Video games are nothing new. They’ve been a staple pastime for nearly 40 years now and have grown from a niche hobby to an industry raking in millions of dollars every year. With this meteoric rise in popularity has come several subcultures of the gaming community, but perhaps none is more well-known or lucrative as Esports.
And now, esports is more than just a popular pastime or hobby; major institutions are forming esports leagues and pouring money into them just like they do other major sports leagues. And since the rise of the COVID-19 pandemic, this once niche interest has pushed ahead even further to become one of the fastest growing industries worldwide.
What are esports, you ask? Don’t worry.
Our guide will make sure that you know what Esports are, who plays them and how to help your customers achieve their Esports dreams.
Esports—short for electronic sports—is the organized world of competitive online gaming. Individuals often joins teams or leagues, which then face off against each other in massive multiplayer online games (MMOs) to vie for championships.
Most of the games are titles you may be familiar with: Fortnite, League of Legends, Counter-Strike, Call of Duty, and Overwatch are all incredibly popular among competitors. If you’re picturing a bunch of people hunched over computers in their basements, wipe that image from your mind.
It has cultivated a massive following over the past decade. Millions tuning in to watch matches on streaming services like YouTube, Twitch and even TV.
What platform is used for playing Esports? It’s almost exclusively PC. Why is that? There are several good reasons: PC gaming is more popular worldwide, PC games enjoy a longer shelf life (on average), PC games are often cheaper than their console counterparts, and for those who like to live on the edge, PC games are notoriously easy to pirate. When it comes to these games, there currently isn’t any other serious choice than a powerful PC.
So, how much money actually flows through the Esports community each year? And how many people tune in to watch matches?
According to tvtech, 474 million people will watch Esporting events in 2021. And by 2024, that number is expected to grow to 577 million. In 2020 alone, Esports netted an additional 38 million viewers. Most of these viewers come from North America, China and South Korea.
The 2017 League of Legends World Championship maxed its total viewers at over 80 million, making it—as of this post—one of the most viewed Esports competitions of all time. And the burgeoning industry is only set to generate more steam from here; in July 2018, ESPN, Disney and ABC signed a broadcast deal bringing Overwatch league season 2 to ESPN and Disney XD. ESPN has even launched a home page dedicated to Esports news.
And in 2020, those numbers were even more impressive. The 2020 League world championship saw viewership exceed 139 million hours, making it the most viewed esports competition of all time. And by 2024, the total number of esports viewers is expected to reach over 920 million, according to Reuters.
What was once a nerd pipe dream is now very much a reality. The National Association of Collegiate Esports(NACE) recognizes over 50 varsity Esports programs across the country. All those gamers who believe that they can attend school based on their gaming skills can make that hope a reality. NACE championships pull in some serious money, which is put towards scholarships for the lucky winners.
But the opportunities aren’t limited solely to higher education. The High School Esports League is the largest high school league in the nation, and their mission is to “Make esports available to every student as a legitimate varsity level sport in high schools across the nation.” And they’ve certainly come a long way in achieving it.
As of June 2021, their community spans over 3,400 schools and 140,000 students, boasting a variety of sponsorships.
Schools have seen the writing on the wall: esports is here to stay, and they’re adapting to fit this growing industry.
According to the HSEL, “Esports is also becoming recognized as a varsity level sport at the high school level. HSEL is the largest and longest-operating competitive gaming organization serving high school students and educators, with 2,100+ partnered schools across the US & Canada, and over 60,000 students.”
Schools across the country are investing in infrastructure like computer labs and offering up to $15 million in scholarships. That’s a serious wad of cash going out to Fortnite players each year.
Esports, like every other industry, has changed since the pandemic hit worldwide—but not all those changes have been negative.
While many Esports events have traditionally been held in person, one advantage they have over other sports is that they can be played remotely when circumstances require it. And in the event of social distancing or stay at home orders, as seen in 2020, they can offer a sense of continuity and community that is otherwise lacking.
TWICE says “Esports is safe, distant, and an engaging way to connect with familiar and new faces.”
And now, that community is more important than ever.
TWICE puts it this way: “On top of the physical effects of COVID-19, there’s a mental health crisis as well. Esports offers entertainment, but more pressingly, it’s a way to bond with friends and new people over common interests. As people can’t be physically together, esports helps provide that human connection. Thus, it will continue to grow during and after the pandemic.”
The short answer? Everywhere.
By the end of 2021, total Esports revenue—including software and hardware sales, ticket sales, sponsorships, league salaries, and more—is expected to top $1 billion. Millions of dollars in profit aren’t just for professional athletes anymore; top Esports competitors—such as Kuro Takhasomi, Amer Al-Barkawi and Johan Sunstein (known online as KuroKy, Miracle- and N0tail respectively)—can easily earn a 7-figure salary.
So, as you may gather, these tournaments can make some big bucks. Software and video game developers also profit off of Esports, as they produce the games used in Esports. And no professional or novice Esport gamer can compete without some seriously powerful hardware.
But of course, the industry wasn’t totally immune to the devastating economic impact of coronavirus. Tvtech reports “Cancellation and event postponements did result in a down year for esports revenue, but only a modest one, as SafeBettingSites.com reports that the global esports market generated $950.3 million in 2020, down just 0.8% year-over-year.”
And, as noted above, the total revenue is expected to surpass $1 billion by the end of this year.
Esports and their massive fallowing is a sign of the times, according to TWICE: “People finding new entertainment and ways to connect through the COVID-19 pandemic is perhaps the biggest sign of the times currently. Esports is taking off financially because it’s an industry that is new, exciting, and only going to improve from here. It brings people together. Maybe it’s time to see what the excitement is all about.”
And we agree; now is a great time to break into this burgeoning industry!
Whether it’s computer peripherals or universal gaming accessories, gamers are constantly updating their hardware and accessories. No gamer wants to be behind the curve; you can keep Esports gamers equipped and ready to compete at petra.com.