您的浏览器禁用了JavaScript(一种计算机语言,用以实现您与网页的交互),请解除该禁用,或者联系我们。 [Stream Hatchet]:2025电子竞技趋势报告 - 发现报告

2025电子竞技趋势报告

文化传媒 2025-12-31 - Stream Hatchet 风与林
报告封面

20252025ESPORTSTRENDS REPORTESPORTSTRENDS REPORT EXECUTIVE SUMMARYEXECUTIVE SUMMARY ABOUT STREAM HATCHET’SESPORTS TRENDS REPORT STREAM HATCHET’STL;DR TAKEAWAYS Of the2.7B total hours watchedacross1.9K trackedesports events in 2025, League of LegendsandCounter-Strike accounted for nearly 45%(1.2B hourswatched). Two titles drove almost half of esports demand! Stream Hatchet’s Esports Trends Report is a culmination ofthe biggest trends, stories, and insights from the esports andlive streaming industries.Want to be among the first to hearabout future reports?Subscribe to our newsletter today! Growing trends across esports viewership?Co-streamingmade up 51.2%of all esports hours watched in 2025, whilemobile esports is getting more popular with 42.4Kaverage viewersper tournament vs. 38.3K for non-mobile events. Stream Hatchet works with a consortium of industry-leadinganalystsand business leaders to understand key trendsrelated to the impact of live-streaming audiences on gamingcreators, esports, and the broader video games industry. Tournaments headlined by brands drove 29.2% of allesports hours watched in 2025,with examples likeBLAST, StarLadder, BetBoom, and Red Bull doublingdown on their gaming-adjacent identities. A NOTE FROM EDUARD MONTSERRAT (CEO) “We hope you enjoy our esports trendsreport.We are eager to continue tooffermarket-leading insights in thecreator and streaming industries, andare thankful for our partners' continuedsupport and guidance in framing thisunique data set for those working in,and adjacent to, video games.” Esports tracking toolshave evolved:Live dashboardstrack real-time, mid-event statsCreator toolstrack sponsored creators whilediscovering emerging talentChat analysisreveals when and how fans engage,giving organizers and publishers a far deeper view oftheir audience than ever before. CONTENTSCONTENTS Total Esports MetricsTournament Type DistributionStreaming Platform DistributionTop Games in EsportsTop Esports TournamentsCase Study: Popular Esports Per RegionCo-streaming & Top Co-streamers45678910 Click on a topic to jumpto the relevant section Esports Data in Action18 Live Dashboards ExplainedLive Dashboards: Key MetricsLive Dashboards: Match-by-Match BreakdownLive Dashboards: Creator DiscoveryChat Analysis Methods w/ Six InvitationalBrands Engaging with EsportsBrand Tools: Logo Recognition19202122232425 Types of Esports Events11 Mobile Game EsportsCase Study: Mobile Legends: BBCreator-led EventsCase Study: Twitch Rivals SquidCraft GamesMultigame Tournaments w/ EVO 2025Case Study: Esports World Cup 2025121314151617 Extras incl. Further Reading26 TOTAL ESPORTS METRICSTOTAL ESPORTS METRICSKEY ESPORTS METRICS ACROSS ALL TRACKED EVENTS | 2025 | ALL PLATFORMSKEY ESPORTS METRICS ACROSS ALL TRACKED EVENTS | 2025 | ALL PLATFORMS The esports landscape is vast.As more publishers, creators, brands, and independent organizers begin their own competitions, the sheernumber of esports events has ballooned. As such, it is impossible to track every single esports event. However, we have tracked every Premier,Major, and Minor esports tournament, and a considerable number of independent events besides. In 2025, we tracked close to 2,000 esports events across 78 different games. Across this sample of games, a monumental 2.7B hours ofesports content was watched, with a peak viewership of 6.6M viewers(more on that in a moment). Note that although we do track other non-esports events like Game Showcases, Speedrun Competitions, and Traditional Sports,these eventsare not included in this countand will not be discussed in this report. TOURNAMENT TYPESTOURNAMENT TYPES TYPES OF TOURNAMENTS BY SHARE OF HOURS WATCHED | 2025 | ALL PLATFORMSTYPES OF TOURNAMENTS BY SHARE OF HOURS WATCHED | 2025 | ALL PLATFORMS MajorandPremierevents combined for2.4B hourswatched in 2025, accounting for86.4% of totalesports HW. Audiences concentrate heavily at thetop of the competitive ladder, where stakes,production value, and talent are highest. Despite running across multiple regions for monthsat a time,League formats (129.2M hours) wereoutpaced by Minor events (149.5M hours)in 2025,pointing to audience selectivity even withinstructured competition. Creator Tournamentsgenerated67.9M hourswatched, more than triple the 18.8M earned byQualifiers, underlining the growing crossoverbetween creator culture and esports audiences. Note that we won’t be including CreatorTournaments in our metrics throughout therest of the report,as they exist in a grey areabetween genuine esports and gaming eventslike speedrun competitions. See Slides 14 & 15 formore info. Majorsare developer-sanctioned flagship tournaments (e.g. CS2 Majors, The International), withMinorsandQualifiersleading into these MajorsLeaguesare recurring regional formats played across weeks or months (e.g. LCK, LCS, ESL Pro League)Premier eventsare the highest-profile international tournaments outside developer-run Majors (e.g. VCT Champions, BLAST Pre