The Rising E-Sports Market
E-sport is becoming popular day by day. Due to the increasing number of gamers and expansion of the digital media, the worldwide market for e-sports is estimated to reach more than $910 million in 2016. The popularity of e-sports is because of the charm of video games. They are extremely popular among kids as well as adults. Gaming has become very common among people, which has led to e-sports. Gaming alone is entertaining, but playing the same game with real players around the world is something else. You get to play with other experts on the game, and this experience is very thrilling. This becomes all the more fun if you are playing for some prize money. We say that this sport is an e-sport when the participants are professional gamers and are competing against each other in video games. Playing with others seems alright, but the idea that people watch others play video games for cash prizes seems awkward.
Revenues, Facts and Figures
Revenues generated via e-sports are more than some of the sports but not too impressive as this is a new market. The predicted growth in 2016 is 25 percent. A lot of companies related to technology and media are now moving towards e-sports because of the attractive age group that is involved in it. 75 percent of the people are aged between 18 and 34, and 82 percent are men. According to an analysis, this market is predicted to triple between 2016 and 2020. This is a major attraction towards this market because this would create greater opportunities for advertisements. The audience of e-sports has increased to 131 million, but the number can be higher as there are some people who only watch occasionally. All these facts and figures show that this particular market has quite some potential to grow like the other sports.
Bottom Line
The idea of gaming and e-sports is gaining popularity. However, when you compare it with other sporting leagues, it is not much. Considering the revenues from the NFL or NBA, they are way higher than e-sports, but this can be defended by the fact that this market has been developed quite recently. Gamers are increasing every day, but the people who are actually participating and watching e-sports are those who use PC for gaming. The number of people who use PC for gaming is less than the people who use various consoles to do so. The current leader of global e-sports market is Asia with $328 million followed by North America with $275 million and Europe with $269 million. It can be seen that this market would not be able to compete with other sports in the coming years. However, with the growing popularity, there is a visible potential in this particular market.