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eSports market revenue worldwide from 2012 to 2021 (in million U.S. dollars)

Revenue of the global eSports market 2012-2021 This statistic shows the global eSports market revenue from 2012 to 2021. In 2017, the global eSports market was valued at nearly 493 million U.S. dollars. According to the source’s estimates, global eSports market revenue will reach 1.65 billion U.S. dollars in 2020. The eSports industry is expected to grow rapidly in the coming years. In 2015, worldwide revenues generated in the eSports market amounted to 325 million U.S. dollars. At the pace of 40 percent year-on-year growth, the market is expected to generate close to 1.5 billion U.S. dollars in revenue by 2020. It was calculated that nearly 80 percent of these revenues came from sponsorships and advertising in 2016, and the rest from eSports betting, prize pools, tournaments, merchandise and ticket sales. In terms of revenues, Asia and North America represent the two largest eSports markets. While Asia contributed almost a quarter of global eSports market revenue, generating 328 million U.S. dollars in 2016, the North American market brought in 275 million U.S. dollars in revenue, followed by the European market at 270 million U.S. dollars.

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Revenue in million U.S. dollars

  • 2012 130
  • 2014 194
  • 2015 325
  • 2016 493
  • 2017 655
  • 2018* 906
  • 2019* 1,187.4
  • 2020* 1,488.1
  • 2021* 1,650

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Revenue in million U.S. dollars

  • 2012 130
  • 2014 194
  • 2015 325
  • 2016 493
  • 2017 655
  • 2018* 906
  • 2019* 1,187.4
  • 2020* 1,488.1
  • 2021* 1,650

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This statistic shows the global eSports market revenue from 2012 to 2021. In 2017, the global eSports market was valued at nearly 493 million U.S. dollars. According to the source’s estimates, global eSports market revenue will reach 1.65 billion U.S. dollars in 2020. The eSports industry is expected to grow rapidly in the coming years. In 2015, worldwide revenues generated in the eSports market amounted to 325 million U.S. dollars. At the pace of 40 percent year-on-year growth, the market is expected to generate close to 1.5 billion U.S. dollars in revenue by 2020. It was calculated that nearly 80 percent of these revenues came from sponsorships and advertising in 2016, and the rest from eSports betting, prize pools, tournaments, merchandise and ticket sales. In terms of revenues, Asia and North America represent the two largest eSports markets. While Asia contributed almost a quarter of global eSports market revenue, generating 328 million U.S. dollars in 2016, the North American market brought in 275 million U.S. dollars in revenue, followed by the European market at 270 million U.S. dollars.

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