Why E-sport Is Quickly Becoming A Billion-Pound Industry

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Forget the days when video games were just a hobby. E-sport is a significant industry that has grown massively like the online casino over the past few years. In 2017 alone, the global esports audience grew to 335 million people, which is only expected to increase. 

More people are tuning in to watch mega tournaments such as League of Legends or Dota 2 World Championship. 

While Asia remains an important market for e-sport, Europe and North America are also starting to make their mark on the competitive gaming scene. The esports industry’s estimated value has jumped from $493 million in 2016 to $696 million in 2017.

E-sport is an industry on the rise

Although e-sport is a young industry, it has proliferated over the last few years. In 2017, e-spot was estimated to be worth $1.5 billion worldwide, with an average audience of 134 million viewers per day.

In addition to its popularity on Twitch and other streaming sites, e-sports events are also broadcasted on television networks. Such networks include ESPN and TBS Networks in North America and BT Sport in Europe.

The E-Sport industry is expected to grow massively

The e-sport industry is expected to grow massively, with revenues expected to reach $1 billion (800 million). The growth of e-spot is being driven by new games and new audiences, and new revenue streams and technology.

The growth of e-sport is expected to be huge, driven by technology and the margin of traditional sports with gaming.

Esports experienced explosive growth, especially in China

The development of the export industry has been particularly fast in China, which is regarded as its home country. The Chinese government has created favorable policies and rules to support the development of this industry, including tax benefits and other preferential treatment.

The market for export in China is huge not only because of its huge population but also due to its unique characteristics. 

While many other countries are dominated by adults or even seniors playing video games, China’s gamers are mostly young people who grew up with modern technology. 

They have a lot more money than gamers in other countries do. They also don’t care about what others think about them being “nerds”  because they are just too much into gaming!

Export has been booming since 2012

The first export tournaments took place in 1972, but it was not until 2012 that they started to become a serious business. 

That year was when Riot Games launched the League of Legends Championship Series (LCS). This was the first large-scale esports tournament series with real prize money. 

Since then, the sport has grown rapidly, with more people watching and playing than ever before. In 2017 alone, there were an estimated 292 million viewers of competitive gaming. 

This number is expected to increase as technology improves and more people get involved in esports events worldwide.

Advanced players make the money

Although advanced players make money, new fun is the key to long-term growth. It’s no surprise that the top players in this sport are raking in the big bucks. It’s also no surprise that these players are among the most entertaining and popular figures in sports.

But what makes them so successful? Well, they’re not just skilled gamers; they’re also skilled entertainers! If you watch one of their matches, you will notice how effortlessly they make things look. 

Dodging shots, firing back at enemies, and making last-minute jumps to avoid danger while chatting with their teammates and playing to win. 

People like playing and watching video games

With many people playing and watching video games, they spend or pay more for it. It is a simple but effective idea that has been for years now. This can only mean increased revenue in the sports industry.

You can see this reflected in the figures from New zoo, who predict that esports will be worth$1.5 billion in 2020. This is a staggering increase from the $500 million predicted two years before.

Conclusion

The esports industry is still new, but it’s already changing how we think about sports. As sport becomes more mainstream and accessible, publishers will be able to reach even large audiences.

They will also be able to expand their existing games into new platforms with unique experiences such as virtual reality headsets. People are spending more time with video games than ever before. 

They’re not just playing them on their consoles at home but also watching other gamers play online.

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