The revenue in the esports market in Asia was forecast to continuously increase between 2024 and 2029 by in total 396.2 million U.S. dollars (+33.1 percent). After the ninth consecutive increasing year, the revenue is estimated to reach 1.6 billion U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the esports market was continuously increasing over the past years.
Data provided by Statista Market Insights are estimates.
Definition:
Esports, short for electronic sports, refers to competitive video gaming where professional players or teams compete in various multiplayer video games. These competitions are often organized into leagues, tournaments, and events, attracting both online and offline audiences. Esports has grown into a global industry, with players, sponsors, and spectators contributing to its popularity and economic significance.
Structure:
The Esports market can be divided into 6 different parts. First, Sponsorship & Advertising, which refers to revenues made from sponsorship deals and advertising for events and tournaments. Merchandise & Ticketing refers to the revenues generated mainly from tournament tickets and the merchandise that comes with it. Additionally, Streaming, Media Rights and Publisher Fees, which all refers to the revenue that is associated with broadcasting Esports events accross various channels. Lastly, Esports Betting includes the betting on outcomes of Esport events.
Additional information:
The market comprises revenues, ad spendings, users, average revenue per user, and penetration rates. Revenues are generated through advertising spending and consumer spending. Sales channel data shows both online and offline revenues. Information on Esports betting can also be found in the Digital Market Insights. All monetary figures refer to the annual gross revenue. Key players of the market include companies or teams such as FaZe, Cloud9 or TSM. For more information on the data displayed, use the info button right next to the boxes.
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Statista. (September 4, 2024). Revenue of the e-sports market in Asia from 2020 to 2029 (in million U.S. dollars) [Graph]. In Statista. Retrieved November 10, 2024, from https://www-statista-com.ezproxy.canberra.edu.au/forecasts/1302530/esports-revenue-in-asia
Statista. "Revenue of the e-sports market in Asia from 2020 to 2029 (in million U.S. dollars)." Chart. September 4, 2024. Statista. Accessed November 10, 2024. https://www-statista-com.ezproxy.canberra.edu.au/forecasts/1302530/esports-revenue-in-asia
Statista. (2024). Revenue of the e-sports market in Asia from 2020 to 2029 (in million U.S. dollars). Statista. Statista Inc.. Accessed: November 10, 2024. https://www-statista-com.ezproxy.canberra.edu.au/forecasts/1302530/esports-revenue-in-asia
Statista. "Revenue of The E-sports Market in Asia from 2020 to 2029 (in Million U.S. Dollars)." Statista, Statista Inc., 4 Sep 2024, https://www-statista-com.ezproxy.canberra.edu.au/forecasts/1302530/esports-revenue-in-asia
Statista, Revenue of the e-sports market in Asia from 2020 to 2029 (in million U.S. dollars) Statista, https://www-statista-com.ezproxy.canberra.edu.au/forecasts/1302530/esports-revenue-in-asia (last visited November 10, 2024)
Revenue of the e-sports market in Asia from 2020 to 2029 (in million U.S. dollars) [Graph], Statista, September 4, 2024. [Online]. Available: https://www-statista-com.ezproxy.canberra.edu.au/forecasts/1302530/esports-revenue-in-asia