The esports industry earns roughly $2.5 billion to $3 billion a year from sponsorships, media rights, game publishers, tickets and merchandise, and sponsorship is by far the biggest source. Some estimates top $5 billion, but only because they also count betting. Despite huge audiences and record prize pools, most esports teams still struggle to turn a profit, and much of the industry’s newest money comes from game publishers and from Saudi Arabia.
Key Takeaways
- Sponsorship is the largest esports revenue stream, worth about $1.1 billion to $1.2 billion in 2025.
- Market size estimates vary widely because analysts disagree on what to count; figures above $5 billion include betting.
- Most esports teams are not profitable: the Overwatch League charged $20 million franchise fees but shut down in 2023, paying teams just $6 million each to leave.
- Game publishers fund many prize pools through in-game item sales, like Riot sending 25% of Worlds item sales to the League of Legends prize pool.
- Saudi Arabia’s Savvy Games Group has $38 billion to invest in gaming and esports, and its Esports World Cup now offers the biggest prize pool in the sport.
Esports Revenue Sources at a Glance
| Revenue Source | What It Includes | Who Gets the Money |
|---|---|---|
| Sponsorship and advertising | Brand deals, ads during broadcasts, logos on jerseys | Teams, leagues, tournament organizers |
| Media rights | Fees from Twitch, YouTube and TV to stream events | Leagues and tournament organizers |
| Publisher funding | Money from game companies, often from in-game item sales | Prize pools, leagues, sometimes teams |
| Tickets and merchandise | Live event tickets, jerseys, team gear | Organizers and teams |
| Government and investor money | Sovereign funds and investors backing events and companies | Event organizers, teams, startups |
How Big Is the Esports Industry?
It depends on who you ask. Newzoo, one of the best-known research firms, estimated esports revenue at about $1.38 billion in 2022, with nearly 60% of it coming from sponsorships. More recent estimates are higher but vary a lot: one 2025 industry report put the market at about $2.55 billion, while Statista’s widely quoted figure of nearly $5 billion includes betting, which makes up more than half of that total. For comparison, traditional sports bring in many times more money.
The audience is large. About 640 million people watched esports in 2025, and mobile games account for more than half of that viewership.
Where the Money Comes From
Sponsorship
Sponsorship is the backbone of esports business. Brands pay to put their names on teams, jerseys, tournaments and broadcasts because esports reaches young viewers who are hard to reach through TV. Total esports sponsorship was about $1.2 billion in 2025, or roughly 42% of revenue once betting is left out. Gaming hardware makers, energy drinks, banks, car companies and fast-food chains are among the most common sponsors.
Media Rights
Leagues and tournament organizers earn money by selling the rights to stream their events on platforms like Twitch, YouTube and regional services. Media rights are smaller than sponsorships in esports than in traditional sports, partly because most esports broadcasts are free to watch.
Game Publisher Funding
Unlike the NFL or NBA, every esports game is owned by a company, and those publishers often pay for much of the prize money. They usually do it through in-game purchases tied to the event:
- Riot Games has sent 25% of sales from special Worlds items to the League of Legends World Championship prize pool since 2016.
- Valve funded The International’s Dota 2 prize pools mostly through fan purchases, sending 25% of sales to the pool. That model helped push the pool past $40 million in 2021 before shrinking sharply.
- For the 2026 Rocket League World Championship, Epic Games sent 100% of net sales from a special in-game bundle to the prize pool.
Tickets and Merchandise
Big events like League of Legends Worlds can fill NBA-sized arenas, and fans buy team jerseys and gear. But for most teams, merchandise and tickets are a small part of revenue compared with sponsorships.
Government and Investor Money
From about 2018 to 2021, venture capital investors poured money into esports teams, expecting them to grow like traditional sports franchises. Today, the biggest new money comes from Saudi Arabia (see below).
Where the Money Goes
Most esports spending goes to three places. Player salaries are the biggest cost for teams, especially in leagues like League of Legends and Counter-Strike, where star players can earn six- or seven-figure salaries. Prize pools reward winning teams and players. And production costs, such as arenas, broadcast crews, casters and travel, make big events very expensive to run.
Why Most Esports Teams Lose Money
The industry calls it the “esports winter.” Starting around 2022, many teams and companies cut staff or shut down as investor money dried up and sponsors spent less. Counter Logic Gaming merged into NRG in 2023 (its brand was retired), The Guard closed, and teams like 100 Thieves and Evil Geniuses had several rounds of layoffs.
The core problem is that most teams spend far more than they earn. A former CEO of Evil Geniuses told Decrypt that even as one of the biggest names in esports, his organization’s revenue was “close to zero.” A Deloitte survey cited in the same report found that only about 10% of esports fans had spent money on esports.
The Overwatch League is the clearest example. Its first 12 teams each paid a $20 million franchise fee, expecting a league like the NFL. Instead, viewership fell, and in 2023 Activision Blizzard shut the league down, paying each of the 20 teams $6 million to leave, far less than many had invested.
Teams that survive tend to rely on more than esports alone, building businesses in content, apparel and streaming, or securing better revenue-sharing deals with game publishers.
Saudi Arabia’s Role in Esports
Saudi Arabia has become the biggest single force in esports money. Its Public Investment Fund created Savvy Games Group with $38 billion to invest in gaming. Savvy bought the tournament organizers ESL and FACEIT for $1.5 billion and backs the Esports World Cup, which offered a record $75 million prize pool in 2026.
Supporters say this money has given teams and players much-needed stability during the esports winter. Critics, including Amnesty International, call it “sportswashing,” arguing that Saudi Arabia is using gaming to improve its image despite its human rights record, and worry about one government having so much control over the industry.
How Esports Boosts the Video Game Industry
Esports doesn’t just make money on its own; it also helps the wider video game business. A strong competitive scene can keep a game popular for years. Counter-Strike, League of Legends and Dota 2 are all more than a decade old and still among the most-played games in the world, largely because of their esports scenes.
Esports also shapes how games are made. Developers now build spectator modes for broadcasting matches, balance games more carefully through regular updates, and design in-game items around big events. And esports pushes hardware companies to make faster monitors, lighter mice and better headsets, which they then market with endorsements from pro players.
How We Researched
We used reports from industry research firms, news investigations and official company statements. Esports revenue estimates vary widely because some firms count betting and others don’t, so we give ranges rather than a single number and explain what each figure includes. Newzoo stopped publishing esports reports in 2023; its last model projected about $1.87 billion for 2025, lower than newer estimates because it measured a narrower slice of the industry.
For more on the money side of competitive gaming, see our list of the highest-earning esports players, our guide to the biggest esports tournaments by prize pool, or our breakdown of the advantages and disadvantages of esports.
FAQ
How big is the esports industry?
Most estimates put core esports revenue at roughly $2.5 billion to $3 billion a year. Some figures top $5 billion, but those include betting. About 640 million people watched esports in 2025.
What is the biggest source of esports revenue?
Sponsorship is the biggest source, worth about $1.1 billion to $1.2 billion in 2025. Brands sponsor teams, leagues and tournaments to reach young audiences.
Do esports teams make money?
Most don’t. Many teams spend more on salaries, travel and operations than they earn from sponsors and prizes. Since 2022, several well-known organizations have shut down, merged or laid off staff, a period known as the “esports winter.”
Who pays for esports prize money?
Usually game publishers, sponsors and tournament organizers. Publishers often fund prize pools through in-game item sales, like Riot’s Worlds items and Valve’s The International passes. The Esports World Cup is funded largely by Saudi Arabia.
Is the esports industry still growing?
Yes, but more slowly and more carefully than during the hype years of 2018 to 2021. Audiences keep growing and flagship events like the Esports World Cup ($75 million in 2026) are setting prize pool records, while some older events have shrunk, like The International, which fell from over $40 million to about $3 million. Teams are now focusing more on becoming profitable.
Sources
- GamesBeat: Newzoo Esports Revenue Estimate
- Quantumrun: Esports Market Statistics 2026
- Decrypt: Inside the Esports Industry’s War for Survival
- The Jacob Wolf Report: Overwatch League Shutdown
- Digiday: An Oral History of the Overwatch League
- Bloomberg: Saudi Arabia Outlines Plans to Invest $38 Billion in E-Sports
- PC Gamer: ESL and FACEIT Now Owned by Saudi Arabia