Esports Market Size, Share & Trends Report

Esports Market (2025 - 2030) Size, Share & Trends Analysis Report By Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), By Streaming, By Region, And Segment Forecasts

Market Segmentation

  • Esports Revenue Source Outlook (Revenue, USD Million; 2018 - 2030)
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
  • Esports Streaming Outlook (Revenue, USD Million; 2018 - 2030)
    • On-demand
    • Live Streaming
  • Esports Regional Outlook (Revenue, USD Million; 2018 - 2030)
    • North America
      • North America Esports Market, By Revenue Source
        • Sponsorship
        • Advertising
        • Merchandise & Tickets
        • Publisher Fees
        • Media Rights
      • North America Esports Market, By Streaming
        • On-demand
        • Live Streaming
      • U.S.
        • U.S. Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • U.S. Esports Market, By Streaming
          • On-demand
          • Live Streaming
      • Canada
        • Canada Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • Canada Esports Market, By Streaming
          • On-demand
          • Live Streaming
      • Mexico
        • Mexico Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • Mexico Esports Market, By Streaming
          • On-demand
          • Live Streaming
    • Europe
      • Europe Esports Market, By Revenue Source
        • Sponsorship
        • Advertising
        • Merchandise & Tickets
        • Publisher Fees
        • Media Rights
      • Europe Esports Market, By Streaming
        • On-demand
        • Live Streaming
      • UK
        • UK Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • UK Esports Market, By Streaming
          • On-demand
          • Live Streaming
      • Germany
        • Germany Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • Germany Esports Market, By Streaming
          • On-demand
          • Live Streaming
      • France
        • France Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • France Esports Market, By Streaming
          • On-demand
          • Live Streaming
    • Asia Pacific
      • Asia Pacific Esports Market, By Revenue Source
        • Sponsorship
        • Advertising
        • Merchandise & Tickets
        • Publisher Fees
        • Media Rights
      • Asia Pacific Esports Market, By Streaming
        • On-demand
        • Live Streaming
      • China
        • China Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • China Esports Market, By Streaming
          • On-demand
          • Live Streaming
      • Japan
        • Japan Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • Japan Esports Market, By Streaming
          • On-demand
          • Live Streaming
      • India
        • India Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • India Esports Market, By Streaming
          • On-demand
          • Live Streaming
      • South Korea
        • South Korea Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • South Korea Esports Market, By Streaming
          • On-demand
          • Live Streaming
      • Australia
        • Australia Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • Australia Esports Market, By Streaming
          • On-demand
          • Live Streaming
    • Latin America
      • Latin America Esports Market, By Revenue Source
        • Sponsorship
        • Advertising
        • Merchandise & Tickets
        • Publisher Fees
        • Media Rights
      • Latin America Esports Market, By Streaming
        • On-demand
        • Live Streaming
      • Brazil
        • Brazil Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • Brazil Esports Market, By Streaming
          • On-demand
          • Live Streaming
    • Middle East & Africa
      • Middle East & Africa Esports Market, By Revenue Source
        • Sponsorship
        • Advertising
        • Merchandise & Tickets
        • Publisher Fees
        • Media Rights
      • Middle East & Africa Esports Market, By Streaming
        • On-demand
        • Live Streaming
      • UAE
        • UAE Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • UAE Esports Market, By Streaming
          • On-demand
          • Live Streaming
      • Saudi Arabia
        • Saudi Arabia Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • Saudi Arabia Esports Market, By Streaming
          • On-demand
          • Live Streaming
      • South Africa
        • South Africa Esports Market, By Revenue Source
          • Sponsorship
          • Advertising
          • Merchandise & Tickets
          • Publisher Fees
          • Media Rights
        • South Africa Esports Market, By Streaming
          • On-demand
          • Live Streaming

Report content

Qualitative Analysis

  • Industry overview
  • Industry trends
  • Market drivers and restraints
  • Market size
  • Growth prospects
  • Porter’s analysis
  • PESTEL analysis
  • Key market opportunities prioritized
  • Competitive landscape
    • Company overview
    • Financial performance
    • Product benchmarking
    • Latest strategic developments

Quantitative Analysis

  • Market size, estimates, and forecast from 2018 to 2030
  • Market estimates and forecast for product segments up to 2030
  • Regional market size and forecast for product segments up to 2030
  • Market estimates and forecast for application segments up to 2030
  • Regional market size and forecast for application segments up to 2030
  • Company financial performance
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