An estimated 134 million audience 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 audience alike, especially when taking players’ salaries into account.
Fortified by the popularity of streaming services offered by the platforms such as MLG and Twitch, enthusiasts, analysts, audience and competitors from all around the world can now link with one another by playing and spectating 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 £25billion annual rate.
Esports, as a professional competitive sport and form of leisure, has been prospering at such a rapid pace. Just one year ago a surprise to the blooming industry, was the launch of the first all-inclusive analysis of the global esports industry. Following discussion of the most up to date data on 2015, the calculations have revealed that the last year’s generated revenues are $325 million worldwide.
In the year of 2016, we will be able to observe the Esports Economic growth to $463 million, a yearly increase of 43%. We will also be able to view spectators of 131 million Esports Enthusiasts with another 125 million Occasional Viewers who 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 the investment point of view, the supply of money regarding industrial state in the 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 that the uptake of mobile games as esports will quicken in 2016. Especially in Asia, the quite a large number of new business ventures increase their endeavors, and worldwide versatile portable players get included.
Esports has come a long way and the industry is still young, but it has grown so much over the last year alone.