Futurizonte Editor’s Note: Yes, people (mostly all over the world) prefers the virtual/digital sports to the “real” ones. The “matrix” keeps growing.
Original author and publication date: Brian Wang – August 29, 2019
The eSports audience will grow to 453.8 million globally in 2019. There are 201 million Esports Enthusiasts. 201.2 million with per year growth of 15.7% to nearly 300 million in 2022. The global Occasional Viewers will hit 252.6 million in 2019, up from 2018’s 221.6 million. This number will grow with a CAGR of +12.6% to 347.5 million in 2022.
The NFL has an audience of about 100 million. This is down from three years ago. The global eSport audience is over four times bigger than the NFL audience.
In 2019, 1.8 billion people will be aware of esports worldwide, an increase from 2018’s 1.6 billion. China will continue to be the country/market that will contribute most to this number, with 500.2 million esports-aware people.
eSport revenue will grow from $1.1 billion in 2019 to $1.8 billion in 2022. There is also billions of dollars in revenue from video game content creators. The NFL is still likely ahead with about $14 billion in revenue.
The global average revenue per Esports Enthusiast will be $5.45 this year, up +8.9% from $5.00 in 2018.
In 2018, there were 737 major events. Together, they generated for $54.7 million in ticket revenues, down from $58.9 million in 2017.
The total prize money in 2018 reached $150.8 million, a significant increase from 2017’s $112.1 million.
Online Population 4,120.7M
Esports Awareness 1,757.5M
Esports Enthusiasts 201.2M
Esports Revenues $1,096.1M
Annual Revenue per Enthusiast $5.45
In 2018, Twitch had peak concurrent viewership of over two million. ESPN peak concurrent views were 1.5 million.
SOURCES- NewZoo, Nextbigfuture.com