Global Esports Content Licensing Market Growth (Status and Outlook) 2026-2032
Description
The global Esports Content Licensing market size is predicted to grow from US$ 31930 million in 2025 to US$ 623770 million in 2032; it is expected to grow at a CAGR of 53.9% from 2026 to 2032.
E-sports content authorization refers to the act of the copyright holder of e-sports events or game content licensing its rights to other organizations or individuals for use. This authorization usually involves e-sports games, e-sports events, e-sports live broadcasts and other aspects, and is an indispensable part of the e-sports industry.
United States market for Esports Content Licensing is estimated to increase from US$ million in 2025 to US$ million by 2032, at a CAGR of % from 2026 through 2032.
China market for Esports Content Licensing is estimated to increase from US$ million in 2025 to US$ million by 2032, at a CAGR of % from 2026 through 2032.
Europe market for Esports Content Licensing is estimated to increase from US$ million in 2025 to US$ million by 2032, at a CAGR of % from 2026 through 2032.
Global key Esports Content Licensing players cover Microsoft, Sony Group, Nintendo, Activision Blizzard, Riot Games, etc. In terms of revenue, the global two largest companies occupied for a share nearly % in 2025.
LPI (LP Information)' newest research report, the “Esports Content Licensing Industry Forecast” looks at past sales and reviews total world Esports Content Licensing sales in 2025, providing a comprehensive analysis by region and market sector of projected Esports Content Licensing sales for 2026 through 2032. With Esports Content Licensing sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Esports Content Licensing industry.
This Insight Report provides a comprehensive analysis of the global Esports Content Licensing landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyses the strategies of leading global companies with a focus on Esports Content Licensing portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Esports Content Licensing market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Esports Content Licensing and breaks down the forecast by Type, by Application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Esports Content Licensing.
This report presents a comprehensive overview, market shares, and growth opportunities of Esports Content Licensing market by product type, application, key players and key regions and countries.
Segmentation by Type:
PC
Mobile Game
Segmentation by Application:
Live Broadcast Platform
Event Organizer
Others
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Microsoft
Sony Group
Nintendo
Activision Blizzard
Riot Games
FaZe Clan
Tencent Holdings
NetEase
Giant Network
NetDragon
Perfect World
37 Interactive Entertainment
Century Huatong
G-bits
Kunlun Wanwei
Yoozu Network
Kaiying Network
Electric Soul Network
Please note: The report will take approximately 2 business days to prepare and deliver.
E-sports content authorization refers to the act of the copyright holder of e-sports events or game content licensing its rights to other organizations or individuals for use. This authorization usually involves e-sports games, e-sports events, e-sports live broadcasts and other aspects, and is an indispensable part of the e-sports industry.
United States market for Esports Content Licensing is estimated to increase from US$ million in 2025 to US$ million by 2032, at a CAGR of % from 2026 through 2032.
China market for Esports Content Licensing is estimated to increase from US$ million in 2025 to US$ million by 2032, at a CAGR of % from 2026 through 2032.
Europe market for Esports Content Licensing is estimated to increase from US$ million in 2025 to US$ million by 2032, at a CAGR of % from 2026 through 2032.
Global key Esports Content Licensing players cover Microsoft, Sony Group, Nintendo, Activision Blizzard, Riot Games, etc. In terms of revenue, the global two largest companies occupied for a share nearly % in 2025.
LPI (LP Information)' newest research report, the “Esports Content Licensing Industry Forecast” looks at past sales and reviews total world Esports Content Licensing sales in 2025, providing a comprehensive analysis by region and market sector of projected Esports Content Licensing sales for 2026 through 2032. With Esports Content Licensing sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Esports Content Licensing industry.
This Insight Report provides a comprehensive analysis of the global Esports Content Licensing landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyses the strategies of leading global companies with a focus on Esports Content Licensing portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Esports Content Licensing market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Esports Content Licensing and breaks down the forecast by Type, by Application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Esports Content Licensing.
This report presents a comprehensive overview, market shares, and growth opportunities of Esports Content Licensing market by product type, application, key players and key regions and countries.
Segmentation by Type:
PC
Mobile Game
Segmentation by Application:
Live Broadcast Platform
Event Organizer
Others
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Microsoft
Sony Group
Nintendo
Activision Blizzard
Riot Games
FaZe Clan
Tencent Holdings
NetEase
Giant Network
NetDragon
Perfect World
37 Interactive Entertainment
Century Huatong
G-bits
Kunlun Wanwei
Yoozu Network
Kaiying Network
Electric Soul Network
Please note: The report will take approximately 2 business days to prepare and deliver.
Table of Contents
126 Pages
- *This is a tentative TOC and the final deliverable is subject to change.*
- 1 Scope of the Report
- 2 Executive Summary
- 3 Esports Content Licensing Market Size by Player
- 4 Esports Content Licensing by Region
- 5 Americas
- 6 APAC
- 7 Europe
- 8 Middle East & Africa
- 9 Market Drivers, Challenges and Trends
- 10 Global Esports Content Licensing Market Forecast
- 11 Key Players Analysis
- 12 Research Findings and Conclusion
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