Revenue in the eSports market is projected to reach US$17.92m in 2023.
Revenue is expected to show an annual growth rate (CAGR 2023-2027) of 7.79%, resulting in a projected market volume of US$24.19m by 2027.
The market's largest segment is Sponsorship & Advertising with a market volume of US$8.94m in 2023.
With a projected market volume of US$445.20m in 2023, most revenue is generated in China.
In the eSports market, the number of users is expected to amount to 2.9m users by 2027.
User penetration will be 8.7% in 2023 and is expected to hit 10.6% by 2027.
The average revenue per user (ARPU) is expected to amount to US$7.83.
The eSports market encompasses the revenues and users from professional competitive gaming content. Incorporated in this definition are any professional and semi-professional gaming competitions from tournaments or leagues that offer a championship title or prize money. The eSports market covers revenues generated from the segments Sponsorship & Advertising, Merchandise & Ticketing, Streaming, Media Rights, and Publisher Fees.
Not included in the eSports market are amateur competitions, streaming revenues of non-organized competitive gaming, digital and physical sales from video games, revenues from digital tools associated with eSports (e.g. Teamspeak or Discord), and revenues from online gambling and betting on eSport games.
All monetary figures refer to the annual gross revenue.
Detailed definitions can be found in the individual market segments.
Professional and semi-professional gaming competitions
Tournaments and leagues
Championships with price money
Sponsorship deals and advertising
Merchandise and ticketing
Streaming of tournaments and professional gamers
Streaming revenues of non-organized competitive gaming
Digital and physical sales from video games
Digital tools associated with revenues from eSports (e.g. Teamspeak or Discord)