Everything you need to know!
Once thought to be a flash in the pan, the eSports industry has continued to enjoy steady growth that will see it hit some serious figures in the years to come. In 2025, the market was already at over $8 billion in size. From 2026 to 2035, with a compound annual growth rate of 21.2 percent, it’ll grow to be worth over $55.4 billion.
As this growth gets more coverage and the forecast figures come to fruition, more brands will look to get involved, propelling further expansions and ways for finding more to engage with the scene. From there, some brands may look to leverage their growing notability into different arenas, further cementing the eSports industry worldwide.
Growth in Pillar Competitions and Key Regions
Growth in market size and value is one thing; collecting greater revenues is another. Ultimately, everyone in the industry wants to make money, while onlookers want to see the opportunity to make more money if they commit. As of 2024, it was found that eSports was making $2.4 billion in revenue, which is already very impressive.
Much of that revenue is generated in the region where there’s the most enthusiasm for eSports, Asia. Massive tournaments take place regularly in Asia, with it being the epicenter of the surge in mobile-based eSports competitions and the cash that they generate. China, the Republic of Korea, Japan, and India lead in this region.
Audience figures are a big part of the selling point of eSports. Audiences are large, engaged, and thrive in the competitive arena. Even one of the primary pillar competitions that’s been core to eSports for some 13 years now is still seeing a good ten percent year-on-year growth at over 5 million viewers.
Unlike in the industry that eSports offshoot of, new competitions don’t necessarily take the spotlight or phase out existing ones. The three pillar competitions were launched between 2009 and 2013. There is still space for growth and expansion, though, as the second most-watched competition came out in the middle of 2020.
Growing the eSports Brand
Making a big push to expand the market is being seen across eSports. One of the headline acts in this regard is BLAST. The competition operator generated $133 million in 2025 – a new record and close to a 40 percent year-on-year increase – thanks to its success in major US markets. The Austin Major was a big part of this advance.
However, eSports is still relatively contained. It’s done well to expand its brands into some associated fields, like energy drinks and certain bits of tech, but the next step will be to get into other zones of entertainment to reach newer audiences worldwide. Branded, non-eSports experiences and shows would be the main targets now.
In the world of bingo slot games, you can see several officially branded games that grow those audiences. The Walking Dead’s official games, Discovery’s Gold Rush, and some classic films have all created licensed games here that grow the brand.
Going even further, a greater focus on something like a Drive to Survive-style show on a major platform like Netflix could further propel interest. It’s worked wonders for Formula One’s fan base in major markets beyond its traditional home, and the platform has continued to apply the formula to other sports, like golf.
Still showing very strong signs of growth, eSports looks primed to continue to expand into new regions and reach much greater heights as new audiences get unlocked.