Key Takeaways
- 1.9 billion global esports viewers projected in 2025, reflecting continued audience growth
- 20.9% of global esports audiences were in North America in 2023
- 1.6 billion annual esports video views projected in 2025
- $2.8 billion global esports sponsorship revenue expected in 2024
- $1.7 billion global esports media rights revenue expected in 2024
- $2.1 billion global esports merchandise revenue expected in 2024
- 46% of esports fans report watching esports on streaming platforms weekly or more often
- 57% of esports fans prefer brands that sponsor events over brands that only run ads
- 1.5% median email marketing conversion rate for gaming/esports brands in 2023
- 65% of esports marketers plan to increase investment in creator partnerships in 2024
- 71% of esports fans are interested in competitive gaming sponsored by mainstream brands
- 73% of esports marketers report using event sponsorships as a core channel in 2024
- 49% of esports marketers report using first-party data strategies in 2024
- 5.7% average annual growth rate (CAGR) for esports marketing services through 2028
- $3.3 billion expected global esports technology spend in 2025 (tools for engagement, CRM, analytics)
Esports continues surging with record sponsorship and media revenues, while fans increasingly back streaming and creators.
Related reading
01 · Category
Industry Audience3 stats
Industry Audience Interpretation
02 · Category
Industry Revenue9 stats
Industry Revenue Interpretation
03 · Category
User Behavior2 stats
User Behavior Interpretation
More related reading
04 · Category
Marketing Performance1 stats
Marketing Performance Interpretation
05 · Category
Industry Trends3 stats
Industry Trends Interpretation
06 · Category
User Adoption6 stats
User Adoption Interpretation
Where esports marketing budgets go
Sponsorship and media rights are major revenue drivers, with advertising and creator/engagement initiatives also playing key roles.
Cite This Report
This report is designed to be cited. We maintain stable URLs and versioned verification dates. Copy the format appropriate for your publication below.
Elif Demirci. (2026, February 13). Marketing In The Esports Industry Statistics. Gitnux. https://gitnux.org/marketing-in-the-esports-industry-statistics
Elif Demirci. "Marketing In The Esports Industry Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/marketing-in-the-esports-industry-statistics.
Elif Demirci. 2026. "Marketing In The Esports Industry Statistics." Gitnux. https://gitnux.org/marketing-in-the-esports-industry-statistics.
Sources & references
24 datasets cited across this report · attribution is report-level
+7 additional datasets cited (not shown individually)

