August 17, 2020, ainerd

Why has Esports grown so big and so fast?

The esports market has passed the $1 billion mark and does not appear to be slowing down anytime soon. Games as a whole, including sports, are already on track to become the largest industry outside traditional professional sports. From video streaming to online games, video games to esports tournaments, Esporte is on track to become a billion-dollar industry.

As more companies engage and consumers spend more time watching content out of competition, this content is likely to generate much of the growth in the global gaming industry. With incremental growth generating annual revenues of $1.5 billion and revenues of more than $500 million in the next few years alone, it is only a matter of time before esports will be on par with traditional sports in terms of participation and attendance.

The Olympics will be about sport, but they will not be part of the Olympics as we know them. There will be a separate Winter Olympics, and these will take place at both the Winter Olympics and the Summer Olympics.

The big stadiums will be sold out, fans will flock to see the pros in action, and Blizzard will host high-level tournaments, including an official World Cup featuring some of the world’s best players as well as the best teams from around the world. The ESports competitions will also be broadcast live on the big screens in the Blizzard Arena and the Eleague eSports Arena, which have repeatedly filled up.

I do not expect the consumer impact of eSports to die off anytime soon, but as its audience share and influence continues to grow, engagement with the fan base will only get more expensive.

So let’s get to the business, here’s a look at some of the fastest growing areas of eSports and the upcoming games that will make it big this year. This page is intended to guide the reader through the understanding of the comparability of sports with traditional sports. Esports is essentially a competitive video game, and the audience numbers of Esports are significant, making it one of the largest, if not the largest, competitive gaming industries in the world. Learn more about how eSports has grown, from top teams, competitors and more.

By the end of this year, 1.6 billion people will have some knowledge of sport, and by 2019, 450 million people will be watching esports events. Overall, the global eSports audience will double from 300 million to over 600 million viewers over the next three years. By 2022, the number of viewers for eSports is expected to rise to 2.5 billion, compared to just over 1 billion in 2015. The audience has grown by tens of millions in recent years; by 2020 it will reach 380 million, making it the second-largest competitive gaming industry after sport.

While the number of e-sports fans in Asia, especially in the gaming sector, has long been high, North America and Europe each claim 28 million, and that number is growing by 21% annually. In the United States, the projects will have a total audience of 1.5 billion viewers in 2021 and 2 billion in 2022. By 2022, the total audience for eSports will reach about 385 million people, up from about 300 million in 2015, the report said.

Yet, despite its incredibly rapid growth, it seems that e-sports are far from the numbers that attract traditional sports around the world. One of the common statistics used to measure the popularity of eSports is that, unlike traditional sports, its viewers tend to get in and out during the duration of an event. He pointed out that the sports have significantly fewer spectators than traditional sports during the regular season events.

About 40% of eSports viewers do not play the games themselves, and the people who play them are much more likely to be spectators than gamers. With such a large support base, it’s clear why the eSports audience is attractive to advertisers. Although spectators at esports tournaments are not necessarily players, a larger player base and underlying franchises is a big advantage for esports leagues, even if it has not always been so. Players are also in many cases much less interested in the game than spectators, while the players themselves are much more interested in the money.

Now that you know the history of eSports and understand how the industry has evolved, you can delve deeper into the reasons why sport is so popular and explain what it is. League of Legends was developed as an esport by Riot Games and now has sponsors and brands that come directly from them. No matter what you think about eSports personally, you can’t deny how big it has become and how big it is going to be.

Tournaments and prize pools compete today with the biggest events in traditional sport, and the global audience for major games events has passed 100 million viewers, largely due to its exploding popularity in Asia. There is a huge interest in building the world, especially Asia, around eSports and its major events.

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