GITNUX MARKETDATA REPORT 2024

Esport Industry Statistics

The esports industry is rapidly growing, with worldwide revenues projected to reach $1.1 billion in 2020.

Highlights: Esport Industry Statistics

  • The global esports market had a revenue of nearly 1 billion U.S. dollars in 2020.
  • The total eSports revenue in Asia amounted to 519.6 million U.S. dollars in 2021.
  • As of 2021, there are approximately 495 million eSports fans worldwide.
  • Twitch, the leading live streaming platform for gamers, logged 1.4 billion viewing hours in February 2021.
  • China had the largest market share in the eSports market in 2020, with a revenue of 385.1 million U.S. dollars.
  • The eSports game 'Dota 2' had prize money totaling over 41 million U.S dollars for it's renowned championship "The International" in 2019.
  • The eSports audience is projected to grow to 646 million by 2023 worldwide.
  • About 43% of U.S. eSports viewers are aged 18 to 34 years.
  • The global eSports revenue is projected to reach 1.79 billion U.S. dollars by 2022.
  • The most-watched eSports event in 2019 was the League of Legends World Championship with almost 4 million peak viewers.
  • Asia is predicted to account for over half of the global eSports market revenue by 2021.
  • Fortnite paid out more than 100 million U.S dollars in prize money for tournaments in 2019.
  • Sponsorship is the highest source of revenue for the eSports industry, generating 355 million U.S. dollars in 2020.
  • North America is the second leading eSports market, generating 254.6 million U.S. dollars in revenue in 2020.
  • In 2020, the eSports team that generated the most revenue was Team Liquid, with around $34.4 million.
  • Specialist video game stores have the highest share of eSports market revenue in the UK at 39.6% as of 2020.
  • In January 2021, Twitch recorded 26.5 million daily active users.
  • By 2023, the number of frequent eSports viewers is expected to rise to 298 million.

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The Latest Esport Industry Statistics Explained

The global esports market had a revenue of nearly 1 billion U.S. dollars in 2020.

The statistic “The global esports market had a revenue of nearly 1 billion U.S. dollars in 2020” indicates the total monetary value generated by the esports industry worldwide during the specified year. This figure highlights the significant growth and commercialization of the esports sector as it continues to gain popularity and attract a large audience of consumers and sponsors. The substantial revenue figure reflects the various revenue streams within the industry, including sponsorships, media rights, merchandise sales, and advertising. Additionally, it underlines the potential for further expansion and investment in the esports market, making it a lucrative and competitive space for companies and investors looking to capitalize on the growing trend of competitive gaming.

The total eSports revenue in Asia amounted to 519.6 million U.S. dollars in 2021.

The statistic stating that the total eSports revenue in Asia was 519.6 million U.S. dollars in 2021 represents the sum of income generated from various activities within the eSports industry in Asian countries during that year. This revenue includes proceeds from sources such as advertising, sponsorships, media rights, merchandise sales, and ticket sales related to eSports events. The figure indicates the financial significance and growth of the eSports sector in Asia, highlighting the region’s increasing interest and investment in competitive gaming. The revenue statistic serves as a key indicator of the economic impact and potential opportunities within the eSports market in Asia, reflecting the industry’s ongoing expansion and evolution.

As of 2021, there are approximately 495 million eSports fans worldwide.

The statistic states that as of 2021, there are around 495 million eSports fans globally. This figure represents the estimated number of individuals who actively follow and engage with eSports, which are competitive video gaming events. The increasing popularity of eSports can be attributed to the growth of online streaming platforms, the rise of competitive gaming leagues, and the accessibility of gaming content across various devices. This large fan base demonstrates the significant impact and influence that eSports now hold in the entertainment industry, attracting a diverse audience from around the world who enjoy watching and participating in competitive gaming competitions.

Twitch, the leading live streaming platform for gamers, logged 1.4 billion viewing hours in February 2021.

The statistic “Twitch, the leading live streaming platform for gamers, logged 1.4 billion viewing hours in February 2021” indicates the total amount of time users spent watching content on Twitch during that specific month. Viewing hours represent the cumulative duration of all video streams watched by viewers on the platform. This high number suggests the significant popularity and engagement of Twitch among gamers and viewers, showcasing the platform’s vast reach and influence in the live streaming industry. The statistic highlights the growing importance of live streaming platforms like Twitch as a key medium for entertainment, gaming, and social interaction.

China had the largest market share in the eSports market in 2020, with a revenue of 385.1 million U.S. dollars.

The statistic indicates that in 2020, China dominated the global eSports market by holding the largest market share with a revenue of 385.1 million U.S. dollars. This figure suggests that a significant portion of the total revenue generated in the eSports industry that year came from China. The substantial revenue highlights the country’s strong presence and influence in the eSports sector, reflecting the growing popularity and economic significance of competitive gaming in China. This statistic underscores China’s position as a key player in the global eSports market and emphasizes the country’s potential for further growth and market leadership in the future.

The eSports game ‘Dota 2’ had prize money totaling over 41 million U.S dollars for it’s renowned championship “The International” in 2019.

The statistic that the eSports game “Dota 2” had prize money totaling over 41 million U.S dollars for its renowned championship “The International” in 2019 highlights the significant growth and popularity of eSports as a competitive industry. This enormous prize pool not only underscores the large fan base and dedicated player community of “Dota 2,” but also demonstrates the substantial financial investment and support from sponsors and game developers in major eSports tournaments. The staggering amount of prize money reflects the competitive nature and high stakes of eSports events, positioning “Dota 2” and similar games as serious contenders in the global sports entertainment landscape.

The eSports audience is projected to grow to 646 million by 2023 worldwide.

The statistic that the eSports audience is projected to grow to 646 million by 2023 worldwide indicates a significant expansion in the viewership of competitive gaming events over the next few years. This growth can be attributed to several factors, including increased access to high-speed internet, the popularity of eSports tournaments and leagues, as well as the rise of professional eSports organizations and teams. The projected increase in the audience size suggests a growing interest in eSports as a form of entertainment and competitive sports, highlighting the potential for continued growth and development in the global gaming industry.

About 43% of U.S. eSports viewers are aged 18 to 34 years.

The statistic ‘About 43% of U.S. eSports viewers are aged 18 to 34 years’ indicates that nearly half of the audience for eSports in the United States falls within the young adult demographic. This age group is considered a key target audience for many industries due to their high levels of disposable income, tech-savviness, and active engagement with digital platforms. The fact that a significant portion of eSports viewers are in this age range suggests that the industry has a strong appeal to young adults and has the potential for continued growth and influence in the future. Additionally, this statistic underscores the importance of understanding the demographics of eSports viewers in developing marketing strategies and content tailored to this audience segment.

The global eSports revenue is projected to reach 1.79 billion U.S. dollars by 2022.

The statistic indicating that the global eSports revenue is projected to reach 1.79 billion U.S. dollars by 2022 highlights the growth and potential of the eSports industry in the foreseeable future. This figure suggests a significant increase in revenue generated by eSports events, tournaments, sponsorships, media rights, advertising, and merchandise sales. The projection speaks to the rising popularity and mainstream acceptance of eSports as a form of entertainment and competitive sports on a global scale. As more audiences engage with eSports content and participate in gaming activities, the industry is poised to continue its upward trend in revenue generation, showcasing the economic impact and relevance of eSports in the modern digital landscape.

The most-watched eSports event in 2019 was the League of Legends World Championship with almost 4 million peak viewers.

The statistic that the League of Legends World Championship was the most-watched eSports event in 2019 with a peak viewership of almost 4 million indicates the widespread popularity and impact of competitive gaming on a global scale. This figure highlights the significant interest and engagement of viewers in eSports tournaments, particularly in the context of competitive gaming, where players from all around the world come together to compete at the highest level. The impressive number of peak viewers demonstrates the growing influence of eSports events as a mainstream form of entertainment and competition, solidifying its position as a major player in the sports and entertainment industry.

Asia is predicted to account for over half of the global eSports market revenue by 2021.

The statistic “Asia is predicted to account for over half of the global eSports market revenue by 2021” highlights the significant growth and dominance of the Asian region in the eSports industry. This prediction suggests that more than 50% of the total revenue generated by eSports worldwide is expected to come from Asia by 2021, reflecting the region’s rapidly expanding player base, strong media coverage, and lucrative sponsorship deals. The rise of eSports in Asia can be attributed to factors such as a large population of avid gamers, the proliferation of professional eSports leagues and tournaments, and increased investments in technology and infrastructure to support the growth of the industry. As such, Asia’s increasing share of the global eSports market revenue underscores its pivotal role in shaping the future of competitive gaming on a global scale.

Fortnite paid out more than 100 million U.S dollars in prize money for tournaments in 2019.

The statistic that Fortnite paid out more than 100 million U.S dollars in prize money for tournaments in 2019 indicates the significant impact and growth of the competitive gaming industry. This figure highlights the popularity and success of Fortnite as an esport, with the game attracting a large player base and viewership that drives increased prize pools. The substantial amount of prize money distributed also demonstrates the competitive nature of the esports scene, attracting skilled players who can earn substantial incomes through gaming tournaments. Overall, this statistic underscores the rising value and recognition of esports as a legitimate form of professional competition and entertainment.

Sponsorship is the highest source of revenue for the eSports industry, generating 355 million U.S. dollars in 2020.

The statistic ‘Sponsorship is the highest source of revenue for the eSports industry, generating 355 million U.S. dollars in 2020’ indicates that sponsorships make up a significant portion of the total revenue generated within the eSports industry during the year 2020. This means that companies and brands investing in sponsorships are a key driving force behind the financial success of eSports. The $355 million generated from sponsorships suggests a growing interest from external companies in partnering with eSports organizations and events, likely due to the large and engaged audience that eSports attracts. As a result, sponsorships are playing a crucial role in the overall financial sustainability and growth of the eSports industry.

North America is the second leading eSports market, generating 254.6 million U.S. dollars in revenue in 2020.

The statistic states that North America ranks as the second largest eSports market globally, generating a total revenue of 254.6 million U.S. dollars in the year 2020. This figure highlights the significant economic impact of eSports in North America, showcasing a thriving industry that continues to attract a large audience and investment. The statistic underscores the region’s importance within the eSports landscape, indicating a strong market demand for competitive gaming events, sponsorships, merchandise, and related services. The robust revenue generated reflects the growing popularity and commercial viability of eSports in North America, positioning it as a key player in the global eSports industry.

In 2020, the eSports team that generated the most revenue was Team Liquid, with around $34.4 million.

The statistic indicates that in 2020, Team Liquid was the top-performing eSports team in terms of revenue generation, surpassing its competitors with a total revenue of approximately $34.4 million. This suggests that Team Liquid not only demonstrated success within the competitive eSports arena but also excelled in capitalizing on various revenue streams such as sponsorships, prize winnings, merchandise sales, and media rights. The significant revenue figure underscores the team’s strong brand presence, fan engagement, and strategic partnerships, solidifying its position as a powerhouse in the eSports industry.

Specialist video game stores have the highest share of eSports market revenue in the UK at 39.6% as of 2020.

The statistic indicates that in the UK market for eSports, specialist video game stores hold the largest share of revenue at 39.6% as of 2020. This implies that a significant portion of the revenue generated by eSports in the UK is coming from sales made at specialized stores that specifically focus on video games. This could reflect the popularity of eSports within the gaming community, as well as the importance of these specialized stores in driving sales and promoting eSports-related products. The statistic highlights the significant impact that specialist video game stores have on the eSports market in the UK, potentially influencing trends and strategies within the industry.

In January 2021, Twitch recorded 26.5 million daily active users.

The statistic “In January 2021, Twitch recorded 26.5 million daily active users” indicates the total number of unique users who actively engaged with the Twitch platform on a daily basis during that specific month. Daily active users (DAU) are a key metric used to measure user engagement and platform popularity. Twitch, a popular live streaming platform primarily focused on gaming, saw a significant number of users accessing the platform daily in January 2021. This statistic provides insights into the platform’s reach and relevance within the online entertainment industry, highlighting its widespread appeal among users seeking live streaming content and interactive experiences.

By 2023, the number of frequent eSports viewers is expected to rise to 298 million.

The statistic indicates that by the year 2023, the number of individuals who regularly watch eSports is projected to increase to 298 million worldwide. This suggests a significant growth in the popularity of eSports as a form of entertainment and competition. The rise in the number of frequent viewers could be attributed to various factors such as increased accessibility to eSports events through online streaming platforms, growing investment in the industry, and the development of competitive gaming leagues. This statistic highlights the expanding reach and appeal of eSports as a mainstream form of entertainment, with a large and dedicated audience expected to continue to grow in the coming years.

References

0. – https://www.www.businessofapps.com

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

2. – https://www.twitchtracker.com

3. – https://www.www.statista.com

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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