Gaming
Esports enthusiasts will grow to 318 million in 2025: Newzoo Report
Mumbai: The number of esports enthusiasts will grow to 318 million in 2025, with a CAGR of plus 8.1 per cent during the period 2020-2025. In 2025, the total audience will surpass 640 million, according to Newzoo’s annual report titled ‘Global Esports & Live Streaming Market Report.’ The report presents key trends, market sizing and forecasts of esports across the globe, with a special focus on mobile esports, blockchain and co-streaming.
Esports is growing enormously across the world! It is an industry that combines two of gaming’s most important aspects: playing and watching. Newzoo’s report aims to give a reliable and realistic overview of the current status and future of the live-streaming audience and esports market.
The esport industry operates at the intersection of competitive gaming and game-related live streaming. According to the report, the companies involved in esports and the creators are driving engagement across esports and live streaming alike. However, the report analyses that esports organisations still rely on sponsorship as the primary source of revenue for their business. By the end of 2022, Newzoo expects sponsorship to account for $837.3 million—nearly 60 per cent of global esports revenues.
It reveals that in 2022, the global esports audience will grow by 8.7 per cent year on year to reach 532 million. Esports enthusiasts—those who watch esports content more than once a month—will account for just over 261 million.
The game’s live-streaming audience reached almost 810 million in 2021 and is expected to reach 1.41 billion by 2025, with a CAGR of plus 16.3 per cent from 2020 to 2025. At the same time, non-gaming content is one of the drivers of massive growth, accounting for up to 21 per cent of the content watched in 2021.
More than 84 percent of users active in non-gaming categories are also active on gaming channels, which means that non-gaming content does not necessarily cannibalise gaming content on these platforms. This is an opportunity for brands that are more familiar with non-gaming content to engage with live-streaming gaming audiences.
Digital and streaming are the two fastest-growing revenue streams for esports, with 2020-2025 CAGRs of 27.2 percent and 24.8 percent, respectively. Growing awareness around digital assets and NFTs will likely boost investment and fan interest in acquiring in-game items of esports IP.
China leads the worldwide esport market
Esports is set to generate nearly $1.38 billion in revenues by the end of 2022. China will generate nearly a third of worldwide esports revenues. Southeast Asia, Central Southern Asia, and Latin America are the fastest-growing regions, with 2020-2025 CAGRs above 27.6 percent, 23.4 percent, and 19 percent, respectively. Global esports revenues will exceed $1.86 billion by 2025, representing a healthy CAGR of above 13.4 percent.
At the same time, PC esports titles dominate developed markets such as North America, Europe, China, South Korea, and Japan. Mobile esports titles dominate emerging markets like Latin America, the Middle East and Africa, Southeast Asia, and India
Twitch leads the esport live-streaming
According to the report, Twitch was the most popular games live-streaming platform in the West in 2021, seeing a 26 percent year-on-year increase with nearly 20 billion live gaming hours watched. YouTube Gaming was the second largest, with 4.7 billion live gaming hours watched.
Brands are moving towards co-streaming
The report also reveals that co-streaming is increasingly becoming part of brands’ strategy to provide non-gaming content to the gaming community. Recently, Netflix, the NBA, and Formula 1 have partnered with streamers to expand their distribution channels for content among gamers.
Gaming
Dream Sports sees 100 plus exits after gaming ban forces overhaul
Company splits into eight units as real money gaming law hits revenue.
MUMBAI: For a company built on fantasy leagues, reality has suddenly rewritten the rulebook. More than 100 employees have exited Dream Sports, the parent of Dream11, after the company reorganised its operations following India’s ban on real money online gaming. The shake up came after the Promotion and Regulation of Online Gaming Act, 2025 came into force in August 2025, prohibiting games where users deposit money expecting winnings. The regulation struck at the heart of the fantasy gaming industry and dramatically affected Dream Sports’ core business, wiping out about 95 percent of its revenue and all of its profits.
In response, the Mumbai based company shifted into what chief executive officer Harsh Jain described as “startup mode”, splitting its operations into eight independent business units in December.
Around 700 employees were reassigned across these newly formed ventures based on their experience and interests. However, roughly 15 percent opted to leave the company.
A spokesperson for Dream Sports said many of those who exited were experienced professionals accustomed to running scaled businesses rather than early stage ventures.
“Since some of these employees were experienced with running high scale businesses and not startups, around 15 percent chose to leave and join other scaled companies or start ventures of their own,” the spokesperson said.
Despite the departures, the company noted that the attrition rate is only slightly higher than its earlier level of around 10 percent before the ban. Dream Sports now has close to 950 employees and is not currently hiring, choosing instead to focus on stabilising its existing workforce.
The restructuring has transformed Dream Sports from a fantasy gaming company into a broader sports entertainment platform. The eight units now operate independently, each focusing on different segments of the sports and technology ecosystem.
These include Dream11, sports streaming platform Fancode, sports travel service DreamSetGo, mobile game Dream Cricket and artificial intelligence initiative Dream Sports AI, which includes sports analytics platform Dream Play.
Other ventures include fintech product Dream Money, open source initiative Dream Horizon and the philanthropic arm Dream Sports Foundation.
As part of cost saving efforts, Dream Sports also relocated its headquarters from Bandra Kurla Complex to Worli earlier this year. The new office, called Dream Sports Stadium, brings teams from its various brands together under one roof to improve collaboration and operational efficiency.
Jain had earlier said the company removed bonus lock in timelines for employees hired in recent years, allowing those who wished to leave to exit with pro rata payouts.
“We want people who are fully into the startup mode and willing to work for it, and we will share that reward if it comes,” he said.
Founded in 2008 by Harsh Jain and Bhavit Sheth, Dream Sports was last valued at 8 billion dollars after raising 840 million dollars in 2021 from investors including Falcon Edge Capital, DST Global, D1 Capital Partners, RedBird Capital Partners, Tiger Global Management, TPG and Footpath Ventures.
The new gaming law has forced several companies in the fantasy gaming sector to either shut down or pivot their business models, signalling a significant reset for one of India’s fastest growing digital entertainment industries.








