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Esports - Global Strategic Business Report

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    Report

  • 334 Pages
  • April 2025
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 5139500
The global market for Esports was valued at US$5.4 Billion in 2024 and is projected to reach US$15.7 Billion by 2030, growing at a CAGR of 19.5% from 2024 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions. The report includes the most recent global tariff developments and how they impact the Esports market.

Global Esports Market - Unveiling Key Trends & Growth Catalysts

Why Is Esports Redefining the Future of Competitive Gaming?

Esports has rapidly evolved from a niche gaming subculture into a multi-billion-dollar global industry, redefining competitive gaming and digital entertainment. Unlike traditional sports, esports encompasses organized, multiplayer video game competitions played at professional levels, attracting millions of viewers worldwide. The rise of streaming platforms such as Twitch, YouTube Gaming, and Facebook Gaming has provided unprecedented exposure for esports tournaments, allowing players to build massive followings and turning gaming into a viable career path. Titles like League of Legends, Counter-Strike: Global Offensive, Dota 2, and Fortnite have dominated the esports ecosystem, offering lucrative prize pools and high-stakes tournaments that rival traditional sporting events.

The growing mainstream acceptance of esports has been fueled by sponsorship deals, media rights agreements, and the increasing involvement of traditional sports organizations. Major brands such as Red Bull, Intel, Nike, and BMW have heavily invested in esports, recognizing its potential to engage younger audiences. Meanwhile, traditional sports franchises, including the NBA, NFL, and Formula 1, have launched their own esports leagues, bridging the gap between physical and digital sports. Additionally, universities and colleges worldwide have introduced esports programs and scholarships, legitimizing gaming as a career path and driving further growth. With global audiences and financial backing expanding, esports is cementing itself as one of the fastest-growing segments of the entertainment industry.

How Are Innovations and Technology Advancing the Esports Industry?

Technological advancements have played a crucial role in shaping the esports industry, enhancing both player performance and viewer experience. One of the most significant developments is the integration of artificial intelligence (AI) and data analytics, which provide real-time performance tracking, strategic insights, and game optimization. AI-driven analytics platforms are being used by teams and coaches to refine strategies, improve reaction times, and predict opponents' moves, giving players a competitive edge. Additionally, advancements in cloud gaming and 5G technology have significantly improved latency and game streaming quality, making competitive gaming more accessible across different regions.

Virtual reality (VR) and augmented reality (AR) are also making their mark on esports, creating immersive viewing experiences that bring fans closer to the action. Platforms like the Metaverse are exploring ways to host virtual esports events, allowing audiences to interact with players and fellow fans in digital arenas. Furthermore, blockchain technology and non-fungible tokens (NFTs) are revolutionizing in-game economies, enabling players to own, trade, and monetize digital assets within esports ecosystems. The rise of digital currencies and decentralized finance (DeFi) solutions has also introduced new monetization opportunities for esports players, streamers, and tournament organizers. As technological advancements continue to push the boundaries of gaming and entertainment, esports is evolving into an even more dynamic and immersive industry.

Which Segments Are Driving the Explosive Growth of Esports?

The esports market is segmented into several key areas, each contributing to the industry’s rapid expansion. The competitive gaming segment, comprising professional tournaments and leagues, remains the primary revenue driver. Global tournaments like The International, League of Legends World Championship, and Fortnite World Cup attract millions of live viewers and generate substantial prize pools through sponsorships, media rights, and ticket sales. Additionally, franchised esports leagues, such as the Overwatch League (OWL) and Call of Duty League (CDL), have introduced structured team ownership models, similar to traditional sports leagues, boosting long-term financial stability and player salaries.

The esports streaming and content creation segment has also seen remarkable growth, driven by platforms like Twitch, YouTube Gaming, and Facebook Gaming. Influencers and professional gamers have turned content creation into a full-time profession, monetizing through ad revenue, fan subscriptions, and brand partnerships. Additionally, mobile esports has become a significant growth area, especially in regions like Southeast Asia, India, and Latin America, where mobile gaming is more accessible than PC or console gaming. Titles such as PUBG Mobile, Mobile Legends, and Garena Free Fire have gained massive player bases, fueling the expansion of mobile esports tournaments. With increasing investment in gaming infrastructure, sponsorship deals, and content creation, esports continues to grow across multiple revenue streams.

What’s Driving the Unstoppable Growth of the Esports Market?

The growth in the global esports market is driven by several factors, including the increasing popularity of online gaming, the expansion of high-speed internet access, and the mainstream acceptance of esports as a legitimate entertainment industry. The rising youth engagement in digital gaming has fueled demand for competitive gaming events, leading to more investments from sponsors, advertisers, and media companies. The surge in mobile gaming has further contributed to esports expansion, allowing competitive gaming to reach regions where high-end gaming PCs and consoles are less accessible.

Additionally, the globalization of esports has been accelerated by streaming services and digital platforms that allow fans to watch live tournaments and engage with their favorite players in real-time. The growing involvement of major brands and traditional sports organizations has strengthened esports' financial ecosystem, providing stability and long-term growth opportunities. Governments and educational institutions are also recognizing esports as a viable industry, leading to increased funding, scholarships, and infrastructure development. Furthermore, advancements in gaming technology, including AI, VR, and blockchain, are unlocking new revenue streams and enhancing both player and viewer experiences. As the esports market continues to expand, driven by innovation, investment, and audience engagement, it is poised to become one of the dominant forces in the global entertainment landscape.

Report Scope

The report analyzes the Esports market, presented in terms of units. The analysis covers the key segments and geographic regions outlined below.

Segments: Revenue Streams (Sponsorship, Media Rights, Advertising, Tickets & Merchandise, Game Publisher Fees); Device Type (Smart Phones, Gaming Consoles, Smart TVs, Other Device Types).

Geographic Regions/Countries: World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the Sponsorship Revenue segment, which is expected to reach US$4.1 Billion by 2030 with a CAGR of a 13.8%. The Media Rights Revenue segment is also set to grow at 27.1% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, valued at $1.5 Billion in 2024, and China, forecasted to grow at an impressive 19.2% CAGR to reach $2.5 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Esports Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Esports Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Esports Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2024 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of players such as 123on, 4D Sight, Ability Games Private Limited, Abios, Alcacruz Inc. and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Some of the 221 companies featured in this Esports market report include:

  • 123on
  • 4D Sight
  • Ability Games Private Limited
  • Abios
  • Alcacruz Inc.
  • Allied Esports
  • AllMid
  • Ampverse
  • Amuka Esports
  • Anubis Gaming

Tariff Impact Analysis: Key Insights for 2025

Global tariff negotiations across 180+ countries are reshaping supply chains, costs, and competitiveness. This report reflects the latest developments as of April 2025 and incorporates forward-looking insights into the market outlook.

The analysts continuously track trade developments worldwide, drawing insights from leading global economists and over 200 industry and policy institutions, including think tanks, trade organizations, and national economic advisory bodies. This intelligence is integrated into forecasting models to provide timely, data-driven analysis of emerging risks and opportunities.

What’s Included in This Edition:

  • Tariff-adjusted market forecasts by region and segment
  • Analysis of cost and supply chain implications by sourcing and trade exposure
  • Strategic insights into geographic shifts

Buyers receive a free July 2025 update with:

  • Finalized tariff impacts and new trade agreement effects
  • Updated projections reflecting global sourcing and cost shifts
  • Expanded country-specific coverage across the industry

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • Tariff Impact on Global Supply Chain Patterns
  • Global Economic Update
  • Esports - Global Key Competitors Percentage Market Share in 2024 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Surging Global Popularity of Video Games Catalyzing Esports Market Growth
  • Investments and Sponsorships Fueling Professional Esports Ecosystems
  • Technological Advancements in Gaming Platforms Enhancing Esports Experience
  • Expansion of Esports Tournaments to Mainstream Media and Broadcasting
  • Growing Inclusion of Esports in Educational and Institutional Programs
  • Market Trends Toward Mobile Esports and Accessibility
  • Integration of Virtual and Augmented Reality in Esports Platforms
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Recent Past, Current & Future Analysis for Smart Phones by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 2: World 6-Year Perspective for Smart Phones by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 3: World Recent Past, Current & Future Analysis for Gaming Consoles by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 4: World 6-Year Perspective for Gaming Consoles by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 5: World Recent Past, Current & Future Analysis for Smart TVs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 6: World 6-Year Perspective for Smart TVs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 7: World Recent Past, Current & Future Analysis for Other Device Types by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 8: World 6-Year Perspective for Other Device Types by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 9: World Recent Past, Current & Future Analysis for Sponsorship by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 10: World 6-Year Perspective for Sponsorship by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 11: World Recent Past, Current & Future Analysis for Media Rights by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 12: World 6-Year Perspective for Media Rights by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 13: World Recent Past, Current & Future Analysis for Advertising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 14: World 6-Year Perspective for Advertising by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 15: World Recent Past, Current & Future Analysis for Tickets & Merchandise by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 16: World 6-Year Perspective for Tickets & Merchandise by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 17: World Recent Past, Current & Future Analysis for Game Publisher Fees by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 18: World 6-Year Perspective for Game Publisher Fees by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • Table 19: World Esports Market Analysis of Annual Sales in US$ Thousand for Years 2015 through 2030
  • Table 20: World Recent Past, Current & Future Analysis for Esports by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 21: World 6-Year Perspective for Esports by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
  • Table 22: USA Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 23: USA 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 24: USA Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 25: USA 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
CANADA
  • Table 26: Canada Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 27: Canada 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 28: Canada Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 29: Canada 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
JAPAN
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
  • Table 30: Japan Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 31: Japan 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 32: Japan Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 33: Japan 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
CHINA
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
  • Table 34: China Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 35: China 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 36: China Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 37: China 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
EUROPE
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
  • Table 38: Europe Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 39: Europe 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 40: Europe Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 41: Europe 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
  • Table 42: Europe Recent Past, Current & Future Analysis for Esports by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
  • Table 43: Europe 6-Year Perspective for Esports by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
FRANCE
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
  • Table 44: France Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 45: France 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 46: France Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 47: France 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
GERMANY
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
  • Table 48: Germany Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 49: Germany 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 50: Germany Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 51: Germany 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
ITALY
  • Table 52: Italy Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 53: Italy 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 54: Italy Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 55: Italy 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
UNITED KINGDOM
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
  • Table 56: UK Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 57: UK 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 58: UK Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 59: UK 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
REST OF EUROPE
  • Table 60: Rest of Europe Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 61: Rest of Europe 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 62: Rest of Europe Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 63: Rest of Europe 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
ASIA-PACIFIC
  • Esports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
  • Table 64: Asia-Pacific Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 65: Asia-Pacific 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 66: Asia-Pacific Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 67: Asia-Pacific 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
REST OF WORLD
  • Table 68: Rest of World Recent Past, Current & Future Analysis for Esports by Device Type - Smart Phones, Gaming Consoles, Smart TVs and Other Device Types - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 69: Rest of World 6-Year Perspective for Esports by Device Type - Percentage Breakdown of Value Sales for Smart Phones, Gaming Consoles, Smart TVs and Other Device Types for the Years 2025 & 2030
  • Table 70: Rest of World Recent Past, Current & Future Analysis for Esports by Revenue Streams - Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
  • Table 71: Rest of World 6-Year Perspective for Esports by Revenue Streams - Percentage Breakdown of Value Sales for Sponsorship, Media Rights, Advertising, Tickets & Merchandise and Game Publisher Fees for the Years 2025 & 2030
IV. COMPETITION

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • 123on
  • 4D Sight
  • Ability Games Private Limited
  • Abios
  • Alcacruz Inc.
  • Allied Esports
  • AllMid
  • Ampverse
  • Amuka Esports
  • Anubis Gaming

Table Information