Global Esports Market Size and Share Analysis, 2026–2032

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Market Size (2025): USD 2.76 Billion
Market Size (2032): USD 10.54 Billion
CAGR (2026–2032): 25.02%

Top Companies in Esports Market: Gameloft SE, Kabam Inc., Nintendo Co. Ltd., Activision Blizzard, Inc., Electronic Arts, FACEIT Ltd., Gfinity, NVIDIA Corporation, Modern T

The Report Cube which is one of the leading market research company in UAE expects the Esports Market to grow at a CAGR of around 25.02% through 2032, as highlighted in their latest research report. The study provides an in-depth analysis of the emerging trends shaping the Esports Market and offers detailed forecasts for its potential growth during 2026–2032. The report also presents a comprehensive assessment of the competitive landscape, including profiles of leading players, their performance metrics, and recent strategic developments. Additionally, it explores the key market drivers, challenges, opportunities, and provides insights into historical and future revenue trends at the global, regional, and country levels.

Esports Market Overview:

Market Size (2025): USD 2.76 Billion
Market Size (2032): USD 10.54 Billion
CAGR (2026–2032): 25.02%

Top Companies in Esports Market: Gameloft SE, Kabam Inc., Nintendo Co. Ltd., Activision Blizzard, Inc., Electronic Arts, FACEIT Ltd., Gfinity, NVIDIA Corporation, Modern Times Group, FACEIT, CJ Corporation, Others

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US LiDAR Industry Recent News and Developments:

Gameloft SE joined hands with streaming services to improve mobile esports engagement by introducing cross-platform capabilities.

Activision Blizzard, Inc. declared the merger of its regional Overwatch & Call of Duty leagues into a unified Global Esports structure, restructuring operations & viewership access.

Key Growth Drivers of the Esports Market:

Driver: Growing Prevalence of Video Games to Drive Industry Growth

The growing popularity of video games among Gen Z & Millennials has become an essential driver for the Esports Market. Also, with interactive platforms, immersive experiences, and social elements, gaming has emerged from a hobby to a mainstream entertainment source, fueling revenue generation for competitors in the market.

Esports Market Segmentation

The market is segmented by revenue source, application, streaming type, device type, and region. Sponsorship and advertising dominate revenue generation, followed by merchandise, tickets, publisher fees, and media rights. In terms of application, both platform- and service-based offerings drive user engagement. On-demand streaming leads in popularity, while live streaming continues to grow across major events. Smartphones and smart TVs are the preferred devices, with desktops, laptops, tablets, and gaming consoles also contributing to viewership. Regionally, North America and Europe hold significant market shares, while Asia-Pacific and the Middle East & Africa show strong growth potential.

  • Market Share, By Revenue Source
    • Sponsorship
    • Advertising
    • Merchandise & Tickets
    • Publisher Fees
    • Media Rights
  • Market Share, By Application
    • Platform
    • Service
  • Market Share, By Streaming type
    • On demand
    • Live

Gain complete insights into market segmentation, key trends, and forecasts by accessing the full report - https://www.thereportcubes.com/report-store/esports-market

  • Market Share, By Device Type
    • Smart phone
    • Smart TV
    • Desktop -laptop-tablets
    • Gaming console
  • Market Share, By Region
    • North America
    • South America
    • Europe
    • The Middle East & Africa
    • Asia-Pacific

Note:
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