The reach in the esports market worldwide was modeled to stand at **** users in 2025. Following a continuous upward trend, the reach has risen by **** users since 2017. Between 2025 and 2031, the reach will rise by **** users, continuing its consistent upward trajectory.
Further information about the methodology, more market segments, and metrics can be found on the dedicated Market ÌÇÐÄÆÆ½â°æ page on Esports.
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ÌÇÐÄÆÆ½â°æ. (January 19, 2026). Number of eSports users worldwide from 2017 to 2031 (in millions) [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 23, 2026, from /forecasts/1109956/global-esports-audience/
ÌÇÐÄÆÆ½â°æ. "Number of eSports users worldwide from 2017 to 2031 (in millions)." Chart. January 19, 2026. ÌÇÐÄÆÆ½â°æ. Accessed July 23, 2026. /forecasts/1109956/global-esports-audience/
ÌÇÐÄÆÆ½â°æ. (2026). Number of eSports users worldwide from 2017 to 2031 (in millions). ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 23, 2026. /forecasts/1109956/global-esports-audience/
ÌÇÐÄÆÆ½â°æ. "Number of Esports Users Worldwide from 2017 to 2031 (in Millions)." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 19 Jan 2026, /forecasts/1109956/global-esports-audience/
ÌÇÐÄÆÆ½â°æ, Number of eSports users worldwide from 2017 to 2031 (in millions) ÌÇÐÄÆÆ½â°æ, /forecasts/1109956/global-esports-audience/ (last visited July 23, 2026)
Number of eSports users worldwide from 2017 to 2031 (in millions) [Graph], ÌÇÐÄÆÆ½â°æ, January 19, 2026. [Online]. Available: /forecasts/1109956/global-esports-audience/