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How Esports is Growing in the Entertainment Industry
All the hardcore gamers either participate, wish to participate or at least follow the Esports gaming scene.
It is something that is growing, globally; and we have little doubt that it is something that is going to last. However, what exactly are the statistics? How big is the competitive gaming industry?
Recently, SuperDataResearch complied a detailed study of the competitive gaming market and it comes bearing interesting figures.
The total viewership of the Esports has hiked up by almost ten times that it used to be in 2010.
In 2013, a total of 71.5 million viewers participated in the events in one way or the other. Half of these viewers came from United States though.
Among these, League of Legends Season 3 World Championship was the most famous event making up for around 32 million of the viewers. This is most number of viewers at a single event out of which 18,000 actually attended for which the tickets were sold out in the first hour!
Talking about prize money, the figures have at least triples as compared to what they were in 2010; in 2013, a total of $25 million were given away as prizes.
We have had competitions with prize pools of up to $2.8 million (The International 2013: Dota 2). Now let’s see what are the statistics of the gamers from US that take part in Esports events.
The study tells that 20 percent of the gamers in US either watch or participate in the events; this is equivalent to 31.4 million gamers! Out of these, 70 percent are men and women are a surprising 30 percent.
So how seriously the competitive gaming industry should be taken? Well, lets just say that around 60 percent of the US Esports enthusiasts are between 21 to 35 year’s age group, and that is the audience that major companies target for marketing.
In the recent events, we have seen big companies like Coca-Cola and Intel trying to connect with that section of the population.
There are other, more important reasons why the Esports scene is to be taken seriously. It has been recorded that the people who follow the events visit the events, one way or the other, at least 19 times a month.
Again, the sessions being talked about here last for at least 2.2 hours each.
The Esports events are a major chunk of the gaming industry and quite a lot of growth is expected from it in the coming years.