market, as brands recognize the immense potential to reach a young, tech-savvy demographic through strategic partnerships. This component involves collaborations with both established leagues and individual streamers, ensuring widespread brand exposure. In contrast, in-game purchases are emerging swiftly as a key revenue driver, benefiting from trends such as microtransactions and downloadable content. Consumers are increasingly willing to invest in their gaming experiences, providing game developers with a lucrative revenue stream. As both segments evolve, they exhibit characteristics that cater to the growing demand for interactive and immersive experiences, establishing a robust financial backbone for the e sports landscape.

By Platform: Mobile (Largest) vs. PC (Fastest-Growing)

In the GCC e sports market, the distribution of market share among platforms shows mobile gaming taking the lead, capturing a significant share due to the accessibility and widespread use of smartphones. PCs follow as a strong contender, particularly among serious gamers looking for enhanced graphics and performance. Consoles, while popular, lag behind in terms of overall market share compared to these two dominant platforms. Growth trends indicate that mobile gaming is driven primarily by the increasing smartphone penetration and the growing number of mobile-friendly e sports titles. On the other hand, PCs are experiencing rapid growth as gamers seek high-performance experiences that consoles and mobile devices cannot replicate. This trend is further supported by the rise of competitive gaming and a demand for better technology and specifications, making PC gaming an attractive option for both casual and competitive players.

Mobile (Dominant) vs. PC (Emerging)

Mobile gaming in the GCC e sports market is characterized by its broad appeal and ease of access, making it the dominant platform for most gamers. The convenience of playing on mobile devices allows for spontaneous gaming sessions, which greatly enhances user engagement. Additionally, the presence of several popular mobile e sports titles fuels its growth, attracting casual players and serious competitors alike. Conversely, PC gaming is emerging as a key player, particularly among enthusiasts and professionals who value advanced graphics, fast processing power, and competitive edge. As more gamers invest in high-end rigs and gaming accessories, the popularity of PC as a platform is expected to rise, especially in competitive settings where performance can dictate victory.

By Participant Type: Professional Players (Largest) vs. Amateur Players (Fastest-Growing)

The market share distribution in the GCC e sports market reveals that Professional Players constitute the largest segment, showcasing a strong preference within the industry. They command significant attention due to their skills, sponsorships, and participation in major tournaments, contributing prominently to overall engagement and visibility in the market. In contrast, Amateur Players, while currently holding a smaller share, are witnessing rapid growth, attracting new entrants eager to compete and hone their skills in a burgeoning ecosystem. The growth trends for the Participant Type segment are primarily driven by an increase in digital platforms and the rise of streaming services that showcase both professional and amateur competitions. The influx of investment in grassroots initiatives and community-driven events has created an inviting atmosphere for new players. This growth is further fueled by the younger demographic's engagement with e sports, propelling Amateur Players into the spotlight and ensuring sustainability within the market.

Professional Players: Dominant vs. Amateur Players: Emerging

Professional Players in the GCC e sports market are characterized by their formal training, competitive play, and endorsement deals, which support their status as the dominant participant type. They often participate in high-stakes tournaments that gain significant media coverage, enhancing their visibility and market influence. On the other hand, Amateur Players represent an emerging segment, drawn by the accessible nature of online gaming and competitions. They are typically younger, seeking recognition and success through platforms that encourage grassroots involvement, contributing to an expanding player base that feeds into the overall ecosystem. The balance between these segments defines the dynamic landscape of the GCC e sports market.

Get more detailed insights about GCC E Sports Market

Key Players and Competitive Insights

The e sports market exhibits a dynamic competitive landscape characterized by rapid growth and innovation. Key players such as Tencent (CN), Activision Blizzard (US), and Riot Games (US) are at the forefront, each employing distinct strategies to enhance their market presence. Tencent (CN) continues to leverage its extensive portfolio and investment capabilities, focusing on regional expansion and partnerships to solidify its dominance. Activision Blizzard (US) emphasizes digital transformation and content diversification, aiming to engage a broader audience through innovative gaming experiences. Meanwhile, Riot Games (US) concentrates on community engagement and competitive integrity, fostering a loyal player base through regular updates and tournaments. Collectively, these strategies contribute to a competitive environment that is increasingly shaped by technological advancements and consumer preferences.

In terms of business tactics, companies are increasingly localizing their operations to better cater to regional markets. This includes optimizing supply chains and enhancing customer engagement through localized content. The market structure appears moderately fragmented, with several key players exerting substantial influence while also facing competition from emerging developers. The collective actions of these companies indicate a trend towards collaboration and strategic partnerships, which may further reshape the competitive dynamics.

In October 2025, Tencent (CN) announced a strategic partnership with a leading telecommunications provider to enhance its cloud gaming services in the GCC region. This move is significant as it not only expands Tencent's reach but also positions it to capitalize on the growing demand for high-quality gaming experiences. By improving infrastructure, Tencent aims to attract more players and developers, thereby reinforcing its market leadership.

In September 2025, Activision Blizzard (US) launched a new initiative aimed at promoting e sports in educational institutions across the GCC. This initiative is pivotal as it seeks to cultivate a new generation of gamers and professionals, potentially increasing the player base and fostering talent within the region. By investing in education, Activision Blizzard is likely to enhance its brand loyalty and create a sustainable ecosystem for future growth.

In August 2025, Riot Games (US) introduced a new competitive league specifically tailored for the GCC market, featuring local teams and players. This strategic action is crucial as it not only enhances local engagement but also elevates the profile of e sports within the region. By focusing on regional talent, Riot Games is likely to strengthen its community ties and drive participation in its games.

As of November 2025, current trends in the e sports market include a pronounced shift towards digitalization, sustainability, and the integration of AI technologies. Strategic alliances are increasingly shaping the landscape, enabling companies to pool resources and expertise. Looking ahead, competitive differentiation is expected to evolve, with a greater emphasis on innovation and technological advancements rather than solely on pricing strategies. Companies that prioritize supply chain reliability and cutting-edge technology may find themselves better positioned to thrive in this rapidly changing environment.

Key Companies in the GCC E Sports Market market include

Industry Developments

The GCC E-sports Market is experiencing significant growth, with investments from major companies like Team Liquid, Riot Games, and Tencent enhancing the region's competitive landscape.In September 2023, Natus Vincere announced a partnership with local entities to expand its presence in the Middle East, while Fnatic launched a hiring initiative in the GCC to strengthen its regional roster. The UAE's Ministry of Culture and Youth has also recognized E-sports as a strategic sector for development, aiming to enhance local talent through government-backed initiatives.

Notably, ESL Gaming and Valve Corporation are collaborating to host high-profile events in Saudi Arabia, further elevating the regional gaming scene. There have been discussions regarding mergers and acquisitions, notably involving Activision Blizzard exploring partnerships in the GCC to broaden their reach.The growth in market valuation for these companies is anticipated to foster innovation and lead to more localized gaming experiences.

The rise in popularity of E-sports events, such as FIFA and Fortnite tournaments, showcases a thriving competitive environment, with substantial spectator engagement and sponsorship deals emerging over the past few years, particularly highlighted in developments around 2022-2023.

GCC E-sports

Future Outlook

GCC E Sports Market Future Outlook

The e sports market is projected to grow at a 21.0% CAGR from 2024 to 2035, driven by increased digital engagement, sponsorships, and technological advancements.

New opportunities lie in:

  • Development of immersive VR gaming experiences for competitive play.
  • Creation of localized e sports training academies to nurture talent.
  • Partnerships with brands for exclusive in-game advertising opportunities.

By 2035, the e sports market is expected to be a dominant force in the entertainment industry.

Market Segmentation

GCC E Sports Market Platform Outlook

  • PC
  • Console
  • Mobile

GCC E Sports Market Game Type Outlook

  • First-Person Shooter
  • Multiplayer Online Battle Arena
  • Real-Time Strategy
  • Sports
  • Battle Royale

GCC E Sports Market Revenue Source Outlook

  • Sponsorship
  • Media Rights
  • Merchandising
  • Ticket Sales
  • In-Game Purchases

GCC E Sports Market Participant Type Outlook

  • Professional Players
  • Amateur Players
  • Spectators

Report Scope

MARKET SIZE 202435.57(USD Billion)
MARKET SIZE 202543.04(USD Billion)
MARKET SIZE 2035289.41(USD Billion)
COMPOUND ANNUAL GROWTH RATE (CAGR)21.0% (2024 - 2035)
REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
BASE YEAR2024
Market Forecast Period2025 - 2035
Historical Data2019 - 2024
Market Forecast UnitsUSD Billion
Key Companies Profiled["Tencent (CN)", "Activision Blizzard (US)", "Riot Games (US)", "Epic Games (US)", "Valve Corporation (US)", "Nexon (KR)", "Bandai Namco Entertainment (JP)", "Electronic Arts (US)", "Ubisoft (FR)"]
Segments CoveredGame Type, Revenue Source, Platform, Participant Type
Key Market OpportunitiesIntegration of virtual reality technology enhances immersive experiences in the e sports market.
Key Market DynamicsRising consumer engagement and investment in e sports, driven by technological advancements and regional regulatory support.
Countries CoveredGCC

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FAQs

What is the market size of the GCC Esports Market in 2024?

The GCC Esports Market is expected to be valued at 31.72 million USD in 2024.

What is the projected market size of the GCC Esports Market by 2035?

By 2035, the GCC Esports Market is anticipated to reach a value of 63.45 million USD.

What is the expected CAGR for the GCC Esports Market from 2025 to 2035?

The expected CAGR for the GCC Esports Market from 2025 to 2035 is 6.504 percent.

Who are the key players in the GCC Esports Market?

Key players in the GCC Esports Market include Team Liquid, Riot Games, and Fnatic among others.

How much revenue is generated from sponsorship in the GCC Esports Market in 2024?

Sponsorship revenue in the GCC Esports Market is valued at 10.0 million USD in 2024.

What is the revenue from media rights in the GCC Esports Market by 2035?

By 2035, the revenue from media rights is expected to reach 10.0 million USD.

How much is the merchandise and ticket revenue projected for 2024?

The merchandise and ticket revenue for the GCC Esports Market is projected to be 7.0 million USD in 2024.

What growth opportunities exist in the GCC Esports Market?

There are significant opportunities for growth driven by increasing sponsorship and digital platform revenues.

What role do digital platforms play in the revenue streams of the GCC Esports Market in 2024?

Digital platforms are expected to generate approximately 5.72 million USD in revenue in 2024.

What challenges might impact the GCC Esports Market growth?

The market may face challenges related to market competition and regulatory changes in the region.

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