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E-Sports Market Size Forecasted To Achieve $7.03 Billion By 2029 With Steady Growth
The E-Sports Market Report by The Business Research Company delivers a detailed market assessment, covering size projections from 2025 to 2034. This report explores crucial market trends, major drivers and market segmentation by [key segment categories].What Is the E-Sports Market Size and Projected Growth Rate?
Rapid expansion has been observed in the e-sports market size in the last few years. The market is projected to rise from $2.73 billion in 2024 to $3.25 billion in 2025, indicating a compound annual growth rate (CAGR) of 19.4%. The noteworthy growth in the historic period is ascribed to the amplified consciousness about esports, rise in games being livestreamed, and an invigorated international prize pool for esports.
The market size of e-sports is predicted to undergo significant expansion over the next few years, reaching a valuation of $7.03 billion by 2029 with a compound annual growth rate (CAGR) of 21.2%. This expected growth over the forecast period is due to several factors, such as the broadening variety of game genres, a surge in viewership, the rise of esports cafes, an increase in devices with internet access, an upward trend in sponsorships, a growth in mobile gaming, and heightened awareness. Key trends observed during the forecast period are the growing inclination towards esports as a result of COVID-19, the evolution of esports through augmented reality (AR) and virtual reality (VR) technologies, a rise in mergers and acquisitions activities, an influx of investments, and the emergence of new esports platforms.
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What Are the Major Segments in the E-Sports Market?
The e-sports market covered in this report is segmented -
1) By Game: Multiplayer Online Battle Arena (MOBA), Real Time Strategy, First Person Shooter, Fighting And Sports
2) By Platform: PC, Console, Mobile, Other Platforms
3) By Revenue Source: Sponsorship, Advertising, Merchandise And Tickets, Publisher Fees, Media Rights
Subsegments:
1) By Multiplayer Online Battle Arena (MOBA): League of Legends, Dota 2, Smite, Heroes of the Storm
2) By Real-Time Strategy (RTS): StarCraft II, Age of Empires, Warcraft III, Command And Conquer
3) By First Person Shooter (FPS): Counter-Strike: Global Offensive (CS:GO), Call of Duty, Overwatch, Rainbow Six Siege
4) By Fighting And Sports: Street Fighter Series, Tekken Series, Mortal Kombat Series, Super Smash Bros, FIFA Series, NBA 2K Series, Madden NFL Series, Gran Turismo
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What Are The Driving E-Sports Market Evolution?
The surge in the popularity of video games, coupled with better understanding of E-sports are key factors driving the expansion of the E-sports market. As advancements in technology lead to an increase in video content, products, virtual reality and video game competitions. Video gaming is evolving as a transformative force within pop culture, altering the way the young generation seeks entertainment. A case in point is a report by the UK Interactive Entertainment, a UK-based trade body, in April 2024, which revealed that the UK video games consumer market notched a value of $10.15 billion (£7.82 billion) in 2023, marking a 4.4% surge from the revised 2022 total of $9.72 billion (£7.49 billion). Hence, the accelerating trend for video games and greater recognition of E-sports are fueling the growth trajectory of the market in the days ahead.
Which Firms Dominate The E-Sports Market Segments?
Major companies operating in the e-sports market include Activision Blizzard Inc., Modern Times Group MTG AB, Tencent, Valve Corporation, Nintendo, Team SoloMid (TSM), Cloud9, Take-Two Interactive, Riot Games Inc., Nazara Technology, Jetsynthesys, Nodwin Group, Gaming Monk, Neon Gaming Studio, Viacom 18, Sony, Xbox, BenQ, Electronic Arts, Red Entertainment?, Sega, OLM, Inc., Gainax, Hamster Corporation, Aristocrat Leisure, Huya, Chushou TV, Panda TV, Wangyuhudong, Aipai, Mars TV, ImbaTV, EDG, FEG, Dexerto, Gameloft, Sky Betting & Gaming, SteelSeries, Team Vitality, Fnatic, Astralis, G2 Esports, Imprezart, Playkey, Mundfish, Winstrike, RAWG, Fibrum, DreamTeam, Respeecher, Ejaw Studio, Hypereight, Team Liquid, FaZe Clan, 100 Thieves, Luminosity Gaming, Enthusiast Gaming, Fandom Sports, Infinity Esports, Xten Esports, Isurus Gaming, PaiN Gaming, Infamous, Immortals Gaming Club (IGC), Webedia Arabia Group, Boss Bunn*y Games, YaLLa Esports, NASR Esports, NODWIN Gaming, Ekasi Esports, Mettlestate, Clan Connection, The Digital Gaming League, MWEB GameZone, Online Arena, Zombiegamer
What Trends Are Expected to Dominate the E-Sports Market in the Next 5 Years?
In an endeavor to boost their revenues, widen their consumer reach, and outperform competitors, e-sports firms are channeling resources into the creation of groundbreaking e-sports platforms. As an illustration, in 2022, Digital Virgo, a French company specialized in mobile payments along with Etisalat Misr and the Egyptian Telecom Company, introduced a comprehensive E-sports platform in Egypt, offering high-quality educational and entertaining content.
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Which Is The Largest Region In The E-Sports Market?
North America was the largest region in the e-sports market in 2024. South America is expected to be the fastest-growing region in the forecast period. The regions covered in the e-sports market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa
Frequently Asked Questions:
1. What Is the Market Size and Growth Rate of the E-Sports Market?
2. What is the CAGR expected in the E-Sports Market?
3. What Are the Key Innovations Transforming the E-Sports Industry?
4. Which Region Is Leading the E-Sports Market?
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