Global Esports Market Size study, by Revenue Source (Sponsorship, Advertising, Merchandise & Tickets, Media Rights), by Streaming, and Regional Forecasts 2022-2032

Global Esports Market is valued at approximately USD 1.73 billion in 2023 and is anticipated to grow with an extraordinary compound annual growth rate of more than 23.10% over the forecast period 2024-2032. Esports, or competitive video gaming, has rapidly evolved from a niche subculture to a global entertainment powerhouse, captivating millions of fans worldwide with real-time digital showdowns streamed across platforms like Twitch, YouTube Gaming, and Facebook Gaming. At the heart of this digital revolution lies a confluence of high-speed connectivity, next-gen gaming titles, and immersive streaming experiences that are transforming the way audiences consume sports, socialize, and engage with brands. With robust monetization opportunities through sponsorships, media rights, and digital ticketing, esports is not just a game—it’s an ecosystem reshaping the future of entertainment.
Driving this momentum is the unprecedented surge in mobile gaming, cloud-based multiplayer platforms, and an expanding base of Gen Z and millennial consumers who favor digital interaction over traditional media. The ecosystem thrives on a multilayered revenue model that combines live tournament events, online fan engagement, merchandise sales, and advertiser integrations within gameplay and streaming interfaces. Brands—ranging from endemic companies like hardware manufacturers to global giants like Coca-Cola and Nike—are strategically aligning with esports organizations, leveraging influencer-driven fan communities and real-time interaction to unlock high-ROI marketing channels.
Despite this remarkable expansion, the esports market faces operational and structural hurdles. Fragmented league structures, inconsistent revenue distribution among players and organizers, and challenges in long-term franchise sustainability continue to test the industry’s scalability. Furthermore, regulatory scrutiny concerning in-game betting, age restrictions, and broadcasting rights poses additional complexity. However, technological advancements in real-time data analytics, AI-based fan engagement, and VR-integrated gameplay are beginning to resolve these inefficiencies and open up new revenue streams that further solidify esports’ mainstream status.
Regionally, North America maintains a stronghold due to significant corporate sponsorship, the presence of globally recognized esports organizations, and a technologically literate audience base. Europe follows closely, driven by growing viewership numbers, structured league systems, and national team competitions supported by government-backed digital innovation initiatives. Meanwhile, Asia Pacific—home to esports giants like China, South Korea, and Japan—represents the fastest-growing region, buoyed by massive gaming populations, mobile-first internet infrastructure, and aggressive public and private investments in esports arenas and academies.
Major market players included in this report are:
By Revenue Source
North America
Historical year – 2022
Base year – 2023
Forecast period – 2024 to 2032
Key Takeaways:
Driving this momentum is the unprecedented surge in mobile gaming, cloud-based multiplayer platforms, and an expanding base of Gen Z and millennial consumers who favor digital interaction over traditional media. The ecosystem thrives on a multilayered revenue model that combines live tournament events, online fan engagement, merchandise sales, and advertiser integrations within gameplay and streaming interfaces. Brands—ranging from endemic companies like hardware manufacturers to global giants like Coca-Cola and Nike—are strategically aligning with esports organizations, leveraging influencer-driven fan communities and real-time interaction to unlock high-ROI marketing channels.
Despite this remarkable expansion, the esports market faces operational and structural hurdles. Fragmented league structures, inconsistent revenue distribution among players and organizers, and challenges in long-term franchise sustainability continue to test the industry’s scalability. Furthermore, regulatory scrutiny concerning in-game betting, age restrictions, and broadcasting rights poses additional complexity. However, technological advancements in real-time data analytics, AI-based fan engagement, and VR-integrated gameplay are beginning to resolve these inefficiencies and open up new revenue streams that further solidify esports’ mainstream status.
Regionally, North America maintains a stronghold due to significant corporate sponsorship, the presence of globally recognized esports organizations, and a technologically literate audience base. Europe follows closely, driven by growing viewership numbers, structured league systems, and national team competitions supported by government-backed digital innovation initiatives. Meanwhile, Asia Pacific—home to esports giants like China, South Korea, and Japan—represents the fastest-growing region, buoyed by massive gaming populations, mobile-first internet infrastructure, and aggressive public and private investments in esports arenas and academies.
Major market players included in this report are:
- Activision Blizzard, Inc.
- Tencent Holdings Ltd.
- Electronic Arts Inc.
- Epic Games, Inc.
- Valve Corporation
- Riot Games, Inc.
- Nintendo Co., Ltd.
- Take-Two Interactive Software, Inc.
- Ubisoft Entertainment SA
- Sony Interactive Entertainment LLC
- ESL Gaming GmbH
- FACEIT
- BoomTV
- Huya Inc.
- Bilibili Inc.
By Revenue Source
- Sponsorship
- Advertising
- Merchandise & Tickets
- Media Rights
- Live Streaming
- On-demand Streaming
North America
- U.S.
- Canada
- UK
- Germany
- France
- Spain
- Italy
- ROE
- China
- India
- Japan
- Australia
- South Korea
- RoAPAC
- Brazil
- Mexico
- Saudi Arabia
- South Africa
- RoMEA
Historical year – 2022
Base year – 2023
Forecast period – 2024 to 2032
Key Takeaways:
- Market Estimates & Forecast for 10 years from 2022 to 2032.
- Annualized revenues and regional level analysis for each market segment.
- Detailed analysis of geographical landscape with Country level analysis of major regions.
- Competitive landscape with information on major players in the market.
- Analysis of key business strategies and recommendations on future market approach.
- Analysis of competitive structure of the market.
- Demand side and supply side analysis of the market.
- Activision Blizzard, Inc.
- Tencent Holdings Ltd.
- Electronic Arts Inc.
- Epic Games, Inc.
- Valve Corporation
- Riot Games, Inc.
- Nintendo Co., Ltd.
- Take-Two Interactive Software, Inc.
- Ubisoft Entertainment SA
- Sony Interactive Entertainment LLC
- ESL Gaming GmbH
- FACEIT
- BoomTV
- Huya Inc.
- Bilibili Inc.
CHAPTER 1. GLOBAL ESPORTS MARKET EXECUTIVE SUMMARY
1.1. Global Esports Market Size & Forecast (2022-2032)
1.2. Regional Summary
1.3. Segmental Summary
1.3.1. By Revenue Source
1.3.2. By Streaming
1.4. Key Trends
1.5. Recession Impact
1.6. Analyst Recommendation & Conclusion
CHAPTER 2. GLOBAL ESPORTS MARKET DEFINITION AND RESEARCH ASSUMPTIONS
2.1. Research Objective
2.2. Market Definition
2.3. Research Assumptions
2.3.1. Inclusion & Exclusion
2.3.2. Limitations
2.3.3. Supply Side Analysis
2.3.3.1. Availability
2.3.3.2. Infrastructure
2.3.3.3. Regulatory Environment
2.3.3.4. Market Competition
2.3.3.5. Economic Viability (Organizer’s Perspective)
2.3.4. Demand Side Analysis
2.3.4.1. Regulatory Frameworks
2.3.4.2. Technological Advancements
2.3.4.3. Environmental Considerations
2.3.4.4. Fan Engagement & Acceptance
2.4. Estimation Methodology
2.5. Years Considered for the Study
2.6. Currency Conversion Rates
CHAPTER 3. GLOBAL ESPORTS MARKET DYNAMICS
3.1. Market Drivers
3.1.1. Rapid Growth of Mobile and Cloud Gaming
3.1.2. Surge in Corporate Sponsorship and Advertising
3.1.3. Expansion of Global Online Streaming Platforms
3.2. Market Challenges
3.2.1. Fragmented League and Tournament Structures
3.2.2. Inconsistent Revenue Distribution Models
3.2.3. Regulatory Scrutiny on Betting and Broadcasting
3.3. Market Opportunities
3.3.1. Advances in Real-Time Data Analytics and AI Engagement
3.3.2. Virtual Reality and Immersive Viewing Experiences
3.3.3. Monetization via Digital Merchandise and NFTs
CHAPTER 4. GLOBAL ESPORTS MARKET INDUSTRY ANALYSIS
4.1. Porter’s Five Forces Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s Five Forces
4.1.7. Porter’s Five Forces Impact Analysis
4.2. PESTEL Analysis
4.2.1. Political
4.2.2. Economic
4.2.3. Social
4.2.4. Technological
4.2.5. Environmental
4.2.6. Legal
4.3. Top Investment Opportunity
4.4. Top Winning Strategies
4.5. Disruptive Trends
4.6. Industry Expert Perspective
4.7. Analyst Recommendation & Conclusion
CHAPTER 5. GLOBAL ESPORTS MARKET SIZE & FORECASTS BY REVENUE SOURCE 2022-2032
5.1. Segment Dashboard
5.2. Global Esports Market: Revenue Source Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
5.2.1. Sponsorship
5.2.2. Advertising
5.2.3. Merchandise & Tickets
5.2.4. Media Rights
CHAPTER 6. GLOBAL ESPORTS MARKET SIZE & FORECASTS BY STREAMING 2022-2032
6.1. Segment Dashboard
6.2. Global Esports Market: Streaming Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
6.2.1. Live Streaming
6.2.2. On-demand Streaming
CHAPTER 7. GLOBAL ESPORTS MARKET SIZE & FORECASTS BY REGION 2022-2032
7.1. North America
7.1.1. U.S. Esports Market
7.1.1.1. Revenue Source breakdown size & forecasts, 2022-2032
7.1.1.2. Streaming breakdown size & forecasts, 2022-2032
7.1.2. Canada Esports Market
7.2. Europe
7.2.1. U.K. Esports Market
7.2.2. Germany Esports Market
7.2.3. France Esports Market
7.2.4. Spain Esports Market
7.2.5. Italy Esports Market
7.2.6. Rest of Europe Esports Market
7.3. Asia-Pacific
7.3.1. China Esports Market
7.3.2. India Esports Market
7.3.3. Japan Esports Market
7.3.4. Australia Esports Market
7.3.5. South Korea Esports Market
7.3.6. Rest of Asia-Pacific Esports Market
7.4. Latin America
7.4.1. Brazil Esports Market
7.4.2. Mexico Esports Market
7.4.3. Rest of Latin America Esports Market
7.5. Middle East & Africa
7.5.1. Saudi Arabia Esports Market
7.5.2. South Africa Esports Market
7.5.3. Rest of Middle East & Africa Esports Market
CHAPTER 8. COMPETITIVE INTELLIGENCE
8.1. Key Company SWOT Analysis
8.1.1. Activision Blizzard, Inc.
8.1.2. Tencent Holdings Ltd.
8.1.3. Electronic Arts Inc.
8.2. Top Market Strategies
8.3. Company Profiles
8.3.1. Activision Blizzard, Inc.
8.3.1.1. Key Information
8.3.1.2. Overview
8.3.1.3. Financial (Subject to Data Availability)
8.3.1.4. Product Summary
8.3.1.5. Market Strategies
8.3.2. Tencent Holdings Ltd.
8.3.3. Electronic Arts Inc.
8.3.4. Epic Games, Inc.
8.3.5. Valve Corporation
8.3.6. Riot Games, Inc.
8.3.7. Nintendo Co., Ltd.
8.3.8. Take-Two Interactive Software, Inc.
8.3.9. Ubisoft Entertainment SA
8.3.10. Sony Interactive Entertainment LLC
8.3.11. ESL Gaming GmbH
8.3.12. FACEIT
8.3.13. BoomTV
8.3.14. Huya Inc.
8.3.15. Bilibili Inc.
CHAPTER 9. RESEARCH PROCESS
9.1. Research Process
9.1.1. Data Mining
9.1.2. Analysis
9.1.3. Market Estimation
9.1.4. Validation
9.1.5. Publishing
9.2. Research Attributes
1.1. Global Esports Market Size & Forecast (2022-2032)
1.2. Regional Summary
1.3. Segmental Summary
1.3.1. By Revenue Source
1.3.2. By Streaming
1.4. Key Trends
1.5. Recession Impact
1.6. Analyst Recommendation & Conclusion
CHAPTER 2. GLOBAL ESPORTS MARKET DEFINITION AND RESEARCH ASSUMPTIONS
2.1. Research Objective
2.2. Market Definition
2.3. Research Assumptions
2.3.1. Inclusion & Exclusion
2.3.2. Limitations
2.3.3. Supply Side Analysis
2.3.3.1. Availability
2.3.3.2. Infrastructure
2.3.3.3. Regulatory Environment
2.3.3.4. Market Competition
2.3.3.5. Economic Viability (Organizer’s Perspective)
2.3.4. Demand Side Analysis
2.3.4.1. Regulatory Frameworks
2.3.4.2. Technological Advancements
2.3.4.3. Environmental Considerations
2.3.4.4. Fan Engagement & Acceptance
2.4. Estimation Methodology
2.5. Years Considered for the Study
2.6. Currency Conversion Rates
CHAPTER 3. GLOBAL ESPORTS MARKET DYNAMICS
3.1. Market Drivers
3.1.1. Rapid Growth of Mobile and Cloud Gaming
3.1.2. Surge in Corporate Sponsorship and Advertising
3.1.3. Expansion of Global Online Streaming Platforms
3.2. Market Challenges
3.2.1. Fragmented League and Tournament Structures
3.2.2. Inconsistent Revenue Distribution Models
3.2.3. Regulatory Scrutiny on Betting and Broadcasting
3.3. Market Opportunities
3.3.1. Advances in Real-Time Data Analytics and AI Engagement
3.3.2. Virtual Reality and Immersive Viewing Experiences
3.3.3. Monetization via Digital Merchandise and NFTs
CHAPTER 4. GLOBAL ESPORTS MARKET INDUSTRY ANALYSIS
4.1. Porter’s Five Forces Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s Five Forces
4.1.7. Porter’s Five Forces Impact Analysis
4.2. PESTEL Analysis
4.2.1. Political
4.2.2. Economic
4.2.3. Social
4.2.4. Technological
4.2.5. Environmental
4.2.6. Legal
4.3. Top Investment Opportunity
4.4. Top Winning Strategies
4.5. Disruptive Trends
4.6. Industry Expert Perspective
4.7. Analyst Recommendation & Conclusion
CHAPTER 5. GLOBAL ESPORTS MARKET SIZE & FORECASTS BY REVENUE SOURCE 2022-2032
5.1. Segment Dashboard
5.2. Global Esports Market: Revenue Source Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
5.2.1. Sponsorship
5.2.2. Advertising
5.2.3. Merchandise & Tickets
5.2.4. Media Rights
CHAPTER 6. GLOBAL ESPORTS MARKET SIZE & FORECASTS BY STREAMING 2022-2032
6.1. Segment Dashboard
6.2. Global Esports Market: Streaming Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
6.2.1. Live Streaming
6.2.2. On-demand Streaming
CHAPTER 7. GLOBAL ESPORTS MARKET SIZE & FORECASTS BY REGION 2022-2032
7.1. North America
7.1.1. U.S. Esports Market
7.1.1.1. Revenue Source breakdown size & forecasts, 2022-2032
7.1.1.2. Streaming breakdown size & forecasts, 2022-2032
7.1.2. Canada Esports Market
7.2. Europe
7.2.1. U.K. Esports Market
7.2.2. Germany Esports Market
7.2.3. France Esports Market
7.2.4. Spain Esports Market
7.2.5. Italy Esports Market
7.2.6. Rest of Europe Esports Market
7.3. Asia-Pacific
7.3.1. China Esports Market
7.3.2. India Esports Market
7.3.3. Japan Esports Market
7.3.4. Australia Esports Market
7.3.5. South Korea Esports Market
7.3.6. Rest of Asia-Pacific Esports Market
7.4. Latin America
7.4.1. Brazil Esports Market
7.4.2. Mexico Esports Market
7.4.3. Rest of Latin America Esports Market
7.5. Middle East & Africa
7.5.1. Saudi Arabia Esports Market
7.5.2. South Africa Esports Market
7.5.3. Rest of Middle East & Africa Esports Market
CHAPTER 8. COMPETITIVE INTELLIGENCE
8.1. Key Company SWOT Analysis
8.1.1. Activision Blizzard, Inc.
8.1.2. Tencent Holdings Ltd.
8.1.3. Electronic Arts Inc.
8.2. Top Market Strategies
8.3. Company Profiles
8.3.1. Activision Blizzard, Inc.
8.3.1.1. Key Information
8.3.1.2. Overview
8.3.1.3. Financial (Subject to Data Availability)
8.3.1.4. Product Summary
8.3.1.5. Market Strategies
8.3.2. Tencent Holdings Ltd.
8.3.3. Electronic Arts Inc.
8.3.4. Epic Games, Inc.
8.3.5. Valve Corporation
8.3.6. Riot Games, Inc.
8.3.7. Nintendo Co., Ltd.
8.3.8. Take-Two Interactive Software, Inc.
8.3.9. Ubisoft Entertainment SA
8.3.10. Sony Interactive Entertainment LLC
8.3.11. ESL Gaming GmbH
8.3.12. FACEIT
8.3.13. BoomTV
8.3.14. Huya Inc.
8.3.15. Bilibili Inc.
CHAPTER 9. RESEARCH PROCESS
9.1. Research Process
9.1.1. Data Mining
9.1.2. Analysis
9.1.3. Market Estimation
9.1.4. Validation
9.1.5. Publishing
9.2. Research Attributes
LIST OF TABLES
TABLE 1. Global Esports market, report scope
TABLE 2. Global Esports market estimates & forecasts by Region 2022-2032 (USD Million/Billion)
TABLE 3. Global Esports market estimates & forecasts by Revenue Source 2022-2032 (USD Million/Billion)
TABLE 4. Global Esports market estimates & forecasts by Streaming 2022-2032 (USD Million/Billion)
TABLE 5. Global Esports market by segment, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 6. Global Esports market by region, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 7. Global Esports market by segment, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 8. Global Esports market by region, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 9. Global Esports market by segment, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 10. Global Esports market by region, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 11. Global Esports market by segment, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 12. Global Esports market by region, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 13. Global Esports market by segment, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 14. Global Esports market by region, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 15. U.S. Esports market estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 16. U.S. Esports market estimates & forecasts by segment 2022-2032 (USD Million/Billion)
TABLE 17. U.S. Esports market estimates & forecasts by segment 2022-2032 (USD Million/Billion)
TABLE 18. Canada Esports market estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 19. Canada Esports market estimates & forecasts by segment 2022-2032 (USD Million/Billion)
TABLE 20. Canada Esports market estimates & forecasts by segment 2022-2032 (USD Million/Billion)
TABLE 1. Global Esports market, report scope
TABLE 2. Global Esports market estimates & forecasts by Region 2022-2032 (USD Million/Billion)
TABLE 3. Global Esports market estimates & forecasts by Revenue Source 2022-2032 (USD Million/Billion)
TABLE 4. Global Esports market estimates & forecasts by Streaming 2022-2032 (USD Million/Billion)
TABLE 5. Global Esports market by segment, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 6. Global Esports market by region, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 7. Global Esports market by segment, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 8. Global Esports market by region, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 9. Global Esports market by segment, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 10. Global Esports market by region, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 11. Global Esports market by segment, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 12. Global Esports market by region, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 13. Global Esports market by segment, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 14. Global Esports market by region, estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 15. U.S. Esports market estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 16. U.S. Esports market estimates & forecasts by segment 2022-2032 (USD Million/Billion)
TABLE 17. U.S. Esports market estimates & forecasts by segment 2022-2032 (USD Million/Billion)
TABLE 18. Canada Esports market estimates & forecasts, 2022-2032 (USD Million/Billion)
TABLE 19. Canada Esports market estimates & forecasts by segment 2022-2032 (USD Million/Billion)
TABLE 20. Canada Esports market estimates & forecasts by segment 2022-2032 (USD Million/Billion)
LIST OF FIGURES
FIG 1. Global Esports market, research methodology
FIG 2. Global Esports market, market estimation techniques
FIG 3. Global market size estimates & forecast methods
FIG 4. Global Esports market, key trends 2023
FIG 5. Global Esports market, growth prospects 2022-2032
FIG 6. Global Esports market, Porter’s Five Forces model
FIG 7. Global Esports market, PESTEL analysis
FIG 8. Global Esports market, value chain analysis
FIG 9. Global Esports market by segment, 2022 & 2032 (USD Million/Billion)
FIG 10. Global Esports market by segment, 2022 & 2032 (USD Million/Billion)
FIG 11. Global Esports market by segment, 2022 & 2032 (USD Million/Billion)
FIG 12. Global Esports market by segment, 2022 & 2032 (USD Million/Billion)
FIG 13. Global Esports market by segment, 2022 & 2032 (USD Million/Billion)
FIG 14. Global Esports market, regional snapshot 2022 & 2032
FIG 15. North America Esports market 2022 & 2032 (USD Million/Billion)
FIG 16. Europe Esports market 2022 & 2032 (USD Million/Billion)
FIG 17. Asia-Pacific Esports market 2022 & 2032 (USD Million/Billion)
FIG 18. Latin America Esports market 2022 & 2032 (USD Million/Billion)
FIG 19. Middle East & Africa Esports market 2022 & 2032 (USD Million/Billion)
FIG 20. Global Esports market, company market share analysis (2023)
FIG 1. Global Esports market, research methodology
FIG 2. Global Esports market, market estimation techniques
FIG 3. Global market size estimates & forecast methods
FIG 4. Global Esports market, key trends 2023
FIG 5. Global Esports market, growth prospects 2022-2032
FIG 6. Global Esports market, Porter’s Five Forces model
FIG 7. Global Esports market, PESTEL analysis
FIG 8. Global Esports market, value chain analysis
FIG 9. Global Esports market by segment, 2022 & 2032 (USD Million/Billion)
FIG 10. Global Esports market by segment, 2022 & 2032 (USD Million/Billion)
FIG 11. Global Esports market by segment, 2022 & 2032 (USD Million/Billion)
FIG 12. Global Esports market by segment, 2022 & 2032 (USD Million/Billion)
FIG 13. Global Esports market by segment, 2022 & 2032 (USD Million/Billion)
FIG 14. Global Esports market, regional snapshot 2022 & 2032
FIG 15. North America Esports market 2022 & 2032 (USD Million/Billion)
FIG 16. Europe Esports market 2022 & 2032 (USD Million/Billion)
FIG 17. Asia-Pacific Esports market 2022 & 2032 (USD Million/Billion)
FIG 18. Latin America Esports market 2022 & 2032 (USD Million/Billion)
FIG 19. Middle East & Africa Esports market 2022 & 2032 (USD Million/Billion)
FIG 20. Global Esports market, company market share analysis (2023)