Product Code: ETC4462862 | Publication Date: Jul 2023 | Updated Date: Jul 2025 | Product Type: Report | |
Publisher: 绿帽社 | Author: Summon Dutta | No. of Pages: 85 | No. of Figures: 45 | No. of Tables: 25 |
The United States esports market is one of the largest and most developed in the world, driven by a passionate fan base and a robust ecosystem of professional teams, leagues, and tournaments. With a growing audience of both players and spectators, the industry has seen significant investment from mainstream media companies, tech giants, and traditional sports organizations. Revenue streams in the US esports market include sponsorships, media rights, advertising, merchandise, ticket sales, and game publishing. Major games like League of Legends, Overwatch, and Fortnite dominate the competitive scene, attracting top talent and generating high viewership numbers. Esports events in the US are well-attended, with large arenas hosting tournaments that draw in thousands of fans both in person and online, solidifying esports as a major entertainment industry in the country.
The US Esports market is experiencing significant growth with increasing viewership, sponsorships, and investments. The popularity of competitive gaming is attracting more mainstream audiences and expanding into traditional sports partnerships. Opportunities in the market include the rise of mobile esports, the development of collegiate and high school leagues, and the potential for further media rights deals. Brands are also leveraging esports for marketing and advertising, leading to a surge in partnerships and activations. Additionally, the growth of streaming platforms like Twitch and YouTube Gaming is providing new avenues for content consumption and monetization. Overall, the US Esports market is ripe with opportunities for stakeholders across the industry to capitalize on the growing interest and engagement in competitive gaming.
In the US Esports market, some challenges include the lack of standardized regulations and policies governing the industry, which can lead to uncertainty and potential legal issues for organizations and players. Another challenge is the difficulty in monetizing Esports events and content effectively, as revenue streams from sponsorships, advertising, and ticket sales may not always be sufficient to support the growing demands of the industry. Additionally, the fragmentation of the Esports landscape with multiple leagues, teams, and game titles can make it challenging for newcomers to navigate and establish a strong presence in the market. Lastly, the perception of Esports as a legitimate form of entertainment and competition by mainstream audiences and traditional sports organizations remains a hurdle that the industry continues to address.
The United States Esports Market is primarily driven by the increasing popularity of competitive gaming among both players and spectators. The rise of professional Esports leagues and tournaments, such as the Overwatch League and League of Legends Championship Series, has brought mainstream attention to the industry, attracting significant investments from sponsors, advertisers, and media companies. Additionally, the accessibility of online streaming platforms like Twitch and YouTube has made it easier for fans to watch Esports events from anywhere, further fueling the market`s growth. The growing number of Esports enthusiasts, coupled with the constant innovation in gaming technology and the rise of mobile gaming, are also key drivers propelling the US Esports Market forward.
The United States government has shown support for the Esports industry through various policies and initiatives. In 2019, the US government granted P-1A visas to professional Esports players, recognizing them as athletes and allowing international players to compete in the country. Additionally, the government has considered legislation to regulate gambling on Esports events to protect the integrity of competitions. The US government has also provided funding for Esports programs in schools and universities to promote STEM education and career opportunities in the industry. Overall, the government`s policies aim to foster the growth of the Esports market in the United States while ensuring fairness, integrity, and opportunities for players and stakeholders.
The United States Esports Market is poised for continued growth in the coming years, fueled by factors such as increasing viewership, sponsorship deals, and investments in infrastructure. As the popularity of competitive gaming continues to rise, more traditional sports organizations, brands, and media companies are entering the industry, bringing in additional resources and expertise. The expansion of mobile gaming and the emergence of new technologies like virtual and augmented reality are also expected to drive further growth in the US Esports Market. With a large and engaged audience base, a thriving ecosystem of tournaments and leagues, and a growing acceptance of esports as a mainstream form of entertainment, the future outlook for the US Esports Market remains strong, offering ample opportunities for stakeholders across the industry.
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 United States (US) Esports Market Overview |
3.1 United States (US) Country Macro Economic Indicators |
3.2 United States (US) Esports Market Revenues & Volume, 2021 & 2031F |
3.3 United States (US) Esports Market - Industry Life Cycle |
3.4 United States (US) Esports Market - Porter's Five Forces |
3.5 United States (US) Esports Market Revenues & Volume Share, By Revenue Streams, 2021 & 2031F |
4 United States (US) Esports Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.3 Market Restraints |
5 United States (US) Esports Market Trends |
6 United States (US) Esports Market, By Types |
6.1 United States (US) Esports Market, By Revenue Streams |
6.1.1 Overview and Analysis |
6.1.2 United States (US) Esports Market Revenues & Volume, By Revenue Streams, 2021 - 2031F |
6.1.3 United States (US) Esports Market Revenues & Volume, By Media Rights, 2021 - 2031F |
6.1.4 United States (US) Esports Market Revenues & Volume, By Tickets and Merchandise, 2021 - 2031F |
6.1.5 United States (US) Esports Market Revenues & Volume, By Sponsorships and Direct Advertisements, 2021 - 2031F |
6.1.6 United States (US) Esports Market Revenues & Volume, By Publisher Fees, 2021 - 2031F |
7 United States (US) Esports Market Import-Export Trade Statistics |
7.1 United States (US) Esports Market Export to Major Countries |
7.2 United States (US) Esports Market Imports from Major Countries |
8 United States (US) Esports Market Key Performance Indicators |
9 United States (US) Esports Market - Opportunity Assessment |
9.1 United States (US) Esports Market Opportunity Assessment, By Revenue Streams, 2021 & 2031F |
10 United States (US) Esports Market - Competitive Landscape |
10.1 United States (US) Esports Market Revenue Share, By Companies, 2024 |
10.2 United States (US) Esports Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |