You Tube and Twitch have become central to the growth and promotion of esports competitions. Despite viewership being approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34, female gamers have also played professionally.The popularity and recognition of esports first took place in Asia, specifically in China and South Korea, with the latter having licensed professional players since 2000. Outside of Asia, esports are also popular in Europe and the Americas, with both regional and international events taking place in those regions.
There is no shortage of prize money available to eSports gaming participants, with single-game cash earnings up to $200,000. Some high-level competitions, like Dota 2 International, earns $10 million to the competition’s winning team.
According to Forbes, North America has emerged as the biggest market in terms of revenue for e-sports, accounting for about $409 Million in revenue in 2019. For a sport that boasts a global audience of over 453 million people and online viewership for its biggest events such as the League of Legends World Final, generating more unique viewers than the Super Bowl, $1.1 Billion feels like a relative pittance.
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The world of sports is having a tough time in 2020. Thanks to social distancing measures brought about by COVID-19, the spring and summer months usually abuzz with NBA and MLB fanfare have been disappointingly quiet. Video gaming, on the other hand, is experiencing something of a boom, continue reading