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How Esports Will Be A Billion Dollar Industry In 2019

by ARUP ROY / Thursday, 13 June 2019 / Published in Esports Trends
Esports is a normal term coined for describing video game competitions. Compared to other sporting events, games belonging to esports genre are majorly played in from of live spectators and such games can also be broadcast via internet. Esports came into existence in the 1980’s when gaming competitions began to take place in arcades. With time passing by, console gaming started becoming popular and video game competitions started taking place in large areas and auditoriums. However, with the popularity of computing gaming, PC Esports started gaining prominence. With the advancements in the latest technologies, Esports has entered a new era as gamers can participate in competitions from remote areas.

A reputed game development company with expertise in esports can provide you a holistic idea about this genre.

Exponential Growth of Esports

The global business of Esports is expected to earn more than 1 billion dollars involving worldwide fan base of 300+ million people. Esports are most popular among fans who prefer to view their favorite games either on Youtube’s gaming channel or on Twitch-an extensive gaming medium on the web. The first quarter of 2018 has revealed that 17.9 million hours have been spent by the esports viewers across the globe.

The esports industry growth has shown its limitless potentialities to attract and engage gaming enthusiasts experience the entertainment of their preferred games and gaming heroes.

The audience for the global esports can reach 380 million this year mainly because of 215 million occasional viewers and 165 million dedicated esports fans.

Growth of Esports Audience

As per the market research, the total number of esports audience in 2015 was 235 million. Out of this, 115 million were occasional viewers while the number of esports enthusiasts were 230 million. Compared to this, in 2016 the number of total audience reached 323 million. That year 161 million were occasional viewers and 350 million were esports enthusiasts. In the year 2017 the total number of audience increased to 385 million. Out of this 194 million were occasional viewers while the esports enthusiasts were 191 million. As per this growth it is being anticipated that in 2020, the total number of esports audience will be 589 million. Out of this 303 million will be occasional viewers and 286 million will be avid enthusiasts of esports.

Esports market analysis have shown that occasional viewers are increasing with time compared to esports enthusiasts all over the world.

Growth of Esports Revenue

Market reports have suggested that the total revenues earned from esports in 2016 was 493 million dollars. Out of this, 350 million dollars came from brand investments. In 2017 the total earning was 655 million dollars and out of this 468 million dollars were earned from brand investments. In 2018 the same income rose to 906 million dollars. Out of this, 694 million dollars came from brand investments. Keeping this trend in mind, market leaders have suggested that in 2021 the total earning will reach 1650 million dollars. Out of it 1385 million dollars will come from brand investments.

Esports industry analysis have suggested that with esports becoming more and more popular, the brand investments are increasing making it more steady as a distinctive gaming discipline.

Growing Trends of Esports in 2019

  • Popularity of premium passes
  • Increase in esports venues
  • Brand’s meeting campaigns will involve featuring of more esports athletes
  • Esports scene of South east Asia will continue to gain its hold

Apart from this there are some more trends which deserve mention. These are:

  • China will have more control on video games
  • In North America college competitive video gaming will gain its popularity
  • More and more esports venues will come up all over the world

Comparative Analysis of Esports Popularity by Age

According to market analysis, in the age group of 10 to 20 years, approximately 10 percent population fall into the category of Hockey and esports. Close to 20 percent love to watch Baseball. Close to 40 percent population prefer to see Basketball while population slightly above 40 percent are hooked to American Football. Talking about population between 21 to 35 years, 10 percent loves Hockey, close to 20 percent likes epsorts, little less than 20 percent loves Baseball, between 30 to 40 percent loves Basketball while a little more than 40 percent loves American Football. If we talk about population falling between 36 to 50 years, close to 15 percent love Hockey and esports. Near about 20 percent loves Baseball. Close to 40 percent loves Basketball, while more tan 50 percent loves American Football. Now coming between 51 to 65 years, more than 15 percent loves Hockey, below 5 percent loves esports, close to 20 percent loves Baseball, more than 35 percent loves Basketball and more than 55 percent loves American Football.

Conclusion: This post gives you a bright and clear picture of esports as a genre. From the statistics one thing is clear- the sports domain is hugely popular among mainly the youths while the older generation do not seem much excited about this. The esports industry growth mainly depends upon the younger generation as tey constitute the main branch of the population.

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