The player Lil Poison was recognized by the Guinness Book of World Records as the youngest professional video game player
Esports Gaming Statistics 2022
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The esports gaming industry has been on an upward trajectory for some time now, showing impressive year-on-year growth and reaching a combined global audience of 495 million people in 2020. The industry’s growth was slowed somewhat in 2020 due to the global coronavirus pandemic putting a halt on many live events across the globe. The global esports market revenue has been predicted to hit $1.1 billion in 2020, but ultimately fell just short of this, bringing in $1.06 Billion instead.
Esports prize pools continue to rise though, with Fortnite offering the biggest 2020 prize pool with a combined prize pool of $10.3 million. The top ten esports tournaments offered a combined prize pool of $177 million in 2019 – so it is clearly still a huge and growing industry to be involved in.
Market Value
Value by Revenue Source
Top Team Earnings
Prize Pool
The eSports worldwide audience totalled over
0 Million
in 2021
The eSports worldwide audience totalled over 474 million in 2021
Statista, 2021
the worldwide eSports market revenue was worth
$ 0 Billion
in 2021
In 2021, the worldwide eSports market revenue was worth $1.28 Billion U.S dollars
Statista, 2021
The League of Legends World Championship Finals reached a record-breaking
0 Million
Average Minute Audience (AMA) in 2021
The League of Legends World Championship Finals reached a record-breaking 30.6 million Average Minute Audience, up by 32.8%
Riot Games, 2021
DOTA 2 had the biggest eSports prize pool of
$ 0 Million
U.S Dollars in 2021
DOTA 2 had the biggest eSports prize pool in 2021 of $40 million U.S dollars
Esports Earnings, 2021
The Top 10 eSports tournament prize pool totalled over
$ 0 Million
as of January 2022
The Top 10 eSports tournament prize pool totalled over $188 million as of January 2022
Esports Earnings, 2022
Activision Blizzard Inc. holds the most of eSports market shares worldwide at
$ 0 %
in 2021
Activision Blizzard Inc. holds the most of eSports market shares worldwide at 21.85% in 2021
Statista, 2021
Overview
Esports has moved on from being a niche industry that brought in a few thousand viewers for the biggest tournaments. Now, the worldwide esports audience totals over 495 million people, and is only expected to increase. One event, the Leage of Legends World Championship Finals, managed to pull in a record-breaking 21.8 million average minute audience when it aired in 2019.
Sources:Statista, Riot Games
2018 Update
19% of U.S. gamers said they watch eSports live streams regularly, 19% said they watch it occasionally, and 9% of them said they watch it rarely. (Statista, 2017)
2022 Update
The eSports market globally is projected to reach a revenue of 1.7 million U.S dollars by 2022.
2022 Update
As of September 2021, a survey in the U.S reported the level of interest in eSports. 9% were avid fans, 19% were casual fans and 72% were not a fan.
2022 Update
In December 2021, the streaming platform Twitch had approximately 7.57 million streamers which was a decline from the 9.89 million in January 2021.
2018 Update
The market revenue of the eSports market in 2017 amounted to 655 million U.S. dollars.
esportsbets.com, 2018
2020 Update
- On its current trajectory, the esports market is estimated to reach $1.8billion in revenue by 2022
NewZoo, 2019
2020 Update
- Esports total revenues increased 71.2% between 2016 & 2018. Expected figures suggest a further growth of 27.4% by 2021.
WeForum, 2018
2018 Update
- 17% of U.S. gamers said they regularly watch eSports videos regularly, 22% said they watch it occasionally, and 10% of them said they watch it rarely. (Statista, 2017)
2018 Update
- Chasing The Cup: Injustice 2 on CW is the most viewed eSports related program on television in the U.S., accounting 405 thousand viewers in 2017. (TNL Media, 2017)
2018 Update
- H1Z1 Fight for the Crown is the second most viewed eSports related prgrams on televisionon in the U.S., with 378 thousand viewers in 2017. (TNL Media, 2017)
2018 Update
- 85% of eSports viewers in the U.S. in 2017 are male, while 15% are female. (SuperData Research, 2017)
2018 Update
- 12% of eSports fans in the United States are black while Hispanics accounted 17% of the eSports fans. (Magid Associates, 2016)
2018 Update
- The Whites accounted the most eSports fans in the U.S, covering 65% of the fans in the U.S.. (Magid Associates, 2016)
2018 Update
- By 2020, it is expected that an average eSports fans will spend 5.2 U.S. dollars on eSports content, up from the estimated 3.64 U.S. dollars per eSports fans in 2017.
2018 Update
- 24% of female around the world spend less than an hour daily watching eSports while 65% of them spend an average of 1-4 hours daily, and only 12% spend more than 5 hours daily. (Research Now, 2017)
2018 Update
- 13% of the 424 eSports events made globally in 2016 was hosted in the Eastern Europe. (Newzoo, 2017)
2018 Update
- In 2016, a total of 32 million U.S. dollars revenue was generated via eSports events ticket sales worldwide. (Newzoo, 2017)
2018 Update
- In 2016, North Americal took up the most shares and accounted 44% of the generated revenue from major eSports events ticket around the world. (Newzoo, 2017)
2018 Update
- North America took the second largest share of the worldwide eSports market revenue in 2017, covering 34% of the shares. (Medium, 2017)
2018 Update
- Western Europe accounted 29% of the generated revenue from major eSports events ticket globally. (Newzoo, 2017)
2018 Update
- Europe covered the third largest share of the worldwide eSports market revenue in 2017, taking up 26% of the shares. (Medium, 2017)
2018 Update
- In 2017, the annual combined eSports prize pools around the world reached 121.1 million. (Various sources (investmentbank.com), 2018)
2018 Update
- The eSports industry revenue is expected to grow by 27.7% in 2018 from 2017. (esportsbets.com), 2018)
2018 Update
- As of November 2017, The International 7 covered 24.69 million U.S. dollars of the 121.1 million U.S. dollars eSports prize pool, that’s 20% of the overall prize pool. (Various sources (investmentbank.com), 2018)
2018 Update
- The United States generated the most sales revenue in the eSports markets worldwide, taking up 32% of the shares. (PwC, 2017)
Market Leaders
As esports continues to branch out and grow as an industry, so do the games and teams involved, and the prize pots offered to winners. In 2017, Dota 2 accounted for the most distribution of annual prize pools, covering a total of 34.3% of the total worldwide prize pool. This has since been taken over by Fortnite that offered up a total of $64.42 million in prizes in 2019 compared to Dota 2’s $46.97 million.
Sources: Statista
2022 Update
Top esports teams by earnings
Statista, 2021
2022 Update
Leading eSports tournaments worldwide, 2021
Statista, 2021
2022 Update
As of March 2021, the leading female eSports player by earnings was Scarlett (Sasha Hostyn) with 393.03 thousand U.S dollars in earnings. Whilst the leading male eSports player by earnings was N0tail (Johan Sundstein) with 6.97 million U.S dollars in earnings.
2022 Update
The leading eSports tournaments based on views in May 2021 were Free Fire World Series 2021 Singapore with 5.41 million peak viewers, second was the League of Legends World Championship 2019 and 2020 with 3.99 and 3.88 million peak viewers.
2020 Update
- The highest-earning under 18-year-old esports competitor is Bugha, 16 years old, who has earned $3,30,300 in total
Esports Earnings, 2020
2020 Update
- The player Lil Poison was recognized by the Guinness Book of World Records as the youngest professional video game player
Guinness Book of World Records, 2020
2020 Update
- The oldest esports competitor is Uew Länger, at 59 years old
Esports Earnings, 2020
2020 Update
- The highest-earning female esports player of all time is Scarlett, earning $333,456.35
Esports Earnings, 2020
2020 Update
- The highest-earning player of all time is N0tail, a Danish player who has earned $6,886,181.99 in all
Esports Earnings, 2020
2020 Update
- The number one player on Team Liquid (the highest-earning team) was MinD_ContRol, earning $4,461,280
Esports Earnings, 2020
2020 Update
- N0tail is the leading esports player based on overall earnings with earnings totalling 6.89 million
Statista, 2020
2020 Update
- Fortnite was the leading game in esports worldwide in 2019 based on a prize pool of $64.42 million
Statista, 2020
2020 Update
- Fortnite offered the largest cumulative tournament prize pool in 2019 with $64.42 million in prizes
Statista, 2020
2018 Update
- Mystik (Katherine Gunn) is second in the leading female eSports player worldwide as of January 2018, with an overall earning of 22 thousand U.S. dollars. (e-Sports Earnings 2018)
2018 Update
- Ricki Ortiz (Ricki Ortiz) had an overall earning of 80.78 thousand U.S. dollars as of January 2018. (e-Sports Earnings 2018)
2018 Update
- KuroKy (Kuro Takhasomi) is the leading eSports player with the most earnings worldwide as of January 2018, with an overall earning of 3.48 million U.S. dollars. (e-Sports Earnings 2018)
2018 Update
- DOTA 2 accounted the most distribution of annual prize pool, covering 34.3% of the total eSports prize pool worldwide. (e27; ValuePenguin, 2017)
2018 Update
- CS:GO reached the second place among the most distribution of annual prize pool in eSports, covering 17.35% of the share. (e27; ValuePenguin, 2017)
2018 Update
- League of Legends coverd 10.84% of the distribution of annual prize pool in eSports worldwide. (e27; ValuePenguin, 2017)
2018 Update
- DOTA 2’s The International 2017 ranked first among the leading eSports tournaments worldwide, with a total prize pool of 24.69 million U.S. dollars. (e-Sports Earnings, 2017)
2018 Update
- DOTA 2’s The International 2016 ranked second among the leading eSports tournaments worldwide, with a total prize pool of 20.77 million U.S. dollars. (e-Sports Earnings, 2017)
2018 Update
- DOTA 2’s The International 2015 had a total prize pool of 18.43 million U.S. dollars. (e-Sports Earnings, 2017)
2018 Update
- DOTA 2’s The International 2014 had a total prize pool of 10.93 million U.S. dollars. (e-Sports Earnings, 2017)
2018 Update
- League of Legends had 100 million players as of August 2017, leading the list among the eSports games with the most number of players. (SuperData Research, 2017)
Marketing & Advertising
As the world of esports continues to grow, more and more businesses want a slice of the pie. Because of this, we have seen the marketing and advertising side of esports grow alongside the industry over the last few years as well. Sponsorship and advertising spend has steadily increased from $124.41 million in 2017 to $277.29 million in 2019, and is expected to reach $634.03 million by 2023.
Sources: Statista
2022 Update
Esports market revenue worldwide
Statista, 2021
2022 Update
Esports sponsorship and advertising spending worldwide
Statista, 2021
2018 Update
32% of the eSports fans as of May 2017 said that they would definitely try products shown during eSports games while 31% said they would somewhat agree with the statement. (Research Now, 2017)
2022 Update
Twitch is a major streaming platform for eSports but it has a low volume of ads running. The annual growth rate for the eSports market from 2017 to 2022 is expected to be 22.3% and revenue is mostly generated through sponsorships.
2020 Update
- The average revenue per fan is set to increase along with the popularity of the sport, to $6.02 per fan by 2022
NewZoo, 2019
2020 Update
- Merchandise & Ticket revenue rose by $103.7m, a +22.4 increase on the previous year
NewZoo, 2019
2020 Update
- Esports advertising revenue rose by $189.2m in 2019, a +14.8% rise on the previous year
NewZoo, 2019
2020 Update
- Media rights increased by $251.3m in 2019, representing a +41.8% growth on the previous year
NewZoo, 2019
2020 Update
- Sponsorship accounted for $456.7m in esports revenue in 2019, +34.3% on the previous year
NewZoo, 2019
2020 Update
- Sponsorship accounted for $359.4m (40 percent of all esports revenue streams) in 2018
VentureBeat, 2019
2018 Update
- IT/computer industries in the U.S. have the most number of eSports sponsorships between January 2016 and August 2017, with an approximate 360 instances in the said industry alone. (Cynopsis Media, 2018)