Key Takeaways
- 83% of companies in a 2020 global survey reported that they train employees to improve job performance and productivity
- 1 in 2 workers report using online learning at least sometimes to improve skills (World Bank data compiled in 2019–2020 surveys)
- 88% of organizations in 2022 said employee training and development is important to maintaining competitive advantage
- US$307 billion was invested globally in learning and development in 2022 (training spend baseline used in many workforce skills analyses)
- 4.2x ROI is reported in a 2020 meta-analysis of learning effectiveness (training can yield multiple times the cost when linked to business outcomes)
- 31% of employees in a 2023 global survey said they would stay longer if their company invested in training and development
- 64% of employees in a 2022 survey said effective training improved their confidence at work (confidence is a leading proxy for performance readiness)
- 48% of organizations reported improved employee retention outcomes after reskilling initiatives in 2022 (retention outcome metric)
- 38% of employers in 2022 reported a shortage of workers with digital skills, motivating upskilling programs
- US$343 billion global market size for corporate e-learning in 2023 (used as a proxy for reskilling/upskilling delivery budgets)
- US$38.9 billion global market size for learning management systems (LMS) in 2023
Esports upskilling drives competitiveness, with most workers and companies seeing major gains from training.
Related reading
- Upskilling And Reskilling In IndustryUpskilling And Reskilling In The Gaming Industry Statistics
- Upskilling And Reskilling In IndustryUpskilling And Reskilling In The Video Game Industry Statistics
- Upskilling And Reskilling In IndustryUpskilling And Reskilling In The Asset Management Industry Statistics
- Upskilling And Reskilling In IndustryUpskilling And Reskilling In The Publishing Industry Statistics
01 · Category
User Adoption5 stats
User Adoption Interpretation
02 · Category
Cost Analysis2 stats
Cost Analysis Interpretation
More related reading
03 · Category
Performance Metrics6 stats
Performance Metrics Interpretation
04 · Category
Market Size14 stats
Market Size Interpretation
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.
Kevin O'Brien. (2026, February 13). Upskilling And Reskilling In The Esports Industry Statistics. Gitnux. https://gitnux.org/upskilling-and-reskilling-in-the-esports-industry-statistics
Kevin O'Brien. "Upskilling And Reskilling In The Esports Industry Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/upskilling-and-reskilling-in-the-esports-industry-statistics.
Kevin O'Brien. 2026. "Upskilling And Reskilling In The Esports Industry Statistics." Gitnux. https://gitnux.org/upskilling-and-reskilling-in-the-esports-industry-statistics.
Sources & references
27 datasets cited across this report · attribution is report-level
+7 additional datasets cited (not shown individually)

