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The eSports industry is either overcoming its shadow or is on the brink of a breakthrough; it depends on who you talk to. Competitive gaming as a spectator sport has been a long lasting dream for many years and on many occasions. Its supporters, subscribers, and spokespersons have also claimed that an Orthodox breakthrough was forthcoming. The recognition and the awards had a rise and fall, but the dream ever lasted. Just like regular sports, there are broadcastings, subscription packages, and lastly, a large number of passionate eSports fans. The dawning of televised games played by sponsorship, is gearing up around the world.
An estimated 134 million people have spectated some genre of eSports competitive gaming in 2015. It is a great indication for the rousing eSports industry. Furthermore, it is an astonishing figure for those companies that are aiming to satisfy the cravings of competitors and audiences alike, especially when taking players’ salaries into account.
Fortified by the popularity of streaming services offered by platforms such as MLG and Twitch, enthusiasts, analysts, fans, and competitors from all around the world can now link with one another by playing and watching eSports games like Quake, Street Fighter, Counter-Strike, League of Legends, DOTA2, and SMITE. With the growing financial and investment competition from the countries of Sweden, China, and the USA, South Korea is still leading the bracket of top earnings with over £25 billion annually.
eSports, as a professional competitive sport and a form of leisure, have been prospering at a rapid pace. Just one year ago the first analysis of the eSports industry surprised the blooming community. Following discussion of the most up to date data on 2015, the calculations revealed that the last year’s generated revenues were $325 million worldwide.
In the year of 2016, we will be able to see the eSports Economic growth rise to $463 million. That’s a yearly increase of 43%. We will also see upwards of 131 million eSports enthusiasts, as well as another 125 million occasional viewers. These viewers just subscribe particularly for the significant international events the global and local eSports markets. These markets are predicted to trigger $1.1 billion in 2019 and signify alternative growth scenarios using conventional sports as a reference and the major factors that will dictate its pace of growth.
By the end of 2016, the revenue that North America will generate through a promotion of merchandise, event tickets, advertising, sponsorships, and online advertising will cross $175 million. The game developers, publishers, and organizations will receive a large chunk of the revenues. From an investment point of view, the supply of money regarding the industrial state of eSports games is more than the revenue generated by different eSports tournaments. With such a growth in the industry, China and Korea both carry 23% of all the income produced by eSports games and tournaments globally. As for Europe, the French Secretary of State Axelle Lemaire has proclaimed the formation of the government sponsored “France eSports” federation, which will oversee the government on regulating eSports.
From a trending point of view, financial specialists’ involvement in eSports is huge for the organizations. An expanding action of traditional media organizations have taken to be mindful of the estimation of the eSports circle and have propelled their first eSports initiatives. The involvement of these parties in the scene will result in an expanded spotlight on content and media rights. Every single real distributor has expanded their venture into space, understanding that convergence of video, live competitions, and the game itself are giving purchasers the cross-screen stimulation they crave from their most loved establishments. The stats say the uptake of mobile games as eSports will quicken in 2016. Especially in Asia, quite a large number of new business ventures have increased their endeavors. And worldwide, versatile, portable players get included.
Supercell’s latest title, Clash Royale, is a final illustration. Skillz is the best software which provides online multiplayer networks to eSports gamers. Currently, it has represented more than 1,100 game studios. Moreover, it helped in the launch of around 550 games (approximately 100 of them are running cash competitions). Skillz is hosting over 150,000 daily tournaments crossing the borders of over 180 countries. Additionally, the company has paid out more than $13 million to the competitors. One player from Staten Island has recently received a $22,000 check for winning a mobile bowling game. The money is growing at a rapidly increasing pace.
The eSports spectators tend to be of a certain demographic, leaning towards consumers with a full-time job and relatively high income. The research shows that they are also big investors on digital media subscriptions, hardware and mobile platforms including games.
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