Niko Partners
into a scalable mass-market powerhouse. While professional PC esports historically dominated revenue, mobile esports is rapidly closing the gap, fueled by sophisticated monetization strategies including media rights
Niko Partners
levels. The methodology blends survey‑derived player profiles with AppMagic’s download, revenue, and esports viewership data across 21 metrics, weighted into four categories—monetization, engagement, esports appeal
Newzoo
position as the primary market leader, maintaining the largest share of both global esports revenues and the highest concentration of esports enthusiasts. Audience engagement has surged significantly, with
Aldora
anticipation of new hardware cycles. In contrast, the esports and live-streaming sectors face ongoing profitability challenges; esports revenue is projected to decline by 8.3% in 2025, while
Niko Partners
with global esports prize pools increasing 40% between 2017 and 2019 to exceed $228 million. In 2019 alone, mobile esports generated $19.5 billion in global revenue, with Asia
Newzoo
highlights the rise of “games as a service,” cloud gaming, and esports ecosystems, citing 2020 revenue growth of 29 % in PC games and a 19.6 % increase in mobile
Newzoo
global esports and live streaming industry is undergoing a period of robust expansion, with total esports revenue projected to reach $1.38 billion in 2022 and an audience base
EY
with Free Fire and BGMI generating a quarter of in‑app purchase revenue, while esports viewership climbs to 78 % of gamers. Music and radio also expand through digital
Nintendo
increasingly defined by the convergence of gaming, live streaming, and broader entertainment. Esports revenue is expected to reach ¥21.8 billion by 2025, supported by a shift in viewership
Newzoo
open app store ecosystems, challenging traditional distribution gatekeepers. Within the esports sector, organizations are actively diversifying revenue streams by prioritizing mobile-first titles and leveraging co-streaming
Ukie, Olsberg SPI, Nordicity
alone, the sector generated approximately £60 million in revenue—about eight per cent of global esports earnings—and contributed £111.5 million to the national Gross Value Added, supporting
Niko Partners
regulations in 2019 and the formation of the Japan Esports Union, the industry has experienced consistent growth. Market revenue reached $69.4 million in 2021 and rose
AEVI
doubled, rising from €14.5 million to €35 million in revenue, which now represents roughly four percent of global esports income. Employment grew to about 600 individuals, including
European Games Developer Federation
Agreement to reduce energy consumption. Finally, the report identifies esports as a high-growth segment, with global revenues surpassing $1 billion
IIDEA – Italian Interactive Digital Entertainment Association
analysis evaluates Italy’s esports ecosystem in 2024, aiming to map its audience composition, revenue structure, and strategic priorities for industry participants. Findings reveal a core fan base
PayPal
from 2019, with 33 million classified as “Esports Enthusiasts” and the remaining 59 million as occasional viewers. Revenue projections for the global market hit €973.9 million
Newzoo
mobile revenue and all top-grossing titles. While China and Japan lead in total revenue, Japan maintains the highest value per user with an average revenue per download
Newzoo
represents a rapidly accelerating segment of the global esports market, characterized by high growth rates in both viewership and revenue. Between 2019 and 2024, the region is projected
Basic Roots Consulting
genres such as hyper‑casual games and esports. RMG now accounts for approximately 82 % of India’s gaming revenue, yet monetization remains weak relative to download volumes; only
Ukie
contracted 15 % after pandemic‑related cancellations, whereas esports surged 44 % YoY, driven by a rise in UK‑based tournaments. Subscription revenue rose modestly as price hikes offset
IIDEA – Italian Interactive Digital Entertainment Association
analysis positions esports as a rapidly expanding digital sport that, in 2021, generated $947.1 million in revenue and attracted more than 215 million fans worldwide, with total direct
Savvy Games Group
currently ranking eighth worldwide by net revenue. The organization serves as the primary vehicle for Saudi Arabia’s National Gaming and Esports Strategy, which seeks to generate
Stream Hatchet
larger share of the competitive esports market. Emerging platforms like Kick have successfully disrupted traditional market shares by offering aggressive revenue splits, leading to a more fragmented
Niko Partners
total Asian games revenue, the region is projected to maintain a compound annual growth rate of 8.6% through 2025. Esports serves as a primary driver for this growth
Riot Games
contraction in total revenue to $625 million, the industry solidified its position as a major global hub for mobile development and esports. The primary thesis of the market
Niko Partners
generated $1.8 billion in revenue and supported 67.4 million gamers. This growth is underpinned by a strong mobile-first ecosystem and a burgeoning esports sector that benefits from
Game Publishing & Marketing Summit
services and the esports sector. Subscriptions are expected to reach 318 million active users and a $21.6 billion valuation by 2030, while the esports market is projected
Newzoo
revenue for major firms like Tencent and NetEase, these regulations threaten long-term market growth by reducing the future pipeline of engaged players and esports talent. The administrative
Shorooq Partners
esports expansion. Mobile‑first development dominates, with 70 % of developers prioritising data analytics and 50 % investing in AI tools. In‑app purchases, advertising and subscriptions drive revenue, with
British Esports, Ukie
revenue streams but require regulatory clarity and infrastructure investment. Coordinated action across stakeholders is essential to unlock the UK’s full economic and cultural potential in esports
Mobile esports is positioned to become the primary catalyst for growth in the digital games industry over the next five years, leveraging a global player base of 2.53 billion that already surpasses the combined reach of PC and console gaming. In 2018, mobile esports titles generated $15.32 billion in revenue, representing over a quarter of the total mobile market. This expansion is driven by high smartphone penetration and a fundamental shift from high-profile spectator events toward a pervasive ecosystem of regional and online-only competitions. By lowering barriers to entry, the sector has successfully attracted a more diverse and gender-balanced audience than traditional competitive gaming platforms.
The industry is currently transitioning from a publisher-funded marketing tool into a scalable mass-market powerhouse. While professional PC esports historically dominated revenue, mobile esports is rapidly closing the gap, fueled by sophisticated monetization strategies including media rights, sponsorships, and microtransaction-based models like season passes. Asia serves as the epicenter of this evolution, with China and Southeast Asia hosting the most concentrated markets for competitive mobile titles. Significant investments from traditional sports franchises and the expansion of media rights into mainstream cable television further signal the professionalization and maturation of the sector.
Technological advancements in 5G and cloud gaming are disrupting the historical dominance of PC titles by delivering high-quality competitive experiences on accessible hardware. This technological shift, combined with strong government support in Asian markets, has led to explosive growth, exemplified by a 44.5% revenue increase in top Belt and Road markets during the first half of 2019. As industry leaders establish franchised leagues and record-breaking prize pools, the mobile esports model is proving more sustainable and participatory than its predecessors. Ultimately, the sector’s massive reach and superior monetization capabilities ensure its trajectory to overtake PC esports as the dominant global competitive gaming format.
The image displays a graph showing the growth of mobile internet users from 2018 to 2025. The graph shows that the number of mobile internet users is expected to increase from 3.6 billion in 2018 to 5.0 billion by 2025. The graph also shows that the number of mobile internet users is expected to increase from 3.6 billion in 2018 to 5.0 billion by 2025. The graph is a line graph, with the x-axis showing the year and the y-axis showing the number of mobile internet users. The line is blue, and it
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