Technology

Will the global revenue from eSports (excluding betting) exceed $2.5 billion annually before the end of 2028?

Forecasting sustained, high-growth commercialization of competitive video gaming.

Yes 29%Maybe 45%No 26%

42 total votes

Analysis

eSports Revenue Rises: Breaking $2.5 Billion Annually by 2028


eSports, professional competitive video gaming, has firmly established itself as a legitimate form of media and entertainment. This prediction is that the global annual revenue generated by eSports (excluding revenue from betting) will exceed $2.5 billion before the end of 2028.

Diversified Revenue Streams

This revenue growth is driven by the maturation and diversification of the eSports economy:

  • **Media Rights:** Large, multi-year contracts from streaming services and traditional broadcasters (Twitch, YouTube, linear TV) for broadcasting rights.
  • **Sponsorships & Advertising:** Major global brands (automotive, non-endemic tech, soft drinks) are investing heavily in team and league sponsorships to reach the young, digitally native audience.
  • **Merchandise & Tickets:** Growing revenue from in-person events and physical/digital team merchandise sales.
  • **Publisher Fees:** Direct investments from game publishers (like Riot Games and Valve) into the ecosystem.

While the market has experienced some volatility, the underlying audience growth remains strong, particularly in Asia, Europe, and North America. The 2028 timeline allows for the current generation of long-term media and sponsorship deals to fully mature, pushing the global revenue past the $2.5 billion threshold.

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