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Esports Market Size, Share, Growth, and Forecast Report 2025-2033

  • Writer: Rahul Pal
    Rahul Pal
  • 13 hours ago
  • 4 min read

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 size. 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. 



Global Esports Market Dynamics:


Rising Global Audience and Engagement:


The international esports industry is witnessing exponential growth, driven largely by a growing global audience and rising levels of engagement. Tens of millions of viewers around the world watch professional esports tournaments and leagues on numerous gaming titles. This growing fanbase is not only passively watching content but also actively engaging through online communities, social media platforms, and interactive streaming services. The availability of esports content via digital media and emergence of prominent gaming personalities are further enhancing audience views and engagement figures. This phenomenon is opening large opportunities for money generation via media rights, advertising, sponsorships, and merchandise sales, which are ushering in large investments and fueling market growth.


Increased Investments and Sponsorships:


The esports ecosystem is seeing a large number of investments and sponsorships from various industries. Acknowledging the huge marketing value and scale of the esports fan base, top brands in industries like autos, tech, consumer goods, and financial institutions are increasingly becoming sponsors of esports teams, events, and competitions. These sponsorships are instrumental in the professionalization of the esports industry, offering financial stability to teams and organizers, as well as increasing the overall level of competition and broadcasts. The growing presence of established companies gives legitimacy to the esports market, drawing additional investment and adding to its steady growth path.


Game Title Expansion and Platform Diversification:


The esports industry is marked by a fluid game title landscape and expanding platform diversification. Though the established brands of genres such as MOBAs (Multiplayer Online Battle Arenas), FPS (First-Person Shooters), and RTS (Real-Time Strategy) remain popular, new and interesting esports titles across multiple genres are broadening the market's reach. In addition, esports viewing is no longer exclusive to PC gaming; mobile esports is growing quickly, especially in high-mobile-penetration regions. This platform diversification increases access and appeals to a broader audience of gaming interests, helping to drive the overall growth and vibrancy of the world esports market.


Explore the Full Report with Charts, Table of Contents, and List of Figures: https://www.imarcgroup.com/esports-market


Global Esports Market Trends:


The international esports market is now defined by a number of interesting trends. One key trend is the growing emphasis on mobile esports. With the availability of high-powered smartphones becoming ubiquitous and with advances in mobile gaming technology, mobile esports is acquiring tremendous momentum, especially in Asia and developing markets. This availability is generating new possibilities for player involvement, fan interaction, and revenue.


A further core trend is professionalization and institutionalization in the esports market. We see that there are developing more organized leagues, players unions, and homogenized rule sets, more like the old sports. It makes the profession more legitimate and gains even greater mainstream acknowledgment. Furthermore, the cross-over between the world of esports and traditional sports is increasingly evident, with sports organizations and players investing in esports ventures and teams, further melting the distinction between the two entertainment industries. The emergence of complex data analytics and fan engagement platforms also alters the market, offering useful insight for teams, organizers, and sponsors to maximize performance and improve the experience for spectators.


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.


About Us


IMARC Group is a leading market research company that offers management strategy and market research worldwide. We partner with clients in all sectors and regions to identify their highest-value opportunities, address their most critical challenges, and transform their businesses.


IMARC’s information products include major market, scientific, economic and technological developments for business leaders in pharmaceutical, industrial, and high technology organizations. Market forecasts and industry analysis for biotechnology, advanced materials, pharmaceuticals, food and beverage, travel and tourism, nanotechnology and novel processing methods are at the top of the company’s expertise.


Contact US:


IMARC Group

134 N 4th St. Brooklyn, NY 11249, USA

Tel No:(D) +91 120 433 0800

United States: +1-631-791-1145

 
 
 

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