eSports distributing big prizes

Since 2015, when a peak of 5090 tournaments was reached, each year there are fewer competitions, but the average prize per tournament has increased significantly . Thus, if that year each one competition distributed over 13 thousand dollars on average, in 2018 each of the 3404 pro competitions have distributed over 44 thousand dollars.

These data correspond to a study carried out by some of the most credible esports analytics companies in which they have analyzed the evolution of the electronic sports industry during the last two decades, taking into account three main variables: tournament prizes, number of professional players and number of competitions.

Although one of the premises of the study is to answer the question of how much is earned in professional video games and compare it with traditional sports, it is important to bear in mind that they have limited their study to tournament earnings, a fact much more accurate than the of salaries, since the latter are not usually public in the world of electronic sports.

So it can be estimated that the most prominent esports players currently earn more money than professional sports athletes such as golf, badminton, cycling, marathon or martial arts.

eSports awareness to increase

Some 2 billion people, just over a quarter of the world’s population, will know what electronic sports are in 2021 according to the latest study by Newzoo. This figure represents a significant increase with respect to the current data, which stand at 1.6 billion. These data, however, do not mean that the number of followers of electronic sports is such, but that will be the number of people who are aware that electronic sports exist and who will know in general what they are.

The actual audience, according to the same report and for the same date, will be 580 million, a more than significant increase compared to the current one, which is slightly below the four hundred million people.

Newzoo is also encouraged to launch some prophecies about how the sector will evolve during these three years that affect all kinds of aspects, from how the image of the players evolves to even the number of numbers. They are the following:

  • The final of the League of Legends world championship will have more spectators than the Six Nations.
  • A player will be the star in an international Nike ad
  • More than half of the spectators of the League of Legends World Cup will not play the game.
  • The majority of the content will be additional and not only live matches.
  • A quarter of the world’s population will know about electronic sports
  • The ten largest capitals in the world will have a stadium dedicated to esports
  • The streaming of video games will generate a total of ten billion hours displayed between all the major platforms.

The forecasts are, of course, quite ambitious. Reaching audiences of traditional sports seems a complicated task for the sector but the emergence of new genres such as battle royale, whose audience has become a totally unexpected phenomenon, could boost the growth of the industry.