Difference between revisions of "EsportsGrace"
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− | Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021) | + | Stats |
+ | Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021). In 2017, European audiences reached 77million. By 2021, its expected that a quarter of the world’s population will be aware of esports. | ||
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022). As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year. | Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022). As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year. | ||
− | By the 3rd financial quarter of 2017, over 100 brands had invested into esports. | + | By the 3rd financial quarter of 2017, over 100 brands had invested into esports. |
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Revision as of 11:10, 31 October 2018
Stats Esports is a lucrative and rapidly expanding sector. It’s predicted that the total esports audience will grow from 395m to 580m (2016-2021). In 2017, European audiences reached 77million. By 2021, its expected that a quarter of the world’s population will be aware of esports.
Money-wise, the global esports market is set to grow from $630m (2017) to $1.6bn (2022). As a result, its no surprise that U.S. media conglomerates such as Disney, Comcast, and AT&T are looking into content rights for esport. South Korean esports network OGN announced in 2018 that it planned to invest $100million to broadcast esports events in North America. 74% of the industry is sponsorship and advertising compared to 9% being prize money To understand the scale, the total prize money of all esports events held in 2017 reached $112 million, breaking the $100 million mark for the first year.
By the 3rd financial quarter of 2017, over 100 brands had invested into esports.