Online Chess Instruction and Play Market Size, Share, Growth and Industry analysis, By Type (Instruction Chess, Play Chess), By Application (Adult, Child) and Regional Forecast to 2034

Last Updated: 08 September 2025
SKU ID: 29754469

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ONLINE CHESS INSTRUCTION AND PLAY MARKET OVERVIEW

The global online chess instruction and play market size was valued at USD 0.244 billion in 2025 and is expected to reach USD 0.62 billion by 2034, growing at a compound annual growth rate (CAGR) of about 10.9% from 2025 to 2034.

The United States Online Chess Instruction and Play Market size is projected at USD 0.05149 Billion in 2025, the Europe Online Chess Instruction and Play Market size is projected at USD 0.13414 Billion in 2025, and the China Online Chess Instruction and Play Market size is projected at USD 0.00863 Billion in 2025.

The global COVID-19 pandemic has been unprecedented and staggering, with online chess instruction and play experiencing higher-than-anticipated demand across all regions compared to pre-pandemic levels.

Online chess instruction and play is an application for learning and playing chess. The application allows players to play online chess. It has instruction

An increasing number of chess players across the globe and a growing need to learn instruction are anticipated to accelerate market growth. Rapid digitalization and growing need for digital games. Increased need to improve concentration power and growing awareness about the benefits of playing chess such as learning chess, making new online friends, solving puzzle tactics, and mind training. Increased need for online training and a huge global chess community is anticipated to surge market growth. A rise in the internet and increased market players. On the contrary, the lack of internet access in developing regions and the high price of the application is anticipated to limit the market growth.

KEY FINDINGS

  • Market Size and Growth: Online chess adoption grew by over 65% during recent years, with digital participation expanding at double-digit annual percentages.
  • Key Market Driver: Over 70% of learners prefer online coaching, driven by rising internet penetration and structured e-learning adoption in chess.
  • Major Market Restraint: Around 55% of players cite lack of affordable coaching access, while nearly 48% report inconsistent digital engagement.
  • Emerging Trends: More than 60% of platforms integrate AI-driven analysis, and over 50% incorporate gamified learning experiences to engage users.
  • Regional Leadership: Europe accounts for nearly 40% of global online chess activity, while Asia-Pacific contributes approximately 35% to adoption.
  • Competitive Landscape: Over 45% of market share is concentrated among top five platforms, while nearly 30% belongs to emerging startups.
  • Market Segmentation: Instruction chess accounts for nearly 55% of demand, while play chess services contribute approximately 45% of the total.
  • Recent Development: More than 50% of leading platforms launched multilingual features, while nearly 42% introduced real-time coaching innovations.

COVID-19 IMPACT

Huge Need for Online Games during the Pandemic to Surge Market Growth

Increased digitalization during the pandemic due to lockdown restrictions fuel market growth. Lockdown restrictions boosted online game adoption. Also, the shutting down of businesses and immense leisure time increased market growth.

LATEST TRENDS

Rapid Digitalization and High Demand for Online Games to Fuel Market Growth

Rapid digitalization and the increased need for online games among the growing population are estimated to fuel market growth. Increased urbanization and changing lifestyle of the consumer are predicted to fuel market growth. Also, increased spending capacity and a huge need for entertainment in leisure time are anticipated to surge market growth. Online chess instruction and play help players to teach and instruct about chess. It has instructions or rules which is required while playing chess. Such advantages of the application are anticipated to drive market growth in the forthcoming years.

  • according to Chess.com, the platform recorded 10,000,000 active members in a single day during its 2020–2023 surge (peak-day traffic showing the mass shift to online play).
  • according to ChessKid (Chess.com’s children’s platform), 10,000,000 kids are registered on ChessKid, showing large-scale adoption among school-age players.
Global-Online-Chess-Instruction-and-Play-Market-Share,-By-Type,-2034

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ONLINE CHESS INSTRUCTION AND PLAY MARKET SEGMENTATION

By Type

Based on type, the market is divided into instruction chess and play chess.

Instruction chess is expected to be the top part of the segmentation type.

By Application

Based on the application, the market is divided into adult and child.

Child is expected to be the top part of application segmentation.

DRIVING FACTORS

Benefits of Playing Chess to Push Market Growth

Chess is the most played game among all age groups. It is a famous indoor game. Further, the game was famous among kings. The game has several benefits such as improving memory, boosting planning skills, increasing self-awareness, good choice for kids, and reducing panic attack symptoms. These benefits of chess are estimated to drive market progress in the forthcoming years. The game boost interaction capacity and increased creative thinking, which is predicted to drive online chess instruction and play market growth in the upcoming years.

  • event viewership for online entertainment formats surged — Chess.com’s PogChamps streams hit over 1,000,000 viewers for a single stream and saw six-figure concurrent peaks, showing how streaming/pop-culture formats bring new audiences to online chess.
  • according to FIDE, the 2020 FIDE Online Chess Olympiad featured 163 teams (162 nations) — evidence that federations and associations moved major competitions online, legitimising online play and instruction.

Increased Number of Chess Players to Boost Application Adoption

High awareness about the benefits of playing chess and an increasing number of players is anticipated to boost application adoption. The application helps beginners to learn the instruction for playing chess. Further, the application is suitable for playing and ideal for competition among players. It is an online game and can be played anytime and anywhere. Increased need to improve concentration power and growing awareness about the benefits of playing chess such as learning chess, making new online friends, solving puzzle tactics, and mind training. Increased need for online training and a huge global chess community is anticipated to surge market growth. A rise in the internet and increased market players. The presence of several market players and the huge need to develop features in the game is anticipated to fuel market progress in the forthcoming years. 

RESTRAINING FACTORS

Lack of Internet Access and High Price to Obstruct Market Growth

The lack of internet access in developing regions and the high price of the application is anticipated to limit the market growth in the forthcoming years.

  • Chess.com has reported closing/banning more than 550,000 accounts historically for cheating, highlighting a major trust/quality challenge for online play and instruction.
  • the 2020 Online Olympiad final was affected by a major Cloudflare outage that forced shared winners — an example of how single outages can affect high-profile online events

ONLINE CHESS INSTRUCTION AND PLAY MARKET REGIONAL INSIGHTS

Rise in Need for Online Games in Asia Pacific to Drive Market Share

Asia Pacific is estimated to account for the highest online chess instruction and play market share owing to the rising need for online games among the population. Increased need to improve concentration power and growing awareness about the benefits of playing chess such as learning chess, making new online friends, solving puzzle tactics, and mind training. Increased need for online training and a huge global chess community is anticipated to surge market growth. A rise in the internet and increased market players.

KEY INDUSTRY PLAYERS

Leading Players Adopt New Strategies to Stay Competitive

The report covers information about the list of market players and their latest development in the industry. The information includes mergers, partnerships, acquisitions, technological developments, and production lines. Other aspects examined for this market include complete research on companies producing and introducing the latest products, regions they conduct their operations in, automation, technology adoption, generating the most revenue, and making a difference with their products.

  • ChessBase — established chess software/media brand; ChessBase India channel has ~2.5 million YouTube subscribers and billions of views (major content distribution reach).
  • SparkChess — consumer/educational chess product that offers 20+ lessons in its premium learning mode (desktop/online game + lessons).

List of Top Online Chess Instruction and Play Companies

  • Chess.com
  • Red Hot Pawn
  • Internet Chess Club (ICC)
  • Play Magnus Group
  • Chess King Learn
  • Lichess
  • ChessKid.com
  • ChessBase
  • SparkChess
  • CHESS KLUB
  • LearningChess
  • GameKnot
  • Chessity.com

REPORT COVERAGE

This research profiles a report with general studies that explain the firms that exist in the market affecting the forecasting period. With detailed studies done, it also offers a comprehensive analysis by examining the factors like segmentation, opportunities, industrial developments, trends, growth, size, share, restraints, and others. This analysis is subject to alteration if the key players and probable analysis of market dynamics change.

Online Chess Instruction and Play Market Report Scope & Segmentation

Attributes Details

Market Size Value In

US$ 0.24 Billion in 2025

Market Size Value By

US$ 0.62 Billion by 2034

Growth Rate

CAGR of 10.9% from 2025 to 2034

Forecast Period

2025-2034

Base Year

2024

Historical Data Available

Yes

Regional Scope

Global

Segments Covered

By Type

  • Instruction Chess
  • Play Chess

By Application

  • Adult
  • Child

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