CompareMarketResearchRequest a sample
Home / Travel and Tourism / Esports

Travel and Tourism · Market report

Esports Market Size, Share and Forecast 2026-2036

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.

USD 2.8 bnMarket size 2026
USD 6.7 bnForecast 2036
9.0%CAGR 2026-2036
ChinaLargest country

Request a free sample Jump to the forecast

Report price: Starts from USD 1,999

5 segmentation views25 countries2026 to 2036 yearly forecast

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.

ScopeRevenue generated by competitive video gaming: sponsorship, media rights, publisher fees, ticketing, merchandise and streaming income from esports leagues, tournaments and teams.
IndustryTravel and Tourism
Value 2025USD 2.6 bn
Value 2026USD 2.8 bn
Value 2036USD 6.7 bn
CAGR 2026-20369.0%
Volume 2026698 million viewers
Volume 20361,424 million viewers
Average price 2026USD 4.06 per viewer
Report priceStarts from USD 1,999
PublishedNovember 2026

Request a free sample of this report

Esports market size and forecast, 2026-2036

Exhibit 1The global esports market is forecast to grow from USD 2.8 bn in 2026 to USD 6.7 bn by 2036, more than doublingGlobal market value in USD: 2025 base year, 2026 estimate and forecast to 2036. CAGR 2026 to 2036: 9.0%
Esports market value, 2025 to 2036Market value by year. 2025: USD 2.6 bn; 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. Compound annual growth rate 2026 to 2036: 9.0%.20252.8 bn20264.4 bn20316.7 bn20369.0% CAGR

Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.

YearMarket value
2026USD 2.8 bn
2027USD 3.1 bn
2028USD 3.4 bn
2029USD 3.7 bn
2030USD 4.0 bn
2031USD 4.4 bn
2032USD 4.8 bn
2033USD 5.2 bn
2034USD 5.6 bn
2035USD 6.2 bn
2036USD 6.7 bn

Esports market segmentation

By revenue stream

Exhibit 2Sponsorship is the largest segment by revenue stream, with 52.0% of 2026 revenueEstimated share of 2026 global revenue, by revenue stream
Esports market share by revenue stream, 2026Share of 2026 revenue by revenue stream. Sponsorship: 52.0%; Media rights: 16.0%; Publisher fees: 14.0%; Merchandise and ticketing: 10.0%; Streaming and digital: 8.0%.Sponsorship52.0%Media rights16.0%Publisher fees14.0%Merchandise and ticketing10.0%Streaming and digital8.0%

Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.

SegmentShare 2026Share 2036Value 2026CAGR 2026-36
Sponsorship52.0%49.7%USD 1.5 bn8.5%
Media rights16.0%16.0%USD 453 mn9.0%
Publisher fees14.0%12.8%USD 397 mn8.0%
Merchandise and ticketing10.0%11.0%USD 283 mn10.0%
Streaming and digital8.0%10.5%USD 227 mn12.0%

By game genre

Exhibit 3First-person shooter adds the most revenue by game genre, growing from USD 964 mn in 2026 to USD 2.3 bn by 2036Estimated revenue in USD by game genre, 2026 and 2036 forecast
Esports market by game genre, 2026 and 2036Revenue by game genre in 2026 and 2036. First-person shooter: USD 964 mn in 2026, USD 2.3 bn in 2036, change +141%; Multiplayer online battle arena: USD 850 mn in 2026, USD 1.8 bn in 2036, change +110%; Battle royale: USD 397 mn in 2026, USD 1.0 bn in 2036, change +152%; Fighting and other: USD 397 mn in 2026, USD 1.0 bn in 2036, change +152%; Sports and racing: USD 227 mn in 2026, USD 599 mn in 2036, change +164%.20262036 forecastChangeFirst-person shooter+141%964 mn2.3 bnMultiplayer online battle arena+110%850 mn1.8 bnBattle royale+152%397 mn1.0 bnFighting and other+152%397 mn1.0 bnSports and racing+164%227 mn599 mn

Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.

SegmentShare 2026Share 2036Value 2026CAGR 2026-36
Multiplayer online battle arena30.0%26.6%USD 850 mn7.7%
First-person shooter34.0%34.6%USD 964 mn9.2%
Battle royale14.0%14.9%USD 397 mn9.7%
Sports and racing8.0%8.9%USD 227 mn10.2%
Fighting and other14.0%14.9%USD 397 mn9.7%

By platform

SegmentShare 2026Share 2036Value 2026CAGR 2026-36
PC54.0%46.0%USD 1.5 bn7.3%
Mobile34.0%42.0%USD 964 mn11.3%
Console12.0%12.0%USD 340 mn9.0%

By event format

SegmentShare 2026Share 2036Value 2026CAGR 2026-36
Online tournaments32.0%30.0%USD 907 mn8.3%
Live arena events28.0%26.0%USD 794 mn8.2%
Leagues and franchises40.0%44.0%USD 1.1 bn10.0%

By paying stakeholder

SegmentShare 2026Share 2036Value 2026CAGR 2026-36
Brands and advertisers46.0%44.0%USD 1.3 bn8.5%
Publishers and game developers22.0%20.0%USD 623 mn8.0%
Fans and consumers20.0%22.0%USD 567 mn10.0%
Broadcasters and platforms12.0%14.0%USD 340 mn10.7%

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%.

Exhibit 4China is the largest country market at USD 623 mn in 2026, and the three largest countries hold 50.0% of global revenueEstimated 2026 revenue in USD and share of the global market, ten largest countries
Esports market, ten largest countries in 2026Ten largest countries by 2026 revenue. China: USD 623 mn, 22.0%; United States: USD 567 mn, 20.0%; South Korea: USD 227 mn, 8.0%; Japan: USD 142 mn, 5.0%; Germany: USD 128 mn, 4.5%; Brazil: USD 113 mn, 4.0%; United Kingdom: USD 113 mn, 4.0%; France: USD 99 mn, 3.5%; Saudi Arabia: USD 99 mn, 3.5%; Spain: USD 85 mn, 3.0%.China623 mn 22.0%United States567 mn 20.0%South Korea227 mn 8.0%Japan142 mn 5.0%Germany128 mn 4.5%Brazil113 mn 4.0%United Kingdom113 mn 4.0%France99 mn 3.5%Saudi Arabia99 mn 3.5%Spain85 mn 3.0%

Source: Compare Market Research analysis.
© 2026 Compare Market Research. All rights reserved.

#CountryValue 2026Share 2026Value 2036CAGR 2026-36
1ChinaUSD 623 mn22.0%USD 1.5 bn9.0%
2United StatesUSD 567 mn20.0%USD 1.3 bn8.5%
3South KoreaUSD 227 mn8.0%USD 450 mn7.1%
4JapanUSD 142 mn5.0%USD 335 mn9.0%
5GermanyUSD 128 mn4.5%USD 288 mn8.5%
6BrazilUSD 113 mn4.0%USD 309 mn10.5%
7United KingdomUSD 113 mn4.0%USD 255 mn8.4%
8FranceUSD 99 mn3.5%USD 228 mn8.7%
9Saudi ArabiaUSD 99 mn3.5%USD 369 mn14.0%
10SpainUSD 85 mn3.0%USD 201 mn9.0%
11RussiaUSD 63 mn2.2%USD 148 mn8.9%
12TurkeyUSD 56 mn2.0%USD 132 mn8.9%
13IndonesiaUSD 50 mn1.8%USD 125 mn9.7%
14IndiaUSD 44 mn1.6%USD 111 mn9.7%
15PhilippinesUSD 39 mn1.4%USD 99 mn9.7%
16VietnamUSD 35 mn1.2%USD 89 mn9.7%
17ThailandUSD 31 mn1.1%USD 73 mn8.9%
18MexicoUSD 28 mn1.0%USD 65 mn8.9%
19PolandUSD 25 mn0.9%USD 58 mn9.0%
20CanadaUSD 22 mn0.8%USD 52 mn8.9%
21AustraliaUSD 20 mn0.7%USD 46 mn9.0%
22ItalyUSD 18 mn0.6%USD 41 mn8.8%
23SwedenUSD 16 mn0.6%USD 36 mn8.8%
24ArgentinaUSD 14 mn0.5%USD 32 mn8.8%
25MalaysiaUSD 12 mn0.4%USD 29 mn9.0%
Rest of worldUSD 166 mn5.8%USD 380 mn8.6%
Exhibit 5China and United States account for 40% of the USD 3.9 bn the market is forecast to add by 2036Forecast revenue added between 2026 and 2036 by country, in USD
Esports market, where the growth to 2036 comes fromRevenue added between 2026 and 2036. Market value 2026: USD 2.8 bn. China: +USD 853 mn; United States: +USD 715 mn; Saudi Arabia: +USD 270 mn; South Korea: +USD 223 mn; Brazil: +USD 195 mn; 20 other countries: +USD 1.4 bn; Rest of world: +USD 214 mn. Market value 2036: USD 6.7 bn.Market value 20262.8 bnChina+853 mnUnited States+715 mnSaudi Arabia+270 mnSouth Korea+223 mnBrazil+195 mn20 other countries+1.4 bnRest of world+214 mnMarket value 20366.7 bn

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.

Read the full research methodology

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.

Need the full report?

Request a sample to see the structure, tables and country detail.

Request a free sample

Related markets in Travel and Tourism

← Eco Tourism Event Ticketing →

All Travel and Tourism markets →

Request a sample