Press release
E-sports Market Is Booming So Rapidly | Activision Blizzard, Riot Games, Garena
The Global E-sports Market Size is estimated at $2.6 Billion in 2025 and is forecast to register an annual growth rate (CAGR) of 22.4% to reach $16 Billion by 2034.The latest study released on the Global E-sports Market by USD Analytics Market evaluates market size, trend, and forecast to 2034. The E-sports market study covers significant research data and proofs to be a handy resource document for managers, analysts, industry experts and other key people to have ready-to-access and self-analyzed study to help understand market trends, growth drivers, opportunities and upcoming challenges and about the competitors.
Key Players in This Report Include:
Tencent, Activision Blizzard, Riot Games, Valve Corporation, ESL Gaming, Garena, Ubisoft, EA Sports, DreamHack, Fnatic, Team Liquid, Cloud9
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Definition:
E-Sports refer as a type of sport facilitated by electronic system in which all the functions of the sport are performed through human-computer interface. E-Sports is allowing the users to experience different type of game aspects including ladder, tournament and league through single system. E-Sports provides several competitive advantages such as selection of teams, players, and organisations which are not bound with location and ability to integrate with non-traditional media. The market is growing due to increasing popularity and awareness of video games and E-Sports among the younger generation, while the connection problem in mid of the game can be a barrier, which can hinder the market
Market Drivers:
• Franchise leagues, mobile e-sports, VR integration
Market Trends:
• Youth engagement, monetization via ads/merchandise
Challenges:
• Burnout, regulation, cybersecurity in online events
Major Highlights of the E-sports Market report released by USD Analytics
by Type (MOBA, FPS, RTS, Others), Application (Professional, Amateur)
Global E-sports market report highlights information regarding the current and future industry trends, growth patterns, as well as it offers business strategies to helps the stakeholders in making sound decisions that may help to ensure the profit trajectory over the forecast years.
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Geographically, the detailed analysis of consumption, revenue, market share, and growth rate of the following regions:
• The Middle East and Africa (South Africa, Saudi Arabia, UAE, Israel, Egypt, etc.)
• North America (United States, Mexico & Canada)
• South America (Brazil, Venezuela, Argentina, Ecuador, Peru, Colombia, etc.)
• Europe (Turkey, Spain, Turkey, Netherlands Denmark, Belgium, Switzerland, Germany, Russia UK, Italy, France, etc.)
• Asia-Pacific (Taiwan, Hong Kong, Singapore, Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia).
Objectives of the Report
• -To carefully analyze and forecast the size of the E-sports market by value and volume.
• -To estimate the market shares of major segments of the E-sports market.
• -To showcase the development of the E-sports market in different parts of the world.
• -To analyze and study micro-markets in terms of their contributions to the E-sports market, their prospects, and individual growth trends.
• -To offer precise and useful details about factors affecting the growth of the E-sports market.
• -To provide a meticulous assessment of crucial business strategies used by leading companies operating in the E-sports market, which include research and development, collaborations, agreements, partnerships, acquisitions, mergers, new developments, and product launches.
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Major highlights from Table of Contents:
E-sports Market Study Coverage:
• It includes major manufacturers, emerging player's growth story, and major business segments of E-sports market, years considered, and research objectives. Additionally, segmentation on the basis of the type of product, application, and technology.
• E-sports Market Executive Summary: It gives a summary of overall studies, growth rate, available market, competitive landscape, market drivers, trends, and issues, and macroscopic indicators.
• E-sports Market Production by Region E-sports Market Profile of Manufacturers-players are studied on the basis of SWOT, their products, production, value, financials, and other vital factors.
Key Points Covered in E-sports Market Report:
• E-sports Overview, Definition and Classification Market drivers and barriers
• E-sports Market Competition by Manufacturers
• E-sports Capacity, Production, Revenue (Value) by Region (2025-2034)
• E-sports Supply (Production), Consumption, Export, Import by Region (2025-2034)
• E-sports Production, Revenue (Value), Price Trend by Type {PC, Console, Mobile, VR}
• E-sports Market Analysis by Application {Gaming tournaments, streaming, sponsorship, betting}
• E-sports Manufacturers Profiles/Analysis E-sports Manufacturing Cost Analysis, Industrial/Supply Chain Analysis, Sourcing Strategy and Downstream Buyers, Marketing
• Strategy by Key Manufacturers/Players, Connected Distributors/Traders Standardization, Regulatory and collaborative initiatives, Industry road map and value chain Market Effect Factors Analysis.
Browse Complete Summary and Table of Content 👉 https://www.usdanalytics.com/industry-reports/e-sports-market
Key questions answered
• How feasible is E-sports market for long-term investment?
• What are influencing factors driving the demand for E-sports near future?
• What is the impact analysis of various factors in the Global E-sports market growth?
• What are the recent trends in the regional market and how successful they are?
Thanks for reading this article; you can also get individual chapter-wise sections or region-wise report versions like North America, LATAM, Europe, or Southeast Asia.
Contact Us:
Harry (Business Consultant)
USD Analytics Market
Phone: +1 213-510-3499
sales@usdanalytics.com
About Author:
USD Analytics Market is a leading information and analytics provider for customers across industries worldwide. Our high-quality research publications are connected market. Intelligence databases and consulting services support end-to-end support our customer research needs.
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