Last week we reported that, in 2017, eSports is supposedly going to attract 145 million enthusiasts. Further information comes now from market research institute Newzoo. We are going to take a closer look on these findings.
Next to an overview of the growing numbers in eSports, new facts and figures allow new insights concerning economic development and growth potential.
After looking through the information at hand, we have compiled a few facts about eSports.
15 facts and numbers about the eSports report 2012-2017
1: There were 58 million of the so-called “eSports-enthusiasts” in 2012. In 2014 this number rose to 89 million. In 2017 145 million eSports-enthusiasts are expected worldwide.
2: 40% of all eSports-fans who are watching competitive eSports via IPTV or similar livestream services are not active players themselves. This is an indicator that eSports is developing into a so-called “spectator sport”.
3: 205 million viewers are watching eSports worldwide.
4: 13 million eSports-enthusiasts are participating in leagues and tournaments on amateur- or professional levels and are following championships or similar competitions on a regular basis.
5: 19 million eSports-enthusiasts are watching eSports, some of those are taking part in leagues and tournaments.
6: 56 million viewers are watching eSports on a regular basis.
7: 117 million viewers are watching eSports occasionally.
8: Estimates show that the eSports-market can increase its total revenue by 100%.
9: In 2012, eSports generated a revenue of $130 million. 2014, revenues increased to $194 million, in 2017 $465 million are expected in sales.
10: Considering the rapid development of eSports compared to traditional sports, annual sales within the next few years could exceed the magical mark of 1 billion USD.
11: There are 2.2 billion viewers who have a (high) interest in sports. At the same time, there are 2.1 billion gamers worldwide.
12: There are almost as many eSports-enthusiasts (89 million) as ice-hockey fans (94 million).
13: In 2017, 145 million eSports-enthusiasts are expected worldwide, which will soon rival viewers of American football (151 million).
14: In 2014, $2 were generated per eSports-fan. If compared to American football or ice-hockey (20 USD per fan). The sky is the limit!
15: eSports-enthusiasts in the US are a valuable target audience for large brands and digital media companies. Compared to the total population, eSports-enthusiasts and casual viewers have larger income, full-time jobs and consume more often. eSports-enthusiasts are more susceptible to subscribe to a Netflix or Spotify account. 29% have a budget of 100+ USD for their headset, 53% have a full-time job, 41% own an iPad and 30% have a larger income/are wealthy.
Get the latest news and stories regarding marketing, sponsoring, advertising and investments in eSports.