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North America E-sports Market Outlook, 2030

the North American eSports market was estimated to generate more than 14 million by 2030.

The North America E-sports market underwent a significant transformation from 2020 to 2030, transitioning from a niche entertainment industry into a mainstream digital trend. With the integration of advanced technologies, increased internet access, and the ubiquity of mobile devices, e-sports has securely established itself at the heart of the region’s digital entertainment scene. The United States, in particular, has taken a leading role, with major investments from technology firms, media giants, and professional sports entities propelling the growth of competitive gaming across multiple platforms. In the early 2020s, the COVID-19 pandemic acted as a catalyst for the market, as physical sports and live events faced limitations, leading audiences to seek digital options such as e-sports. This transition not only broadened viewership but also initiated an increase in streaming activity on platforms like Twitch and YouTube Gaming. Consequently, sponsorship agreements, advertising income, and media rights within the e-sports field soared, drawing in both endemic brands (e. g. , gaming peripherals) and non-endemic brands (e. g. , energy drinks, clothing, and financial services).

North America e-sports market is expected to grow by 16.9% annually in the forecast period and reach $2,441.9 million by 2030. The increasing recognition of e-sports as a viable career path led to the establishment of high-profile leagues and tournaments, like the League of Legends Championship Series (LCS) and Call of Duty League, which attracted millions of viewers and created significant prize pools. Educational institutions started providing scholarships for e-sports athletes, while cities invested in specialized arenas and training centers, underscoring the growing societal acceptance of competitive gaming. Additionally, the rise of blockchain-based gaming platforms and the incorporation of NFTs and virtual assets opened up new monetization opportunities for players and teams. The growth of metaverse concepts further intertwined e-sports with social and virtual environments, allowing fans to engage, watch, and even take part in immersive digital experiences. From a business standpoint, North America transformed into a center for game developers, publishers, and content creators aiming to benefit from the expanding gaming audience. Venture capital and private equity investment surged into startups concentrating on e-sports analytics, player performance technologies, and fan engagement solutions. At the same time, cross-platform gaming and mobile e-sports broadened the market’s appeal to wider demographics, including casual gamers and younger viewers.

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The North America E-sports market is primarily influenced by the United States and Canada, with Mexico increasingly becoming a key player in the regional arena. These nations collectively enhance the region’s strong market presence due to their solid digital infrastructure, elevated internet penetration, and deeply ingrained gaming culture. The United States serves as the central force of the North American e-sports sector, hosting some of the most notable professional leagues, teams, and streaming platforms. Major cities like Los Angeles, New York, and Dallas have transformed into centers for e-sports activities, featuring advanced arenas, gaming organizations, and content studios that attract investments from technology giants, media organizations, and traditional sports franchises. Canada has also demonstrated significant advancement, driven by governmental backing, high levels of gaming engagement, and a flourishing indie game development community. Cities such as Toronto and Vancouver are increasingly hosting global e-sports events and nurturing local talent through university programs and community competitions. Canadian players and teams are now consistently participating in international contests, enhancing the country's visibility on the global platform. Mexico, although still developing its e-sports infrastructure, is swiftly gaining momentum with a younger demographic heavily involved in mobile and console gaming. The growth of Spanish-language streaming content and regional tournaments is enabling Mexico to establish its position in the competitive arena. Furthermore, international e-sports companies are starting to invest in Mexico to leverage its growing audience and gamer community. Together, these countries create a dynamic triad within the North American region, each contributing distinct advantages—whether it’s the economic supremacy of the U. S. , the creative and technical skills of Canada, or the rapidly emerging youth-focused scene in Mexico. Their combined endeavors are molding North America into a global pioneer in e-sports innovation, competition, and entertainment.

The e-sports landscape in North America encompasses a diverse range of game types, each attracting unique viewer demographics and competitive dynamics. Multiplayer Online Battle Arena (MOBA) titles such as League of Legends and Dota 2 dominate the professional scene, celebrated for their strategic depth and massive international fanbases. Player vs. Player (PvP) and First-Person Shooter (FPS) games like Call of Duty and Valorant captivate audiences through high-speed gameplay and individual skill displays. While Real-Time Strategy (RTS) games remain a niche category, titles like StarCraft II attract dedicated strategy enthusiasts. Massive Multiplayer Online Games (MMOGs) appeal to community-driven and role-playing audiences, with games like World of Warcraft maintaining a strong tournament presence. Furthermore, genres such as battle royales and sports simulations—Fortnite and FIFA among them—continue expanding the market's reach, fostering a vibrant and inclusive content ecosystem. The revenue structure of the North American e-sports market is multifaceted and robust. Game Publisher Fees provide the foundational investment for league formation and prize pools. Merchandise and ticket sales are vital during major in-person events, deepening brand engagement and fan interaction. Advertising revenues are growing rapidly as brands tap into the massive digital viewership. Sponsorships represent a significant revenue stream, with contributions from key sectors such as IT, consumer electronics, beverages, banking, retail, and others. Media Rights include both subscriptions for exclusive content and online advertisements shown during live streams and replays. Additional income stems from other revenue sources, such as in-game purchases tied to events or personalized viewer experiences, further strengthening the industry’s financial foundation and long-term viability.

Considered in this report
• Historic Year: 2019
• Base year: 2024
• Estimated year: 2025
• Forecast year: 2030

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Priyanka Makwana

Priyanka Makwana

Industry Research Analyst



Aspects covered in this report
• North America E-sports Market with its value and forecast along with its segments
• Various drivers and challenges
• On-going trends and developments
• Top profiled companies
• Strategic recommendation

By Game Type
• Multiplayer Online Battle Arena (MOBA)
• Player vs. Player (PvP)
• First Person Shooters (FPS)
• Real Time Strategy (RTS)
• Massive Multiplayer Online Games (MMOG)
• Other Game Types

By Revenue Source
• Game Publisher Fee
• Merchandize & Tickets
• Advertisement
• Sponsorships
• IT Industry
• Consumer Electronics
• Drink & Beverage
• Financial Institutes & Banks
• Retail Industry
• Others
• Media Rights
• Subscriptions
• Online Advertisements
• Other Revenue Sources

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Priyanka Makwana


By Device
• PCs
• Consoles
• Laptops & Tablets
• Smartphones
• Other Devices

By Streaming Platform
• YouTube
• Twitch
• Hayu
• DouYu
• Other Streaming Platforms

By Audience Type
• Regular Viewers
• Occasional Viewers

By Viewer Gender
• Male Viewers
• Female Viewers

By Age Group
• <18-Year-Old Viewers
• 19–25-Year-Old Viewers
• 26–35-Year-Old Viewers
• >35-Year-Old Viewers

The approach of the report:
This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and listing out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, annual report of companies, analyzing the government generated reports and databases. After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducted trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers in regional aspects, tier aspects, age group, and gender. Once we have primary data with us we have started verifying the details obtained from secondary sources.

Intended audience
This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to agriculture industry, government bodies and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry.

Table of Contents

  • 1. Introduction
  • 1.1. Industry Definition and Research Scope
  • 1.1.1. Industry Definition
  • 1.1.2. Research Scope
  • 1.2. Research Methodology
  • 1.2.1. Overview of Market Research Methodology
  • 1.2.2. Market Assumption
  • 1.2.3. Secondary Data
  • 1.2.4. Primary Data
  • 1.2.5. Data Filtration and Model Design
  • 1.2.6. Market Size/Share Estimation
  • 1.2.7. Research Limitations
  • 1.3. Executive Summary
  • 2. Market Overview and Dynamics
  • 2.1. Market Size and Forecast
  • 2.2. Major Growth Drivers
  • 2.3. Market Restraints and Challenges
  • 2.4. Emerging Opportunities and Market Trends
  • 2.5. Porter’s Fiver Forces Analysis
  • 3. Segmentation of North America Market by Game Type
  • 3.1. Market Overview by Game Type
  • 3.2. Multiplayer Online Battle Arena (MOBA)
  • 3.3. Player vs. Player (PvP)
  • 3.4. First Person Shooters (FPS)
  • 3.5. Real Time Strategy (RTS)
  • 3.6. Massive Multiplayer Online Games (MMOG)
  • 3.7. Other Game Types
  • 4. Segmentation of North America Market by Revenue Source
  • 4.1. Market Overview by Revenue Source
  • 4.2. Game Publisher Fee
  • 4.3. Merchandize & Tickets
  • 4.4. Advertisement
  • 4.5. Sponsorships
  • 4.6. Media Rights
  • 4.7. Other Revenue Sources
  • 5. Segmentation of North America Market by Device
  • 5.1. Market Overview by Device
  • 5.2. PCs
  • 5.3. Consoles
  • 5.4. Laptops & Tablets
  • 5.5. Smartphones
  • 5.6. Other Devices
  • 6. Segmentation of North America Market by Streaming Platform
  • 6.1. Market Overview by Streaming Platform
  • 6.2. YouTube
  • 6.3. Twitch
  • 6.4. Hayu
  • 6.5. DouYu
  • 6.6. Other Streaming Platforms
  • 7. Segmentation of North America Market by Audience Type
  • 7.1. Market Overview by Audience Type
  • 7.2. Regular Viewers
  • 7.3. Occasional Viewers
  • 8. Segmentation of North America Market by Viewer Gender
  • 8.1. Market Overview by Viewer Gender
  • 8.2. Male Viewers
  • 8.3. Female Viewers
  • 9. Segmentation of North America Market by Age Group
  • 9.1. Market Overview by Age Group
  • 9.2. <18 Year Old Viewers
  • 9.3. 19-25 Year Old Viewers
  • 9.4. 26-35 Year Old Viewers
  • 9.5. >35 Year Old Viewers
  • 10. North America Market 2019-2030 by Country
  • 10.1. Overview of North America Market
  • 10.2. U.S.
  • 10.3. Canada
  • 10.4. Mexico
  • 11. Competitive Landscape
  • 11.1. Overview of Key Vendors
  • 11.2. New Product Launch, Partnership, Investment, and M&A
  • 11.3. Company Profiles
  • 11.3.1. Activision Blizzard Inc.
  • 11.3.2. Cloud9
  • 11.3.3. Counter Logic Gaming
  • 11.3.4. EA Sports.
  • 11.3.5. Echo Fox Fnatic
  • 11.3.6. Electronic Arts Inc.
  • 11.3.7. Envy Gaming
  • 11.3.8. Epic Games Inc.
  • 11.3.9. G2 Esports
  • 11.3.10. Gfinity Plc
  • 11.3.11. Hi-Rez Studios
  • 11.3.12. Immortals
  • 11.3.13. Intergalactic Gaming Ltd
  • 11.3.14. Modern Times Group MTG AB
  • 11.3.15. Nintendo Co. Ltd.
  • 11.3.16. Take-Two Interactive Software Inc.
  • 11.3.17. Team Liquid
  • 11.3.18. Team SoloMid
  • 11.3.19. Tencent Holdings Ltd.
  • 11.3.20. Valve Corporation
  • 12. Investing in North America Market: Risk Assessment and Management
  • 12.1. Risk Evaluation of North America Market
  • 12.2. Critical Success Factors (CSFs)
  • Related Reports and Products

List of Tables

Table 1. Snapshot of North America E-sports Market, 2020-2030
Table 2. Main Product Trends and Market Opportunities in North America E-sports Market
Table 3. North America E-sports Market by Game Type, 2020-2030, $ mn
Table 4. North America E-sports Market: Player vs. Player (PvP) by Type, 2020-2030, $ mn
Table 5. North America E-sports Market by Revenue Source, 2020-2030, $ mn
Table 6. North America E-sports Market: Sponsorships by Contributor, 2020-2030, $ mn
Table 7. North America E-sports Market: Media Rights by Type, 2020-2030, $ mn
Table 8. North America E-sports Market by Device, 2020-2030, $ mn
Table 9. North America E-sports Market by Streaming Platform, 2020-2030, $ mn
Table 10. North America E-sports Market by Audience Type, 2020-2030, $ mn
Table 11. North America E-sports Viewership by Audience Type, 2020-2030, million
Table 12. North America E-sports Market by Viewer Gender, 2020-2030, $ mn
Table 13. North America E-sports Viewership by Viewer Gender, 2020-2030, million
Table 14. North America E-sports Market by Age Group, 2020-2030, $ mn
Table 15. North America E-sports Viewership by Age Group, 2020-2030, million
Table 16. North America E-sports Market by Country, 2020-2030, $ mn
Table 17. U.S. E-sports Market by Game Type, 2020-2030, $ mn
Table 18. U.S. E-sports Market by Revenue Source, 2020-2030, $ mn
Table 19. U.S. E-sports Market by Device, 2020-2030, $ mn
Table 20. Canada E-sports Market by Game Type, 2020-2030, $ mn
Table 21. Canada E-sports Market by Revenue Source, 2020-2030, $ mn
Table 22. Canada E-sports Market by Device, 2020-2030, $ mn
Table 23. Mexico E-sports Market by Game Type, 2020-2030, $ mn
Table 24. Mexico E-sports Market by Revenue Source, 2020-2030, $ mn
Table 25. Mexico E-sports Market by Device, 2020-2030, $ mn
Table 26. Breakdown of North America Market by Key Vendor, 2020, %
Table 27. Activision Blizzard Inc.: Company Snapshot
Table 28. Activision Blizzard Inc.: Business Segmentation
Table 29. Activision Blizzard Inc.: Product Portfolio
Table 30. Activision Blizzard Inc.: Revenue, 2016-2018, $ mn
Table 31. Activision Blizzard Inc.: Recent Developments 111
Table 32. Risk Evaluation for Investing in North America Market, 2020-2030
Table 33. Critical Success Factors and Key Takeaways

List of Figures

Figure 1. Research Method Flow Chart
Figure 2. Breakdown of Primary Research
Figure 3. Bottom-up Approach and Top-down Approach for Market Estimation
Figure 4. North America Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2020-2030
Figure 5. North America E-sports Market, 2020-2030, $ mn
Figure 6. North America E-sports Viewership, 2020-2030, million
Figure 7. Primary Drivers and Impact Factors of North America E-sports Market
Figure 8. GDP per capita in the World, 1960-2018, $ thousand
Figure 9. Forecast of Middle-class Population by Region, 2016-2030, million
Figure 10. Worldwide Connected Devices by Device Type, 2014-2022, billion units
Figure 11. Primary Restraints and Impact Factors of North America E-sports Market
Figure 12. Investment Opportunity Analysis
Figure 13. Porter’s Fiver Forces Analysis of North America E-sports Market
Figure 14. Breakdown of North America E-sports Market by Game Type, 2020-2030, % of Revenue
Figure 15. North America Addressable Market Cap in 2020-2030 by Game Type, Value ($ mn) and Share (%)
Figure 16. North America E-sports Market: Multiplayer Online Battle Arena (MOBA), 2020-2030, $ mn
Figure 17. North America E-sports Market: Player vs. Player (PvP), 2020-2030, $ mn
Figure 18. North America E-sports Market: First Person Shooters (FPS), 2020-2030, $ mn
Figure 19. North America E-sports Market: Real Time Strategy (RTS), 2020-2030, $ mn
Figure 20. North America E-sports Market: Massive Multiplayer Online Games (MMOG), 2020-2030, $ mn
Figure 21. North America E-sports Market: Other Game Types, 2020-2030, $ mn
Figure 22. Breakdown of North America E-sports Market by Revenue Source, 2020-2030, % of Revenue
Figure 23. North America Addressable Market Cap in 2020-2030 by Revenue Source, Value ($ mn) and Share (%)
Figure 24. North America E-sports Market: Game Publisher Fee, 2020-2030, $ mn
Figure 25. North America E-sports Market: Merchandize & Tickets, 2020-2030, $ mn
Figure 26. North America E-sports Market: Advertisement, 2020-2030, $ mn
Figure 27. North America E-sports Market: Sponsorships, 2020-2030, $ mn
Figure 28. North America E-sports Market: Media Rights, 2020-2030, $ mn
Figure 29. North America E-sports Market: Other Revenue Sources, 2020-2030, $ mn
Figure 30. Breakdown of North America E-sports Market by Device, 2020-2030, % of Sales Revenue
Figure 31. North America Addressable Market Cap in 2020-2030 by Device, Value ($ mn) and Share (%)
Figure 32. North America E-sports Market: PCs, 2020-2030, $ mn
Figure 33. North America E-sports Market: Consoles, 2020-2030, $ mn
Figure 34. North America E-sports Market: Laptops & Tablets, 2020-2030, $ mn
Figure 35. North America E-sports Market: Smartphones, 2020-2030, $ mn
Figure 36. North America E-sports Market: Other Devices, 2020-2030, $ mn
Figure 37. Breakdown of North America E-sports Market by Streaming Platform, 2020-2030, % of Sales Revenue
Figure 38. North America Addressable Market Cap in 2020-2030 by Streaming Platform, Value ($ mn) and Share (%)
Figure 39. North America E-sports Market: YouTube, 2020-2030, $ mn
Figure 40. North America E-sports Market: Twitch, 2020-2030, $ mn
Figure 41. North America E-sports Market: Hayu, 2020-2030, $ mn
Figure 42. North America E-sports Market: DouYu, 2020-2030, $ mn
Figure 43. North America E-sports Market: Other Streaming Platforms, 2020-2030, $ mn
Figure 44. Breakdown of North America E-sports Market by Audience Type, 2020-2030, % of Revenue
Figure 45. Breakdown of North America E-sports Viewership by Audience Type, 2020-2030, % of Viewership
Figure 46. North America Addressable Market Cap in 2020-2030 by Audience Type, Value ($ mn) and Share (%)
Figure 47. North America Cumulative E-sports Viewership in 2020-2030 by Audience Type, Volume (million) and Share (%)
Figure 48. North America E-sports Market: Regular Viewers, 2020-2030, $ mn
Figure 49. North America E-sports Viewership: Regular Viewers, 2020-2030, million
Figure 50. North America E-sports Market: Occasional Viewers, 2020-2030, $ mn
Figure 51. North America E-sports Viewership: Occasional Viewers, 2020-2030, million
Figure 52. Breakdown of North America E-sports Market by Viewer Gender, 2020-2030, % of Revenue
Figure 53. Breakdown of North America E-sports Viewership by Viewer Gender, 2020-2030, % of Viewership
Figure 54. North America Addressable Market Cap in 2020-2030 by Viewer Gender, Value ($ mn) and Share (%)
Figure 55. North America Cumulative E-sports Viewership in 2020-2030 by Viewer Gender, Volume (million) and Share (%)
Figure 56. North America E-sports Market: Male Viewers, 2020-2030, $ mn
Figure 57. North America E-sports Viewership: Male Viewers, 2020-2030, million
Figure 58. North America E-sports Market: Female Viewers, 2020-2030, $ mn
Figure 59. North America E-sports Viewership: Female Viewers, 2020-2030, million
Figure 60. Breakdown of North America E-sports Market by Age Group, 2020-2030, % of Revenue
Figure 61. Breakdown of North America E-sports Viewership by Age Group, 2020-2030, % of Viewership
Figure 62. North America Addressable Market Cap in 2020-2030 by Age Group, Value ($ mn) and Share (%)
Figure 63. North America Cumulative E-sports Viewership in 2020-2030 by Age Group, Volume (million) and Share (%)
Figure 64. North America E-sports Market: <18 Year Old Viewers, 2020-2030, $ mn
Figure 65. North America E-sports Viewership: <18 Year Old Viewers, 2020-2030, million
Figure 66. North America E-sports Market: 19-25 Year Old Viewers, 2020-2030, $ mn
Figure 67. North America E-sports Viewership: 19-25 Year Old Viewers, 2020-2030, million
Figure 68. North America E-sports Market: 26-35 Year Old Viewers, 2020-2030, $ mn
Figure 69. North America E-sports Viewership: 26-35 Year Old Viewers, 2020-2030, million
Figure 70. North America E-sports Market: >35 Year Old Viewers, 2020-2030, $ mn
Figure 71. North America E-sports Viewership: >35 Year Old Viewers, 2020-2030, million
Figure 72. Breakdown of North America E-sports Market by Country, 2020 and 2030, % of Revenue
Figure 73. Contribution to North America 2020-2030 Cumulative Revenue by Country, Value ($ mn) and Share (%)
Figure 74. U.S. E-sports Market, 2020-2030, $ mn
Figure 75. Canada E-sports Market, 2020-2030, $ mn
Figure 76. E-sports Market in Mexico, 2016-2027, $ mn
Figure 77. Growth Stage of North America E-sports Industry over the Forecast Period
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North America E-sports Market Outlook, 2030

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