GITNUX MARKETDATA REPORT 2024

E-Sports Industry Statistics

The global E-Sports industry is expected to continue its rapid growth, with projected revenues exceeding $1.5 billion by 2023.

Highlights: E-Sports Industry Statistics

  • The global esports market was valued at nearly 1.08 billion U.S. dollars in 2021.
  • According to a 2021 Statista report, the global esports audience size was about 495 million people.
  • North America held approximately 37% of global esports market revenue in 2020.
  • By 2024, the total eSports market revenue is projected to be around 1.79 billion U.S. dollars.
  • In 2020, the total esports prize money awarded globally was over 34.33 million U.S. dollars.
  • In 2020, the number of esports viewers in the U.S. reached 36 million.
  • As of 2020, Dota 2 tournaments had the largest overall prize pool in esports, totaling over $223 million.
  • The 2019 Mid-Season Invitational final - a League of Legends tournament - reached a peak of nearly 2 million concurrent viewers.
  • As of 2021, China is the top country by esports market revenue, with an income of over $385 million.
  • The mobile esports market in China is set to grow by 15.4% in 2021.
  • The United States accounted for 10% of the total Fortnite viewership hours on Twitch and YouTube combined, as of March 2021.
  • The 2020 Esports Audience Report states that 26% of esports viewers are aged between 25 and 34.
  • According to Forbes, the esports industry could be worth $1.79 billion by 2022.
  • An estimated 70% of eSports revenue comes from advertising and sponsorships.
  • The esports company Cloud9 raised $50 million in Series B funding in 2018.
  • In 2021 it was reported that 1 out of 5 internet users say they watch esports regularly.
  • ESports viewers spent 17.9 million hours watching their gaming heroes on those channels in the first quarter of 2018.
  • Ninja, one of the biggest names in Fortnite and gaming, earned around $10 million in 2018.

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The Latest E-Sports Industry Statistics Explained

The global esports market was valued at nearly 1.08 billion U.S. dollars in 2021.

The statistic indicates that the global esports market had a total worth of approximately 1.08 billion U.S. dollars in the year 2021. This value represents the total revenue generated by the esports industry through various sources such as sponsorships, advertising, media rights, merchandise, and ticket sales. The significant valuation highlights the rapid growth and increasing popularity of esports as a form of entertainment and competitive sports globally. The market continues to expand due to factors such as technological advancements, rising viewership, increasing investment from stakeholders, and the emergence of new revenue streams. This statistic underscores the potential for further growth and development within the esports industry in the coming years.

According to a 2021 Statista report, the global esports audience size was about 495 million people.

The statistic indicates that in 2021, approximately 495 million individuals worldwide were part of the esports audience. Esports refers to competitive video gaming, an industry that has seen significant growth in recent years, attracting a large and diverse audience. This audience size reflects the growing popularity and mainstream acceptance of esports, with millions of individuals across various demographics and geographies engaging with competitive gaming content. As the audience continues to expand, esports is establishing itself as a relevant and impactful industry within the entertainment and sports sectors, with significant implications for marketing, sponsorship, and media consumption trends.

North America held approximately 37% of global esports market revenue in 2020.

The statistic that North America held approximately 37% of global esports market revenue in 2020 indicates the significant presence and impact of the region in the esports industry. With a substantial share of almost 40% of the total market revenue, North America stands out as a major player in the esports market, highlighting the popularity and growth of competitive gaming within the region. This statistic suggests that North America is a key contributor to the overall revenue generated in the global esports market, emphasizing the importance of the region in shaping the industry’s landscape and driving its continued development and expansion.

By 2024, the total eSports market revenue is projected to be around 1.79 billion U.S. dollars.

The statistic indicates that the total revenue generated by the eSports market is expected to reach approximately 1.79 billion U.S. dollars by the year 2024. This projection suggests a consistent growth trend in the eSports industry, reflecting the increasing popularity and commercial potential of competitive gaming. Factors contributing to this projected revenue growth may include a rising global interest in eSports competitions, expanding sponsorship and advertising opportunities within the industry, as well as the development of new technologies and platforms that enhance the overall gaming experience. The anticipated revenue figure serves as a key indicator of the economic significance and market viability of eSports as a profitable sector within the entertainment and sports industries.

In 2020, the total esports prize money awarded globally was over 34.33 million U.S. dollars.

The statistic states that in 2020, the total prize money awarded globally in the esports industry exceeded 34.33 million U.S. dollars. This figure reflects the substantial growth and popularity of esports as a competitive industry, attracting significant investments and sponsorships. The impressive amount of prize money demonstrates the scale of competition within the esports landscape, motivating players and teams to excel in various tournaments and events. This statistic underscores the economic significance and potential for further growth within the esports sector, highlighting the opportunities for players, organizations, and stakeholders in this dynamic and rapidly evolving industry.

In 2020, the number of esports viewers in the U.S. reached 36 million.

The statistic “In 2020, the number of esports viewers in the U.S. reached 36 million” indicates the total count of individuals who watched esports events or competitions in the United States during the year 2020. Esports refers to competitive video gaming, where players compete against each other in various games. The figure of 36 million viewers highlights the growing popularity and mainstream appeal of esports as a form of entertainment. This data point serves as a key indicator of the substantial audience base that esports has garnered in the U.S., reflecting the widespread interest and engagement with competitive gaming as a spectator sport.

As of 2020, Dota 2 tournaments had the largest overall prize pool in esports, totaling over $223 million.

The statistic indicates that as of 2020, Dota 2 tournaments had the largest cumulative prize pool across all esports, surpassing a total of $223 million. This highlights the significant growth and popularity of Dota 2 as an esport, as well as the immense financial rewards available to professional players and teams competing in these tournaments. The substantial prize pool not only underscores the competitive nature of the Dota 2 scene but also demonstrates the level of investment and support from the gaming community, sponsors, and game developers towards the esports ecosystem. Ultimately, this statistic showcases the thriving and lucrative nature of the esports industry, particularly within the realm of competitive gaming.

The 2019 Mid-Season Invitational final – a League of Legends tournament – reached a peak of nearly 2 million concurrent viewers.

The statistic “The 2019 Mid-Season Invitational final reached a peak of nearly 2 million concurrent viewers” indicates the highest number of simultaneous viewers tuning in to watch the final match of the league of Legends tournament in 2019. This metric reflects the immense popularity and widespread interest in competitive gaming, particularly in the esports industry. The high level of viewer engagement suggests a growing audience for esports events, demonstrating the increasing influence and appeal of competitive gaming as a form of entertainment. Additionally, the large viewership numbers highlight the significant reach and impact of esports tournaments in capturing the attention of a global audience.

As of 2021, China is the top country by esports market revenue, with an income of over $385 million.

The statistic indicates that as of 2021, China holds the leading position in the global esports market in terms of revenue, generating an income exceeding $385 million. This implies that China has a strong and flourishing esports industry, which encompasses competitive video gaming events and related activities with substantial economic value. The fact that China has emerged as the top country in esports market revenue suggests a high level of interest, investment, and participation in esports within the country, contributing significantly to its overall economic success in this sector.

The mobile esports market in China is set to grow by 15.4% in 2021.

The statistic indicates that the mobile esports market in China is projected to expand by 15.4% in the year 2021. This growth rate suggests a substantial increase in the market size and revenue generated by mobile esports activities within China. Factors contributing to this growth could include the rising popularity of mobile gaming, increasing smartphone penetration, and a growing interest in competitive gaming events. This statistic implies a positive outlook for the mobile esports industry in China, signaling potential opportunities for businesses, investors, and gamers alike. Additionally, it reflects the evolving landscape of esports, highlighting the significant role that mobile platforms are playing in driving the industry’s expansion and accessibility.

The United States accounted for 10% of the total Fortnite viewership hours on Twitch and YouTube combined, as of March 2021.

The statistic “The United States accounted for 10% of the total Fortnite viewership hours on Twitch and YouTube combined, as of March 2021” means that out of all the viewership hours logged on these two platforms for Fortnite in March 2021, 10% of those hours were attributed to viewers located in the United States. This statistic provides insight into the popularity and reach of Fortnite among American audiences compared to viewers from other countries. It indicates that the United States has a significant share of the total viewership hours for Fortnite on these two major streaming platforms, highlighting the game’s strong presence and engagement within the American gaming community.

The 2020 Esports Audience Report states that 26% of esports viewers are aged between 25 and 34.

The statistic “The 2020 Esports Audience Report states that 26% of esports viewers are aged between 25 and 34” indicates that a significant portion of the esports viewership falls within the young adult demographic. This finding suggests that esports has a strong appeal among individuals in the age group of 25-34, potentially highlighting the popularity and relevance of competitive gaming to this particular age bracket. Understanding the age demographics of esports viewers is crucial for companies involved in the industry to tailor their marketing strategies and content to effectively engage with this key segment of the audience.

According to Forbes, the esports industry could be worth $1.79 billion by 2022.

The statistic states that according to Forbes, the esports industry is projected to reach a value of $1.79 billion by the year 2022. This figure represents the estimated worth of the esports industry, which encompasses competitive video gaming, within the specified timeframe. The growth and value of the esports industry have been steadily increasing over recent years due to factors such as increasing viewership, corporate sponsorships, and advertising opportunities within the sector. The $1.79 billion valuation highlights the rapid expansion and potential economic significance of esports as a lucrative and rapidly growing industry in the global market.

An estimated 70% of eSports revenue comes from advertising and sponsorships.

This statistic suggests that a substantial portion, specifically 70%, of the revenue generated within the eSports industry is derived from advertising and sponsorships. This indicates that companies are willing to invest significantly in advertising through eSports platforms or directly sponsoring eSports events and teams, highlighting the growing prominence and commercial viability of the eSports sector. Such a reliance on advertising and sponsorships underscores the importance of brand partnerships and marketing strategies in driving revenue and growth within the eSports industry. This statistic further emphasizes the significant role that marketing and sponsorships play in monetizing and sustaining the eSports ecosystem.

The esports company Cloud9 raised $50 million in Series B funding in 2018.

The statistic that the esports company Cloud9 raised $50 million in Series B funding in 2018 indicates that the company successfully secured a substantial amount of funding from investors during their second round of fundraising. This funding is typically used for expansion, development, and operational purposes to further grow the business. The amount raised reflects confidence from investors in Cloud9’s potential for growth and success within the highly competitive esports industry. Such a significant investment suggests that Cloud9 has a solid business strategy and a promising outlook for continued growth and success in the future.

In 2021 it was reported that 1 out of 5 internet users say they watch esports regularly.

The statistic “1 out of 5 internet users say they watch esports regularly” means that among internet users surveyed in 2021, 20% reported that they watch esports on a regular basis. This statistic highlights the popularity of esports as a form of entertainment among a sizable portion of the online population. By quantifying the proportion of internet users who engage with esports content regularly, the statistic provides insight into the growing interest and viewership of esports within the digital community. It also suggests that esports has become a mainstream form of entertainment, appealing to a significant segment of internet users who actively follow competitive gaming tournaments and events.

ESports viewers spent 17.9 million hours watching their gaming heroes on those channels in the first quarter of 2018.

The statistic indicates that Esports viewers collectively dedicated a total of 17.9 million hours to watching their favorite gaming influencers on various channels during the initial three months of 2018. This metric emphasizes the remarkable level of engagement and interest within the Esports community during that quarter, showcasing the strong connection between Esports enthusiasts and the content creators they follow. The significant amount of time spent watching gaming content highlights the growing popularity and impact of Esports as a form of entertainment and competitive gaming.

Ninja, one of the biggest names in Fortnite and gaming, earned around $10 million in 2018.

The statistic that Ninja earned around $10 million in 2018 highlights the significant impact of the gaming industry, particularly within the realm of live-streaming and esports. As one of the most recognizable figures in the gaming world, Ninja’s earnings serve as a testament to the growing popularity and lucrative opportunities within the industry. The substantial income also underscores the potential for successful individuals to monetize their skills and build personal brands through platforms such as Twitch and YouTube. Additionally, this statistic reflects the evolving landscape of entertainment and the ability for influencers to achieve financial success through digital platforms in a way that was not traditionally possible.

References

0. – https://www.www.prnewswire.com

1. – https://www.www.globalwebindex.com

2. – https://www.www.forbes.com

3. – https://www.www.statista.com

4. – https://www.www.business-standard.com

5. – https://www.www.businessinsider.com

6. – https://www.www.gamesindustry.biz

How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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