The world Esport posted growth at an unbelievable rate, according to many information, the Esport platform will continue to increase to 41%, equivalent to 696 million by the end of 2017. So why is it giving so strongly? Let’s take a look at Gameworld with the reasons why.
2016: North American investors’ vision
The image below is a detailed comparison of investment sources in three main regions: North America, Europe and Asia. From there, investment in the North American region reached $72 million last year, mainly targeting tournaments, events, and competing teams.
These huge numbers are actually based on directly from players or indirectly through press conferences, organizers, investors as well as teams, so the accuracy is very high. In Europe, consumers spent nearly $18 million on souvenirs and tickets for tournaments or events. This figure is compiled from the amount, attendance from the world’s top 500 events and souvenir stalls owned by companies and teams.
The main resource of the Esports industry
The esports industry is estimated to have reached $493 million at the end of 2016. Most of the money is generated from both direct (sponsors and advertising) and indirect (media and contracts) through investments and exclusive brands, the amount has reached 350 million dollars. In which, media revenue includes income from channels that register copyrights to display Esport content, including payments by organizers to broadcast their content, in addition to profits. from foreign TV channels to display content and images of Esport matches. Besides, Advertising is also very profitable for the Esport industry. Statistics show that consumers spent $45 million on souvenirs and tickets. This amount includes souvenirs sold by esports teams and organizers, as well as by investors selling at their own events.
Esport the fertile land of game makers
Although Esport currently does not bring any profit to game companies, when game companies participate in Esport, profits increase to $ 116 million in 2017 and this number is expected to continue. increase further. Their investment has impacted the game’s revenue as well as the future potential of esports operations. Along with that, advertising becomes a fertile food for game makers when thanks to advertising their products attract new players. Currently, game makers have themselves organized world-class esports tournaments with the purpose of advertising around their brand. Thanks to Esport teams, revenue grew significantly. Besides, young Esport teams have not yet made a profit because they have not really made a mark for themselves.
2017: The beginning of new ways of investing
With the introduction of many Esport teams, as well as events and tournaments that have made the esports industry world-class, revenue reached 517 million USD in 2017, equivalent to 74% of the global Esport market. . Sponsors are the main source of revenue, accounting for nearly 38% of the Esports market in 2017. On top of that, teams, tournaments, and small events have begun to decide to enter the fertile land of the global esports scene. create long-term income and enhance growth potential. It is this that has made the media industry of Esport grow even in small countries. It is expected that esports media will grow 82% to $92 million by the end of 2017.
The revenue earned through ticket sales at events and souvenirs is still quite small $63.7 million including souvenirs sold by esports teams and organizers, as well as game makers at the venues. event is held. Here are the exact numbers that investors, consumers, and game makers put into the esports market in 2017.
The Esports industry is becoming a competitive market for what it holds
The Esports market has quickly become a place of true competition as teams, tournaments, game makers, organizers, media platforms, broadcasters, and social media sites have also grown. as traditional sports clubs and bodies seek to invest in the global esports scene. Thereby creating a profit dispute between organizations, making investment the biggest revenue source for this industry.
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Source link: Impressive numbers of the Esports industry
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