Market overview
The global esports market is worth USD 2.8 bn in 2026 and is forecast to reach USD 6.7 bn by 2036, growing at a 9.0% CAGR. China is the largest country market and Sponsorship is the largest by revenue stream segment.
| Scope | Revenue generated by competitive video gaming: sponsorship, media rights, publisher fees, ticketing, merchandise and streaming income from esports leagues, tournaments and teams. |
|---|---|
| Industry | Travel and Tourism |
| Value 2025 | USD 2.6 bn |
| Value 2026 | USD 2.8 bn |
| Value 2036 | USD 6.7 bn |
| CAGR 2026-2036 | 9.0% |
| Volume 2026 | 698 million viewers |
| Volume 2036 | 1,424 million viewers |
| Average price 2026 | USD 4.06 per viewer |
| Report price | Starts from USD 1,999 |
| Published | November 2026 |
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Esports market size and forecast, 2026-2036
Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.
| Year | Market value |
|---|---|
| 2026 | USD 2.8 bn |
| 2027 | USD 3.1 bn |
| 2028 | USD 3.4 bn |
| 2029 | USD 3.7 bn |
| 2030 | USD 4.0 bn |
| 2031 | USD 4.4 bn |
| 2032 | USD 4.8 bn |
| 2033 | USD 5.2 bn |
| 2034 | USD 5.6 bn |
| 2035 | USD 6.2 bn |
| 2036 | USD 6.7 bn |
Esports market segmentation
By revenue stream
Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.
| Segment | Share 2026 | Share 2036 | Value 2026 | CAGR 2026-36 |
|---|---|---|---|---|
| Sponsorship | 52.0% | 49.7% | USD 1.5 bn | 8.5% |
| Media rights | 16.0% | 16.0% | USD 453 mn | 9.0% |
| Publisher fees | 14.0% | 12.8% | USD 397 mn | 8.0% |
| Merchandise and ticketing | 10.0% | 11.0% | USD 283 mn | 10.0% |
| Streaming and digital | 8.0% | 10.5% | USD 227 mn | 12.0% |
By game genre
Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.
| Segment | Share 2026 | Share 2036 | Value 2026 | CAGR 2026-36 |
|---|---|---|---|---|
| Multiplayer online battle arena | 30.0% | 26.6% | USD 850 mn | 7.7% |
| First-person shooter | 34.0% | 34.6% | USD 964 mn | 9.2% |
| Battle royale | 14.0% | 14.9% | USD 397 mn | 9.7% |
| Sports and racing | 8.0% | 8.9% | USD 227 mn | 10.2% |
| Fighting and other | 14.0% | 14.9% | USD 397 mn | 9.7% |
By platform
| Segment | Share 2026 | Share 2036 | Value 2026 | CAGR 2026-36 |
|---|---|---|---|---|
| PC | 54.0% | 46.0% | USD 1.5 bn | 7.3% |
| Mobile | 34.0% | 42.0% | USD 964 mn | 11.3% |
| Console | 12.0% | 12.0% | USD 340 mn | 9.0% |
By event format
| Segment | Share 2026 | Share 2036 | Value 2026 | CAGR 2026-36 |
|---|---|---|---|---|
| Online tournaments | 32.0% | 30.0% | USD 907 mn | 8.3% |
| Live arena events | 28.0% | 26.0% | USD 794 mn | 8.2% |
| Leagues and franchises | 40.0% | 44.0% | USD 1.1 bn | 10.0% |
By paying stakeholder
| Segment | Share 2026 | Share 2036 | Value 2026 | CAGR 2026-36 |
|---|---|---|---|---|
| Brands and advertisers | 46.0% | 44.0% | USD 1.3 bn | 8.5% |
| Publishers and game developers | 22.0% | 20.0% | USD 623 mn | 8.0% |
| Fans and consumers | 20.0% | 22.0% | USD 567 mn | 10.0% |
| Broadcasters and platforms | 12.0% | 14.0% | USD 340 mn | 10.7% |
Top 25 countries for esports by revenue
Countries are ranked by revenue earned from sales in the country, not by where the product is made. The ten largest hold 77.5% of 2026 revenue and the 25 countries below together hold 94.2%.
Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.
| # | Country | Value 2026 | Share 2026 | Value 2036 | CAGR 2026-36 |
|---|---|---|---|---|---|
| 1 | China | USD 623 mn | 22.0% | USD 1.5 bn | 9.0% |
| 2 | United States | USD 567 mn | 20.0% | USD 1.3 bn | 8.5% |
| 3 | South Korea | USD 227 mn | 8.0% | USD 450 mn | 7.1% |
| 4 | Japan | USD 142 mn | 5.0% | USD 335 mn | 9.0% |
| 5 | Germany | USD 128 mn | 4.5% | USD 288 mn | 8.5% |
| 6 | Brazil | USD 113 mn | 4.0% | USD 309 mn | 10.5% |
| 7 | United Kingdom | USD 113 mn | 4.0% | USD 255 mn | 8.4% |
| 8 | France | USD 99 mn | 3.5% | USD 228 mn | 8.7% |
| 9 | Saudi Arabia | USD 99 mn | 3.5% | USD 369 mn | 14.0% |
| 10 | Spain | USD 85 mn | 3.0% | USD 201 mn | 9.0% |
| 11 | Russia | USD 63 mn | 2.2% | USD 148 mn | 8.9% |
| 12 | Turkey | USD 56 mn | 2.0% | USD 132 mn | 8.9% |
| 13 | Indonesia | USD 50 mn | 1.8% | USD 125 mn | 9.7% |
| 14 | India | USD 44 mn | 1.6% | USD 111 mn | 9.7% |
| 15 | Philippines | USD 39 mn | 1.4% | USD 99 mn | 9.7% |
| 16 | Vietnam | USD 35 mn | 1.2% | USD 89 mn | 9.7% |
| 17 | Thailand | USD 31 mn | 1.1% | USD 73 mn | 8.9% |
| 18 | Mexico | USD 28 mn | 1.0% | USD 65 mn | 8.9% |
| 19 | Poland | USD 25 mn | 0.9% | USD 58 mn | 9.0% |
| 20 | Canada | USD 22 mn | 0.8% | USD 52 mn | 8.9% |
| 21 | Australia | USD 20 mn | 0.7% | USD 46 mn | 9.0% |
| 22 | Italy | USD 18 mn | 0.6% | USD 41 mn | 8.8% |
| 23 | Sweden | USD 16 mn | 0.6% | USD 36 mn | 8.8% |
| 24 | Argentina | USD 14 mn | 0.5% | USD 32 mn | 8.8% |
| 25 | Malaysia | USD 12 mn | 0.4% | USD 29 mn | 9.0% |
| Rest of world | USD 166 mn | 5.8% | USD 380 mn | 8.6% |
Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.
Competitive landscape
Group 1: Global leaders
- Riot Games
- Tencent
- Activision Blizzard
- ESL FACEIT Group
- Valve
- Krafton
- NetEase
- Savvy Games Group
Group 2: Regional and specialist players
- Team Liquid
- Cloud9
- T1
- Fnatic
- G2 Esports
- 100 Thieves
- FaZe Clan
- Natus Vincere
- FURIA
- JD Gaming
Group 3: Emerging and niche players
- BLAST
- Gen.G
- Team Vitality
- Karmine Corp
- PGL
- Team Falcons
- Sentinels
- Team Spirit
Research methodology
Every figure on this page comes from the research framework that we apply to all of the markets we cover. The 2025 base for the esports market is built from the volume sold and the price that buyers pay, and is cross-checked against the size of the wider industry the market belongs to. Where a market can be sized in more than one way, the routes are compared before a figure is set.
The forecast runs year by year from the 2025 base to 2036. Growth in each year reflects demand from the industries that buy the product, adoption of new technology, pricing, regulation and replacement cycles. Volume and price are modelled together, so revenue in each year equals volume multiplied by average price. The 2026 to 2036 compound annual growth rate of 9.0% is calculated from the resulting values.
The market is divided by revenue stream, by game genre, by platform, by event format, by paying stakeholder. The 25 largest countries are ranked by revenue earned from sales to buyers in each country, not by where the product is made. Segment values and country values add up to the market total in every year, and every report is checked for consistency before it is published.
Companies are placed in three groups: global leaders, regional and specialist players, and emerging and niche players. The groups describe how companies compete in the market. They are not a ranking and they are not market shares.
Our analysts also carry out primary research. Customized reports add interviews with key opinion leaders, such as senior executives, technical specialists and buyers, to test the assumptions behind the numbers for the question being asked.
Frequently asked questions
How big is the esports market?
The global esports market is estimated at USD 2.6 bn in 2025 and USD 2.8 bn in 2026.
How fast will the esports market grow?
It is forecast to reach USD 6.7 bn by 2036, a compound annual growth rate of 9.0% from 2026, an increase of USD 3.9 bn.
Which country is the largest market for esports?
China is the largest market by revenue at USD 623 mn in 2026, 22.0% of the global total. The three largest countries together hold 50.0%.
Which country is growing fastest?
Among the ten largest markets, Saudi Arabia is growing fastest at 14.0% a year from 2026 to 2036.
Which esports segment is largest?
In the by revenue stream split, Sponsorship is the largest segment with 52.0% of 2026 revenue.
Who are the leading esports companies?
Global leaders include Riot Games, Tencent, Activision Blizzard, ESL FACEIT Group.
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