2025 showed that esports are the new frontier. Everything is moving to digital, sports included, as they continue to evolve alongside our perception of them. And just like various types of live sports have a bigger or smaller audience, so do esports, as each is still battling for its fair share of the market.
Looking at numbers, by the end of 2025, the global esports audience should surpass 640 million viewers, with roughly half being dedicated fans. Alongside a growing viewing pool comes prize money. While Dota 2 and League of Legends remain at the top, others are catching up. Valoran's tournaments are exploring, and even Mobile Legends are drawing considerable audiences. It's mainly due to the rise of the Southeast Asia market that we're seeing these developments, and others in the region could follow.
iGaming is an interesting overlap of esports in the sense of wagering, fantasy platforms, and betting markets, as it is attached to matches. The only thing slowing down its growth at the moment is regulations, as they can vary widely by country. As things start to pick up and more countries and states adopt various versions of iGaming, viewers and players will have more options. But for those who don't wish to wait and prefer betting offshore, there are international brands available, as they cater to broader betting markets and offer faster, crypto-friendly payouts than traditional ones. Just like finding an ideal game to start, most fans focus on gameplay, not betting instruments.
First‑person tactical shooters hold strong, as well, perhaps stronger than many expected. Counter‑Strike 2 and Valorant are examples: they deliver sharp mechanics and clear goals, which suit both players and spectators. Esports betting turnover data shows a large share of activity tied to these tactical shooters. Classics like Halo, with its legendary game bounce glitch in Halo 2, could also appear in the spotlight due to their large fanbase. Their tournaments often offer consistent scheduling and big prize pools, which helps maintain high visibility across regions. Yes, there is fatigue risk, patches may unbalance play, but veteran players and teams adapt. Some events reach over a million peak viewers in this category.
Battle royale games contribute noticeably, though unevenly. Games like Fortnite remain staples in many regions because they mix spectacle with mass casual appeal. At the same time, mobile‑battle royale versions and tournaments in Asia and Latin America are growing fast, often boosted by lower hardware barriers and strong mobile infrastructures. But viewership tends to be more volatile: peaks at some events, like the Fortnite&Daft Punk collaboration, but sharp drops elsewhere. Genre needs fresh content, good monetization, or strong community engagement to stay relevant.
Sports simulation genres such as FIFA, eFootball, and NBA 2K see a more niche but very stable audience. Not always topping charts globally, but in certain regions, these dominate esports followings, especially where traditional sports are already culturally strong. For instance, in Europe and Latin America, many fans play or follow football in real life. So watching virtual football resonates. You might call them the quiet bedrock of esports diversity.
Fighting games and rhythm games also deserve mention. They rarely claim the largest viewership, though their fan communities are often extremely devoted. But this is changing as the Street Fighter 6 tournament is getting its place at the Esports World Cup and live coverage. These genres reward individual skill, precision, and timing. They tend to attract consistent, smaller crowds rather than mass global peaks. As a specialist, I see that part of what keeps them alive is lore, deep community culture, and regular small tournaments that feel intimate. That intimacy attracts certain players and viewers who value skill display more than spectacle.