Global revenue of the eSports market 2019, by segment

This statistic displays an estimate of the eSports market revenue worldwide in 2019, broken down by segment. During 2019, the merchandise and tickets segment in the global eSports market was expected to generate 103.7 million U.S. dollars in revenue.

eSports market – additional information

Video gaming has long stopped being entertainment solely for the solitary player holed up in their living room. Today, not only is video gaming a networking activity, but it has also become a regularly scheduled, profit-generating pastime in the form of eSports. eSports can be described as organized multiplayer gaming events, mostly between professional players. There is usually a series of tournaments which culminate in championships, both at a regional and a global level. One of the most popular games featured in eSports competitions is League of Legends. In fact, the League of Legends World championship in 2016 was recorded as having the third largest viewership of any eSports tournament so far, with 43 million unique viewers.

The entire eSports market is expected to grow over the coming years, with worldwide revenues projected to reach 1.79 billion U.S. dollars in 2022. Looking at the latest regional profitability data, Asia was considered to be generating a lion’s share of the revenues in 2017, followed by North America with its 392 million U.S. dollar eSports market.

eSports is profitable, not only for the entire industry, but also for the individual players. As of 2019, the highest earnings were those of a German professional gamer, Kuro Salehi Takhasomi, more known among his peers as "KuroKy". Throughout his recorded gaming career, KuroKy has earned almost 4.14 million U.S. dollars through playing Dota 2. Among female players, the profits are significantly smaller. To date, the highest earning female gamer, Sasha Hostyn, who goes by "Scarlett" in the gaming industry, has made over 297 thousand U.S. dollars in the course of her eSports career.

eSports market revenue worldwide in 2019, by segment

Revenue in million U.S. dollars
Media rights251.3
Merchandise & tickets103.7
Game publisher fees95.2
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Release date

February 2019



Survey time period


Special properties

figures are estimates; excludes revenues from betting, fantasy leagues, and similar cash-payout concepts, as well as revenues generated wtihin games

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Statistics on "eSports market worldwide"

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