> For the complete documentation index, see [llms.txt](https://whitepaper.estn.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://whitepaper.estn.io/the-platform/2.0-investment-opportunity/2.2-esports-revenue-streams.md).

# 2.2 - Esports Revenue Streams

According to ReserchandMarkets.com's Esports *Global Market Report 2021: COVID-19 Growth and Change to 2030*, "The global Esports market is expected to reach $289 billion in 2025 at a compound annual growth rate (CAGR) of 23%."

![](/files/-Minjw1CrmQkhW3MhHnB)

**Where does the Esports market get its revenue?**

Money flows into Esports through media rights, live event ticket sales, merchandise sales, and in-game purchases, but most of the revenue (69%) comes from sponsorships and advertising, per Newzoo figures cited by Statista.

* Asia-Pacific (APAC), North America, and Europe are the top three Esports markets, respectively, in terms of audience and revenue. APAC will account for over half (57%) of global Esports viewership in 2019, up from 51% in 2017, per Newzoo. Meanwhile, North America is set to hit $300 million in Esports revenue this year, while Europe is expected to reach $138 million, per PwC estimates.
* The rest of the world only accounts for about 15% of total Esports revenue, but it contains several regions to watch. One of the fastest-rising regions is Latin America, which is expected to hit $18 million in Esports revenue in 2019 before skyrocketing to $42 million by 2023, per PwC estimates.
* The future of Esports will likely be powered by mobile, which will further reduce barriers to entry and allow even more gamers and fans to pour in. The mobile gaming segment is set to make up 45% of the total global games market this year. That popularity is already spilling over into some competitive spaces, as China already has a thriving mobile Esports scene.

***That growing revenue stream comes from around the world***


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter, and the optional `goal` query parameter:

```
GET https://whitepaper.estn.io/the-platform/2.0-investment-opportunity/2.2-esports-revenue-streams.md?ask=<question>&goal=<endgoal>
```

`ask` is the immediate question: it should be specific, self-contained, and written in natural language.
`goal` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal.

The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
