Report ID: SQMIG50I2005
Skyquest Technology's expert advisors have carried out comprehensive research and identified these companies as industry leaders in the Esports Market. This Analysis is based on comprehensive primary and secondary research on the corporate strategies, financial and operational performance, product portfolio, market share and brand analysis of all the leading Esports industry players.
The global esports market is fueled by several factors that are driving its growth. Increased internet penetration and widespread utilization of high-speed broadband are making online gaming more accessible than ever, allowing players and viewers from anywhere in the world to connect effortlessly. The increasing popularity of competitive gaming tournaments and leagues, with the support of traditional sports organizations and technology companies, has increased fan engagement and sponsorships in esports. The increase in the popularity of streaming platforms like Twitch, YouTube Gaming and Facebook Gaming has made it possible for gamers to reach large audiences, creating substantial advertising and subscription revenues.
According to SkyQuest Technology “Esports Market By Revenue Streaming (Media Rights, Advertisement, Sponsorship, Ticket & Merchandise, Game Publisher Fees, and Others), By Streaming Type (On demand, Live Streaming), By Gaming Genre, By Region - Industry Forecast 2025-2032,” Global Esports Market is projected to grow at a CAGR of over 21.2% by 2032, on account of urgent need for automating quantified data. Increased investments from brands, media companies and esports organizations, along with the growing rise in mobile gaming and cross-platform competitions are helping to expand the esports market. Additional advances in gaming technology including virtual reality (VR), augmented reality (AR) and cloud gaming are also improving the overall experience for players and viewers and attracting more gamers and viewers.
|
Company |
Est. Year |
Headquarters |
Revenue (2024) |
Key Services |
|
Team Liquid |
2000 |
Los Angeles, USA |
USD 56.4 million |
Multi-game presence (Dota 2, CS2, VALORANT, LoL), extensive tournament participation, top prize earnings |
|
OG Esports |
2015 |
Berlin, Germany |
USD 38.8 million |
Dominant in Dota 2, multiple TI championships, strong European presence |
|
Team Spirit |
2015 |
Moscow, Russia |
USD 35.6 million |
Dota 2 TI10 champions, consistent top-tier performance across multiple titles |
|
Evil Geniuses |
1999 |
Los Angeles, USA |
USD 28.6 million |
Diverse rosters in CS2, Dota 2, VALORANT, and more, with a rich history in North American esports |
|
Natus Vincere (NAVI) |
2009 |
Kyiv, Ukraine |
USD 24.4 million |
Renowned CS2 and Dota 2 teams, strong international fanbase |
|
FaZe Clan |
2010 |
Los Angeles, USA |
USD 23.8 million |
Popular in Call of Duty, CS2, and content creation, with a significant online presence |
|
G2 Esports |
2014 |
Berlin, Germany |
USD 22.1 million |
Strong in LoL, CS2, VALORANT, and other titles, known for innovative branding and content |
|
Cloud9 |
2013 |
Los Angeles, USA |
USD 20.7 million |
Diverse teams in LoL, CS2, VALORANT, and more, with a focus on North American esports |
|
Gen.G |
2012 |
Seoul, South Korea |
USD 18.3 million |
Prominent in LoL, PUBG, and other titles, with a strong presence in both Korea and North America |
|
Fnatic |
2004 |
London, UK |
USD 16.5 million |
Established in LoL, CS2, and other titles, with a global fanbase and consistent performance |
Team Liquid is one of the oldest, and most well-known, esports organizations in the world. Founded in 2000 and based in Los Angeles, USA, Team Liquid has competed in several games, Dota 2, CS2, VALORANT, League of Legends. Team Liquid is well-known for professional management of teams, tournament experience, their long-standing top earning history in esports prize money, and having a large, loyal fan-base around the world.
OG Esports was established in 2015 in Berlin, Germany and gained international attention for its dominance of Dota 2, winning multiple Ti Championships. OG has a strong prescence in European esports and is well-respected for their unorthodox strategies, team stability, and top-quality performance in esports majors.
Team Spirit is based in Moscow, Russia and was founded in 2015, ganning global headline attention for winning The International 10 in Dota 2, Team Spirit and has gradually expanded into other competitive titles, made up of skilled players, along with manager, and adept approaches to esports competitions.
Evil Geniuses, one of the original North American esports organizations, was founded in 1999 and is based in Los Angeles, USA. Evil Geniuses has teams in CS2, Dota 2, VALORANT, and more. With a long history of competitive play, Evil Geniuses has authenticity in developing players while keeping a robust following in North America.
NAVI is an esports organization that was founded in 2009, in Kyiv, Ukraine. NAVI is recognized for its competitions at a global level in Counter Strike 2 (CS2) and Dota 2. NAVI has a rich history of competing at a premier level in esports and has acquired a dedicated international following. NAVI places emphasis in several areas that include strategic gameplay, professional practice, and community involvement.
FaZe Clan was founded in 2010, with its headquarters located in Los Angeles, USA. FaZe Clan is known for combining both esports and content creation. The organization actively competes in games such as Call of Duty, CS2, and VALORANT; as well as the ability to leverage social media and streaming services to gain significant views and followers.
G2 Esports was founded in 2014, headquartered in Berlin, Germany. G2 Esports is known for competitive results in League of Legends, CS2, and VALORANT. G2 balances competitive performance and trends in marketing/branding that have established itself as one of the most popular esports organizations in Europe.
Cloud9, based in Los Angeles, USA, was founded in 2013, and has emerged as a significant brand in North American esports. Competing in games such as LoL, CS2, VALORANT, one of their main focuses is connecting fans with sponsorships and creating uniquely talented content with their esports ecosystem.
Gen.G, founded in 2012 and based in Seoul, South Korea, is a multinational esports organization that has a strong presence in LoL, PUBG and more. With entities that compete in Korea and North America, Gen.G creates professional management, partnerships worldwide, and competitive successes.
Founded in 2004 in London, UK, Fnatic is an internationally known esports organization competing in LoL, CS2 as well as other mostly popular titles. With more than a decade of experience, Fnatic is known for their consistency and branding as well as a fanbase across Europe, Asia, and North America.
In summary, the esports market will grow into the future due to technological advances, growing internet accessibility, and the increased favorability towards competitive gaming that will provide opportunities for players, organizers, and investors. With a strong income generation potential from sponsors, advertising, media rights, and merchandise, in conjunction with a quickly growing global fan base, esports are transitioning from a niche activity to a mainstream entertainment activity. The esports market's capacity to continually innovate utilizing mobile gaming, VR/AR experiences, and live streaming platforms continue to foster engagement and expansion over the long-term.
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