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Soaring Demand Set to Propel E-Sports Market to $6.36 Billion by 2029

09-10-2025 09:52 AM CET | IT, New Media & Software

Press release from: The Business Research Company

E-Sports

E-Sports

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What Is the Expected CAGR for the E-Sports Market Through 2025?
There has been a swift expansion in the size of the e-sports market in the past few years. The forecast suggests that it will escalate from a value of $2.53 billion in 2024 to an estimated value of $3.02 billion by 2025, presenting a compound annual growth rate (CAGR) of 19.4%. Factors including rising recognition of esports, surge in the livestreaming of games, and an augmentation in the global prize pool for esports, have been influential in the market's growth during the historic period.

What's the Projected Size of the Global E-Sports Market by 2029?
The e-sports industry is projected to experience a significant surge in the upcoming years, reaching a valuation of $6.36 billion by 2029, growing annually at a compound rate of 20.5%. The anticipated growth during the forecast period can be associated with the multiplicity of game categories, rising viewership, the sprouting of esports cafes, the proliferation of devices with internet access, swelling sponsorship opportunities, the growth of mobile gaming, and heightened public awareness. Key trends for this period will be the increasing gravitation towards esports as a result of COVID-19, the advancement of esports through the usage of augmented reality (AR) and virtual reality (VR) technologies, an increase in mergers and acquisitions, a spike in investments, and the development of new esports platforms.

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Top Growth Drivers in the E-Sports Industry: What's Accelerating the Market?
The growth of the E-sports market is propelled by a surge in the demand for video games and an elevated consciousness about E-sports. As the realm of technology broadens, the proliferation of video content, products, virtual reality, and video game contests are on the rise. Video gaming is instigating a transformation in pop culture and revolutionizing the way the younger generation engages with entertainment. To illustrate, the UK Interactive Entertainment, a UK-based industry association, reported in April 2024 that the UK's video game consumer market scaled to a worth of $10.15 billion (£7.82 billion) in 2023. This signifies a 4.4% escalation in comparison to the adjusted 2022 figures of $9.72 billion (£7.49 billion). Therefore, the anticipated market expansion in the forecast period is triggered by surging interest in video games and heightened familiarity with E-sports.

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What Trends Will Shape the E-Sports Market Through 2029 and Beyond?
E-sports firms are putting resources into pioneering e-sports platforms to boost their income, broaden their customer reach, and establish an advantage over their competitors. For example, Digital Virgo, a French company specializing in mobile payments partnered with Etisalat Misr and the Egyptian Telecom company in 2022 to introduce a comprehensive E-sports platform that provides premium educational and entertaining content in Egypt.

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 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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