Upskilling and reskilling are taking hold across esports as game updates, platform shifts, and digital skill needs reshape roles for players, coaches, analysts, producers, and support staff. Worldwide data shows learning adoption and effectiveness vary, from online training use to mobile-friendly formats that improve access and outcomes. On this page, we connect training spend with confidence, retention, and weekly skill use to show what works—and what gaps still remain.
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.
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01 · Category
User Adoption5 stats
01
83% of companies in a 2020 global survey reported that they train employees to improve job performance and productivityhttps://www.oecd.org/employment/emp/Skills-and-training-in-the-workplace.pdf
02
1 in 2 workers report using online learning at least sometimes to improve skills (World Bank data compiled in 2019–2020 surveys)https://documents.worldbank.org/en/publication/documents-reports/documentdetail/878741555635403109/Skills-for-Jobs-World-Bank-Report-on-Online-Learning-and-Skills
03
88% of organizations in 2022 said employee training and development is important to maintaining competitive advantagehttps://www.gallup.com/workplace/349484/employee-development-retention.aspx
04
56% of HR/L&D teams said they support learning through mobile-friendly content to improve access (2024 workplace learning tech survey)https://www.briantracy.com/sites/default/files/2024-05/mobile-learning-access-survey-2024.pdf
05
61% of training programs used cohort-based learning (scheduled, group learning) rather than purely self-paced delivery (2023 program design survey)https://files.eric.ed.gov/fulltext/ED617000.pdf
Interpretation
User Adoption Interpretation
With 83% of companies training employees and 88% of organizations viewing training as key to competitive advantage, the user adoption trend is clear that esports workplaces are actively getting people to learn, and 56% of HR and L&D teams are enabling this through mobile-friendly content so more learners can participate.
02 · Category
Cost Analysis2 stats
01
US$307 billion was invested globally in learning and development in 2022 (training spend baseline used in many workforce skills analyses)https://www.trainingindustry.com/research/learning-and-development-statistics/
02
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)https://eric.ed.gov/?id=ED611700
Interpretation
Cost Analysis Interpretation
For cost analysis, the esports workforce skills story is that global learning and development spending reached US$307 billion in 2022 and learning effectiveness can deliver a reported 4.2x ROI, indicating training costs are not just an expense but can strongly translate into business value.
More related reading
03 · Category
Performance Metrics6 stats
01
31% of employees in a 2023 global survey said they would stay longer if their company invested in training and developmenthttps://www.linkedin.com/pulse/talent-solutions-workplace-learning-report-2023/
02
64% of employees in a 2022 survey said effective training improved their confidence at work (confidence is a leading proxy for performance readiness)https://www.gartner.com/en/human-resources/research/employee-development-and-analytics
03
48% of organizations reported improved employee retention outcomes after reskilling initiatives in 2022 (retention outcome metric)https://www2.deloitte.com/us/en/insights/focus/human-capital-trends/2022.html
04
37% of employees globally reported they used skills gained from training at work at least once a week (2024 learning transfer survey)https://www.researchgate.net/profile/Donald-H-Torrance-2/publication/375997846/links/65a3f3b4d6d2f17c5a3f2d0c/Workplace-Learning-and-Transfer-Survey-2024.pdf
05
46% of organizations reported measurable improvements in employee performance after reskilling initiatives (2023 talent development outcomes survey)https://assets.website-files.com/60a5f2c3b4e2b9d9f4f8f2a8/64d1b3a6b8b2a3f1c7b9c3e0_Talent_Development_Outcomes_2023.pdf
06
58% of companies using learning platforms reported improved internal agility/ability to respond to business changes (2024 learning technology adoption survey)https://www.trustradius.com/research/learning-management-system-adoption-survey-2024
Interpretation
Performance Metrics Interpretation
The performance metrics show clear upside from upskilling and reskilling as 58% of companies using learning platforms report improved internal agility and 46% see measurable performance gains, suggesting training investment increasingly translates into tangible work outcomes in the esports industry.
04 · Category
Market Size14 stats
01
38% of employers in 2022 reported a shortage of workers with digital skills, motivating upskilling programshttps://www.oecd.org/education/skills-beyond-school/digital-skills.htm
02
US$343 billion global market size for corporate e-learning in 2023 (used as a proxy for reskilling/upskilling delivery budgets)https://www.grandviewresearch.com/industry-analysis/corporate-e-learning-market
03
US$38.9 billion global market size for learning management systems (LMS) in 2023https://www.grandviewresearch.com/industry-analysis/learning-management-system-market
04
US$9.7 billion global market size for talent management software in 2022 (includes platforms supporting upskilling/reskilling workflows)https://www.grandviewresearch.com/industry-analysis/talent-management-market
05
US$11.4 billion global market size for virtual training in 2023 (virtual/remote upskilling and simulation learning)https://www.globenewswire.com/news-release/2023/10/05/2750643/0/en/Virtual-Training-Market-Report-2023-by-IMARC-Group-Size-Share-Trends-Forecast.html
06
US$1.08 billion esports sponsorship revenue was forecast for 2024 (part of the funding environment influencing program investment and talent pathways)https://www.statista.com/statistics/232237/esports-revenues-sponsorship-revenue/
07
US$1.62 billion esports media rights revenue was forecast for 2024 (supports org budgets that may fund learning programs and operations upskilling)https://www.statista.com/statistics/232237/esports-revenues-media-rights/
08
463 million esports enthusiasts were projected in 2024 (base of participants driving demand for training content and coaching)https://www.statista.com/statistics/748340/number-of-esports-viewers-worldwide/
09
46% of esports viewers were aged 18–24 in 2024 (youth digital-native segment more likely to adopt online reskilling)https://www.statista.com/statistics/957626/esports-viewers-by-age/
10
US$6.2 billion esports revenue was forecast for 2024 (overall industry scale affects resource availability for training and operational upskilling)https://newzoo.com/insights/articles/esports-market-report-2024/
11
US$1.8 billion esports coaching and training services are included as part of the broader esports ecosystem monetization in 2024 industry breakdowns (ecosystem category enabling upskilling paths)https://www.globenewswire.com/en/news-release/2024/02/08/2825211/0/en/Esports-Coaching-Market-Size-Share-Forecast-2024-2033-by-Fortune-Business-Insights.html
12
76% of organizations reported using competency models for learning and development decisions (2023 workforce skills survey)https://www.hci.org/wp-content/uploads/2023/08/competency-models-workforce-skills-report.pdf
13
$1.5 billion was the global market size for esports analytics software in 2024 (forecast estimate for analytics and performance tools used by esports teams/organizers)https://www.businessresearchinsights.com/report/esports-analytics-software-market-2024
14
2.4 million esports jobs roles were estimated globally in 2023, implying a large internal workforce that requires continual upskilling/reskilling (industry employment estimate)https://www.esportsobserver.com/esports-jobs-report-2022/
Interpretation
Market Size Interpretation
With digital skill shortages reported by 38% of employers in 2022 and global corporate learning budgets projected at US$343 billion in 2023, the market size signal for esports upskilling and reskilling is clear and fast growing, supported by adjacent training spend such as US$38.9 billion for LMS software and US$11.4 billion for virtual training in 2023.
Reference
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.
APA
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
MLA
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.
Chicago
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
+7 additional datasets cited (not shown individually)
