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E-Sports Market Landscape to 2034: Key Forces Shaping the Next Decade of Growth

07-15-2025 08:26 AM CET | IT, New Media & Software

Press release from: The Business Research Company

E-Sports Market

E-Sports Market

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What Is the Expected CAGR for the E-Sports Market Through 2025?
The size of the e-sports market has seen swift expansion in the past few years. The predictions suggest it's set to increase from $2.73 billion in 2024 and reach $3.25 billion in 2025, with a compound annual growth rate (CAGR) of 19.4%. The notable growth observed in the historic period is due to factors like heightened awareness of esports, a rise in the livestreaming of games, and greater international esports prize pools.

What's the Projected Size of the Global E-Sports Market by 2029?
Expectations indicate that the e-sports market will undergo significant expansion in the coming years, reaching a market value of $7.03 billion by 2029. This reflects a compound annual growth rate (CAGR) of 21.2%. This expected growth during the forecast period is due to a greater diversity of gaming genres, a rise in viewers, the advent of esports cafes, an increase in devices with internet access, surging sponsorship deals, mobile gaming growth and rising awareness. The forecast period is predicted to see several key trends such as a growing shift towards esports due to the COVID-19 pandemic, the evolution of esports through augmented reality (AR) and virtual reality (VR) technologies, rising Mergers and Acquisition (M&A) activity, an influx of investment and the emergence of new esports platforms.

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Top Growth Drivers in the E-Sports Industry: What's Accelerating the Market?
The growth in the E-sports market can be attributed to the surging demand for video games and a heightened understanding of E-sports. Advancements in technology are resulting in a rise in video game content, products, immersive reality, and gaming tournaments. Video gaming now represents a transformative element of pop culture, reconfiguring the way the younger generation enjoys entertainment. For instance, UK Interactive Entertainment, a UK-based trade association, stated that in April 2024, the value of the UK video games consumer market was at $10.15 billion (£7.82 billion) in 2023, marking a 4.4% surge from the corrected 2022 total of $9.72 billion (£7.49 billion). Therefore, the escalating demand for video games and that of increasing awareness for E-sports are propelling the growth of the market within the predicted period.

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What Trends Will Shape the E-Sports Market Through 2029 and Beyond?
In a bid to boost their profits, widen their customer reach, and outperform competitors, e-sports firms are putting money into groundbreaking e-sports platforms. To illustrate this, in 2022, Digital Virgo, a mobile payment expert from France collaborated with Etisalat Misr and the Egyptian Telecom company to launch an all-inclusive E-sports platform in Egypt. This platform aims to deliver high-quality educational and entertainment content.

What Are the Main 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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Which Top Companies are Driving Growth in the E-Sports Market?
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

Which Regions Will Dominate the E-Sports Market Through 2029?
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

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3. Policy Makers & Regulators - To track industry developments and align regulatory frameworks.
4. Consultants & Analysts - To support market entry, expansion strategies, and client advisory work.

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