This statistic shows the global eSports market revenue from 2012 to 2021. In 2017, the global eSports market was valued at nearly 493 million U.S. dollars. According to the source's estimates, global eSports market revenue will reach 1.65 billion U.S. dollars in 2020. The eSports industry is expected to grow rapidly in the coming years. In 2015, worldwide revenues generated in the eSports market amounted to 325 million U.S. dollars. At the pace of 40 percent year-on-year growth, the market is expected to generate close to 1.5 billion U.S. dollars in revenue by 2020. It was calculated that nearly 80 percent of these revenues came from sponsorships and advertising in 2016, and the rest from eSports betting, prize pools, tournaments, merchandise and ticket sales. In terms of revenues, Asia and North America represent the two largest eSports markets. While Asia contributed almost a quarter of global eSports market revenue, generating 328 million U.S. dollars in 2016, the North American market brought in 275 million U.S. dollars in revenue, followed by the European market at 270 million U.S. dollars.
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Revenue of the global eSports market 2012-2021
eSports market revenue worldwide from 2012 to 2021 (in million U.S. dollars)
This statistic shows the global eSports market revenue from 2012 to 2021. In 2017, the global eSports market was valued at nearly 493 million U.S. dollars. According to the source's estimates, global eSports market revenue will reach 1.65 billion U.S. dollars in 2020. The eSports industry is expected to grow rapidly in the coming years. In 2015, worldwide revenues generated in the eSports market amounted to 325 million U.S. dollars. At the pace of 40 percent year-on-year growth, the market is expected to generate close to 1.5 billion U.S. dollars in revenue by 2020. It was calculated that nearly 80 percent of these revenues came from sponsorships and advertising in 2016, and the rest from eSports betting, prize pools, tournaments, merchandise and ticket sales. In terms of revenues, Asia and North America represent the two largest eSports markets. While Asia contributed almost a quarter of global eSports market revenue, generating 328 million U.S. dollars in 2016, the North American market brought in 275 million U.S. dollars in revenue, followed by the European market at 270 million U.S. dollars.
| Revenue in million U.S. dollars | |
|---|---|
| 2012 | 130 |
| 2014 | 194 |
| 2015 | 325 |
| 2016 | 493 |
| 2017 | 655 |
| 2018* | 906 |
| 2019* | 1,187.4 |
| 2020* | 1,488.1 |
| 2021* | 1,650 |
| Revenue in million U.S. dollars | |
|---|---|
| 2012 | 130 |
| 2014 | 194 |
| 2015 | 325 |
| 2016 | 493 |
| 2017 | 655 |
| 2018* | 906 |
| 2019* | 1,187.4 |
| 2020* | 1,488.1 |
| 2021* | 1,650 |
© Statista 2019
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- Release date
- February 2018
- Region
- Worldwide
- Survey time period
- 2012 to 2017
- Supplementary notes
-
* Forecast.
Figures for periods other than 2016, 2017, 2018 and 2021 come from previous reporting.
- Region
- Worldwide
- Survey time period
- 2012 to 2017
- Supplementary notes
-
* Forecast.
Figures for periods other than 2016, 2017, 2018 and 2021 come from previous reporting.










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- Overview
- eSports market revenue worldwide from 2012 to 2021 (in million U.S. dollars)Revenue of the global eSports market 2012-2021
- Estimate of worldwide eSports market revenue in 2017, by region (in million U.S. dollars)Global eSports market revenue 2017, by region
- Leading eSports markets worldwide in 2015 and 2016, by sales revenue (in million euros)Leading eSports countries worldwide 2015-2016, by revenue
- eSports market revenue worldwide in 2017, by segment (in million U.S. dollars)Global revenue of the eSports market 2017, by segment
- eSports market revenue in North America by segment in 2016 (in million U.S. dollars)Revenue of the eSports market in North America 2016, by segment
- Distribution of major eSports events worldwide in 2016, by regionShare of eSports events worldwide 2016, by region
- Distribution of revenue from major eSports events ticket sales worldwide in 2016, by regionShare of eSports ticket sales revenue worldwide 2016, by region
- Annual combined eSports prize pools worldwide from 2010 to 2017 (in million U.S. dollars)Annual eSports prize pools worldwide 2010-2017
- Users and usage
- eSports audience size worldwide from 2012 to 2021, by type of viewers (in millions)Worldwide eSports viewer numbers 2012-2021, by type
- Distribution of eSports frequent viewers and enthusiasts worldwide in 2017, by regionShare of eSports frequent viewers worldwide 2017, by region
- Time spent watching eSports video worldwide in 2012, 2013 and 2018 (in billion hours)Time spent watching eSports video worldwide 2012-2018
- eSports viewership reach in the United States from 2013 to 2016eSports viewership penetration in the United States 2016
- Daily time spent watching eSports worldwide as of May 2017, by genderDaily time spent watching eSports worldwide 2017, by gender
- Frequency of watching eSports videos and live streams among gamers in the United States as of December 2016Frequency of watching eSports videos and streams in the U.S. 2016
- Distribution of eSports viewership among selected eSports games fans worldwide as of May 2017, by sourceShare of eSports viewership among selected games fans worldwide 2017, by source
- Number of viewers of eSports related programs on television in the United States in 2017 (in thousands)Number of eSports events TV viewers in the U.S. 2017
- Market leaders
- Leading eSports games worldwide in 2018, by cumulative tournament prize pool (in million U.S. dollars)Leading eSports games worldwide 2018, by tournament prize pool
- Leading eSports tournaments worldwide as of October 2018, ranked by overall prize pool (in million U.S. dollars)Leading eSports tournaments worldwide as of October 2018, by prize pool
- Number of players of selected eSports games worldwide as of August 2017 (in million)Number of eSports games players worldwide 2017
- Penetration rate of selected eSports games among gamers and eSports viewers worldwide as of April 2017eSports selected franchise reach among gamers worldwide 2017
- Distribution of annual prize pool in eSports worldwide in 2017, by gameShare of annual eSports prize pool worldwide in 2017, by game
- Leading female eSports players worldwide as of January 2019, by overall earnings (in 1,000 U.S. dollars)Leading female eSports players worldwide 2019, by overall earnings
- Leading eSports players worldwide as of January 2019, by overall earnings (in 1,000 U.S. dollars)Leading eSports players worldwide 2019, by overall earnings
- Marketing and advertising
- Brand spending on eSports sponsorship and advertising worldwide from 2015 to 2020 (in million U.S. dollars)Brand spend on eSports sponsorship and advertising worldwide 2015-2020
- Estimated eSports sponsorship revenue worldwide in 2016 and 2020 (in billion U.S. dollars)Global eSports sponsorship revenue 2016 and 2020
- Estimated number of eSports sponsorships in selected industries in the United States between January 2016 and August 2017Number of eSports sponsorships in the U.S. 2016-2017, by vertical
- Leading ways for brands to engage in eSports marketing according to eSports fans in the United States as of March 2017U.S. brands most engaging marketing methods according to eSports fans 2017
- eSports fan attitude towards advertising during eSports worldwide as of May 2017Fan attitude towards advertising during eSports worldwide 2017
- Share of consumers extremely interested in selected activities at live eSports events in the United States as of March 2017U.S. consumers interested in activities at live eSports events 2017
- Leading brands eSports viewers recall seeing advertised during eSports events in the United States as of March 2017eSports events ads brand recall among fans in the U.S. 2017
- Number of mentions of selected brands by major eSports social media influencers worldwide in 2015 and 2016Number of brand mentions among eSports influencers worldwide 2015-2016
- eSports betting
- eSports betting total amount wagered worldwide in 2015 and 2020 (in million U.S. dollars)eSports betting market wagers worldwide 2015-2020
- Estimated total amount wagered on eSports on cash gambling sites worldwide in 2016, by product type (in million U.S. dollars)Estimated eSports betting turnover worldwide 2016, by product type
- Estimated amount wagered for in-game activities of video gamers worldwide from 2016 to 2020 (in billion U.S. dollars)Global amount wagered on video gaming in-game activities 2016-2020
- Distribution of the eSportsbook total amount wagered worldwide in 2016, by game Estimated eSportsbook betting handle share worldwide 2016, by game
- eSports betting market revenue worldwide in 2015 and 2020 (in million U.S. dollars)eSports betting market revenue worldwide 2015-2020
- eSports startup funding
- Value of investments in eSports startups worldwide from 2012 to 2017 (in million U.S. dollars)eSports startups investment value worldwide 2012-2017
- Number of investments in eSports startups worldwide from 2012 to 2017 eSports startups investment deal number worldwide 2012-2017
- Estimated value of venture capital funding of selected eSports-related startups in the United States in 2017 (in 1,000 U.S. dollars)Leading eSports startups in the U.S. 2017, by VC funding value
- Games market revenue share worldwide 2016, by format
- Games market revenue share worldwide 2016, by format
- PC games revenue in Denmark from 2011-2020
- PC games revenue in Norway from 2011-2020
- Germany: market volume of the gaming industry 2015, by category (in million euros)
- Social/casual games revenue in Norway from 2011-2020
- Australian physical gaming industry revenue 2015, by type
- Germany: market volume of the gaming industry 2013-2015
- Share of e-Sports fans Japan 2018 by age group
- Annual growth of the e-sports sector in China 2016-2019
- Growth rate of revenue of mobile e-sports market in China 2016-2019
- Revenue of e-sports sector in China 2015-2019
- Revenue of mobile e-sports market in China 2015-2019
- Console games revenue in Norway from 2011-2020
- Australian physical gaming industry revenue 2015, by segment
- Perceived growth challenges in gaming industry in the Netherlands 2015
- Slovenia: printing & reproduction of media industry personnel costs 2008-2015
- Denmark: printing & reproduction of media industry personnel costs 2008-2015
- Number of game companies in the Netherlands 2015, by type of company
- Belgium: printing & reproduction of media industry personnel costs 2008-2015
- Video game industry in Europe
- Video game industry in Spain
- Gaming monetization
- Video game industry in the United Kingdom (UK)
- eSports and (online) gaming in the Benelux region
- eSports market worldwide
- Video games in Sweden
- Gaming In China
- Gaming in Asia
- Gaming in the U.S.
- Game industry in South Korea
- Video gaming market leaders
- Video games in Italy
- Counter-Strike: Global Offensive
- DOTA 2
- eSports market revenue worldwide from 2012 to 2021 (in million U.S. dollars)
- Estimate of worldwide eSports market revenue in 2017, by region (in million U.S. dollars)
- eSports market revenue worldwide in 2017, by segment (in million U.S. dollars)
- eSports market revenue in North America by segment in 2016 (in million U.S. dollars)
- Number of unique viewers of selected eSports tournaments worldwide as of January 2018 (in millions)
- eSports audience size worldwide from 2012 to 2021, by type of viewers (in millions)
- Number of viewers of eSports related programs on television in the United States in 2017 (in thousands)
- Leading eSports games worldwide in 2018, by cumulative tournament prize pool (in million U.S. dollars)
- Leading eSports tournaments worldwide as of October 2018, ranked by overall prize pool (in million U.S. dollars)
- Number of players of selected eSports games worldwide as of August 2017 (in million)
- Leading eSports players worldwide as of January 2019, by overall earnings (in 1,000 U.S. dollars)
- Brand spending on eSports sponsorship and advertising worldwide from 2015 to 2020 (in million U.S. dollars)
- Estimated number of eSports sponsorships in selected industries in the United States between January 2016 and August 2017
- Estimated value of venture capital funding of selected eSports-related startups in the United States in 2017 (in 1,000 U.S. dollars)
- Annual personnel costs of the printing and reproduction of recorded media industry in Slovenia from 2008 to 2015 (in million euros)
- Annual personnel costs of the printing and reproduction of recorded media industry in Denmark from 2008 to 2015 (in million euros)
- Annual personnel costs of the printing and reproduction of recorded media industry in Belgium from 2008 to 2015 (in million euros)
- Leading eSports markets worldwide in 2015 and 2016, by sales revenue (in million euros)
- Distribution of major eSports events worldwide in 2016, by region
- Distribution of revenue from major eSports events ticket sales worldwide in 2016, by region
- Annual combined eSports prize pools worldwide from 2010 to 2017 (in million U.S. dollars)
- Distribution of eSports frequent viewers and enthusiasts worldwide in 2017, by region
- Time spent watching eSports video worldwide in 2012, 2013 and 2018 (in billion hours)
- eSports viewership reach in the United States from 2013 to 2016
- Daily time spent watching eSports worldwide as of May 2017, by gender
- Frequency of watching eSports videos and live streams among gamers in the United States as of December 2016
- Distribution of eSports viewership among selected eSports games fans worldwide as of May 2017, by source
- Distribution of eSports viewers in the United States in 2017, by gender
- Distribution of eSports fans in the United States in 2017, by age group
- Distribution of eSports fans in the United States as of August 2016, by ethnicity
- Estimated average per capita spending on eSports related content worldwide in 2017 and 2020 (in U.S. dollars)
- Penetration rate of selected eSports games among gamers and eSports viewers worldwide as of April 2017
- Distribution of annual prize pool in eSports worldwide in 2017, by game
- Leading female eSports players worldwide as of January 2019, by overall earnings (in 1,000 U.S. dollars)
- Estimated eSports sponsorship revenue worldwide in 2016 and 2020 (in billion U.S. dollars)
- Leading ways for brands to engage in eSports marketing according to eSports fans in the United States as of March 2017
- eSports fan attitude towards advertising during eSports worldwide as of May 2017
- Share of consumers extremely interested in selected activities at live eSports events in the United States as of March 2017
- Leading brands eSports viewers recall seeing advertised during eSports events in the United States as of March 2017
- Number of mentions of selected brands by major eSports social media influencers worldwide in 2015 and 2016
- eSports betting total amount wagered worldwide in 2015 and 2020 (in million U.S. dollars)
- Estimated total amount wagered on eSports on cash gambling sites worldwide in 2016, by product type (in million U.S. dollars)
- Estimated amount wagered for in-game activities of video gamers worldwide from 2016 to 2020 (in billion U.S. dollars)
- Distribution of the eSportsbook total amount wagered worldwide in 2016, by game
- eSports betting market revenue worldwide in 2015 and 2020 (in million U.S. dollars)
- Value of investments in eSports startups worldwide from 2012 to 2017 (in million U.S. dollars)
- Number of investments in eSports startups worldwide from 2012 to 2017
- Distribution of the games market revenue in selected countries worldwide in 2016, by format
- Distribution of the games market revenue worldwide in 2016, by format
- PC games revenue in Denmark from 2011 to 2015, with a forecast to 2020 (in million DKK)
- PC games revenue in Norway from 2011 to 2015, with a forecast to 2020 (in million DKK)
- Market volume of the gaming industry in Germany in 2015, by category (in million euros)
- Social/casual games revenue in Norway from 2011 to 2015, with a forecast to 2020 (in million DKK)
- Revenue of the digital gaming industry in Australia in 2014, by type (in million Australian dollars)
- Market volume of the gaming industry in Germany from 2013 to 2015 (billion euros)
- Age distribution of eSports fans in Japan in 2018, by age group
- Growth rate of the e-sports revenue in China from 2016 to 2019
- Annual growth rate of revenue of mobile e-sports market in China from 2016 to 2019
- Revenue of the entire e-sports sector in China from 2015 to 2019 (in billion yuan)
- Revenue of mobile e-sports market in China from 2015 to 2019 (in billion yuan)
- Console games revenue in Norway from 2011 to 2015, with a forecast to 2020 (in million DKK)
- Revenue of the physical gaming industry in Australia in 2014, by segment (in million Australian dollars)
- Perceived growth challenges in the gaming industry in the Netherlands in 2015, by challenge
- Number of game companies in the Netherlands in 2015, by company type
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