Global eSports to Reach $9.1B in 2032

Meticulous Research®—a leading global market research company, published a research report titled, ‘eSports Market - Global Opportunity Analysis and Industry Forecast (2025-2032)’. According to this latest publication from Meticulous Research®, the eSports market is expected to reach $9.1 billion by 2032, at a CAGR of 21.8% from 2025 to 2032.

The growing interest in tournaments and events, combined with reduced entry hurdles for new players, is propelling the eSports market forward. However, low eSports awareness among potential consumers limits the market's growth.


Furthermore, sponsorship and collaboration opportunities for eSports organizations, as well as initiatives targeted at professionalizing the industry, are projected to drive market expansion. However, the absence of professional prospects for eSports teams in emerging nations poses a substantial impediment to the market's expansion.



Furthermore, the growing interest in mobile gaming and the increase in eSports professionals streaming their material on platforms such as Twitch and YouTube are significant trends in the eSports industry.


Key Players:

The eSports market is characterized by a moderately competitive scenario due to the presence of many large- and small-sized global, regional, and local players. The major players operating in the eSports market include TaKeTV GmbH (Germany), Activision Blizzard, Inc. (U.S.), Nintendo of America Inc. (U.S.), Sony Interactive Entertainment Inc. (U.S.), Take-Two Interactive Software, Inc. (U.S.), Gfinity PLC (U.K), Tencent Holdings Limited (China), Electronic Arts Inc. (U.S.), ESL Gaming GmbH (Germany), NODWIN Gaming Pvt Ltd. (India), Garena Online Private Limited (Singapore), Kafu Games (Saudi Arabia), HUYA Inc. (China), Gameloft SE (France), and Red Bull GmbH (Germany).

The global eSports market is divided into income models, streaming types, genres, and platforms. The paper also assesses industry competitors and examines the eSports market at the regional and national level.

Among the income methods examined in this report, the sponsorship category is expected to lead the worldwide eSports industry by 2025, accounting for 35.0%. Sponsorship is vital in eSports, providing support for teams, events, and individual players. The rise of digital marketing methods aimed at younger audiences, as well as the growing popularity of live-streaming platforms that increase fan involvement, all contribute to the segment's huge market share.

Among the streaming types studied in this report, In 2025, the live streaming segment is expected to account for 64.0% of the worldwide eSports industry. The expanding availability of the Internet, the quick deployment of 5G networks, and the proliferation of dedicated esports streaming platforms all contribute to the segment's huge market share.

 

Among the genres studied in this report, In 2025, the multiplayer online combat arena category is expected to lead the worldwide eSports market, accounting for 31.0%. The growing number of multiplayer online battle arena (MOBA) events, the rise in eSports prize pools, and the widespread appeal of MOBA games all contribute to the segment's huge market share.

Among the platforms studied in this report, In 2025, the PCs category is expected to lead the worldwide eSports market, accounting for 47.0%. The profusion of new PC games, developments in gaming technology and high-performance graphics cards, and rising demand for gameplay streaming all contribute to the segment's sizable market share.

Geographic Review: 

This research report analyzes major geographies and provides a comprehensive analysis of the eSports market in Europe (Germany, U.K., France, Italy, Spain, Netherlands, Denmark, Rest of Europe), Asia-Pacific (China, Japan, South Korea, India, Philippines, Thailand, Taiwan, Singapore, Vietnam, Malaysia, Rest of Asia-Pacific), North America (U.S., copyright), Latin America (Brazil, Mexico, Rest of Latin America), and the Middle East & Africa (Israel, UAE, Rest of Middle East & Africa).

Among the regions studied in this reportBy 2025, Asia-Pacific is expected to dominate the worldwide eSports market, accounting for 42.0%. Asia-Pacific's dominant market position can be ascribed to the growing number of eSports tournaments and events, continuous digitization throughout the region, more foreign investment in the eSports sector, and the growing popularity of mobile gaming in Southeast Asia.

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Key Questions Answered in the Report-

·         Which are the high-growth market segments based on revenue model, streaming, genre, and platform?

·         What was the historical market for eSports?

·         What are the market forecasts and estimates for the period 2025–2032?

·         What are the major drivers, restraints, opportunities, and challenges in the eSports market?

·         Who are the major players in the eSports market, and what are their market shares?

·         What is the competitive landscape like?

·         What are the recent developments in the eSports market?

·         What are the different strategies adopted by the major players in the eSports market?

·         What are the key geographic trends, and which are the high-growth countries?

·         Who are the emerging players in the global eSports market, and how do they compete with the other players?

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