Overview - eSports Gaming
By 2021, global eSports revenues are predicted to rocket to $1.65 billion, $1.4 billion of which will come directly from brand investment. On average, gamers and fans spend $31 per month on Esports gaming subscriptions, items, and content. The estimated amount PUBG earns daily from player spending is $689,000 per day.
- Brand interest in eSports is set to reach new levels of excitement in 2018. High profile brands such as Mercedes-Benz, Gillette, Red Bull, HP, and Intel have all carved out sponsorship and partnership deals that are helping their brands reach the highly engaged and largely millennial eSports fanbase.
- Global revenues were estimated to be $905.6 million in 2018, up by 38.2% from 2017, according to Newzoo. By 2021, global eSports revenues are predicted to rocket to $1.65 billion, $1.4billion of which will come directly from brand investment.
- League of Legends is the game most closely associated with Gillette, which first started working with eSports company and tournament organizer the ESL on its sponsorship of the Intel Extreme Masters (IEM) tournament in February 2017.
- The shaving brand chose League of Legends due to its popularity as one of the longest running eSports and ability to reach young male audience.
- One of the main reasons why there has been growth in eSports viewership is because more people are learning about it.
- In 2017, the total prize money for 4166 tournaments was more than $1.1 billion. The mean tournament prize pool was around $27,500.
- With 17,921 active players at these tournaments, it meant that the mean earnings for each player were $6,407.98.
- Kuro Takhasomi aka "Kuroky" of Team Liquid (Dota2) have the highest overall earnings in eSports with $4,235,456.55 total earnings.
- Gamers and fans use smartphones the most for watching eSports games.
- YouTube is going to be the exclusive broadcast stream for ESL’s online Counter-Strike league. This decision apparently comes from a partnership formed between YouTube Gaming and WESA, the ESL-backed advocacy group.
- Since 2016, the global eSports enthusiast viewership has grown from 121 million to 165 million in 2018 which is expected to reach 250 million in 2021.
- In addition, from 2016 to 2018, occasional viewership grew from 160 million to 215 million which is estimated to reach 307 million in 2021.
- eSports awareness has also grown over the years from roughly 800,000 people who had heard about it in 2015 to 1.43 billion in 2018. In 2019, it is predicted to reach 1.57 billion people.
- Twitch and YouTube have led the platforms offering live eSports coverage with 1.13 million active streamers all together.
- Starting in 2013, people watched about 2.4 billion hours of eSports globally. This has increased to roughly 6.6 billion hours in 2018.
- eSports revenue continues to grow as well. In fact, in 2016, the total eSports revenue was only $493 million, while 2018 saw the eSports industry make a total of $906 million.
- 80% of eSports gamers & fans believe the eSports industry will grow in terms of gaming content & viewers. However, 2 out of 5 do not yet recognize eSports as real sports and eSports players as legitimate athletes.
- The top tier of eSports, League of Legends, is the world’s most watched eSport. According to Newzoo, League of Legends was watched 274.7 million hours in 2017, followed by Counter Strike (232.9 million hours), Dota 2 (217.9 million hours), Hearthstone (76.9 million hours), and Overwatch (25.2 million hours).
- Fans of LoL, Counter Strike, Call of Duty, and Minecraft was watched 4 to 6 hours a month.
- Counter Strike is the most engaging (5.4 hours/month) but League of Legends is the best monetizing ($7.53 spent per hour of play).
- Gamers and fans spend an average of $31 per month on eSports gaming subscriptions, items, and content.
- When buying gaming merchandise, more gamers/fans with HHI < $49K prefer paying via Debit & Prepaid Cards, 3 out of 4 gamers with HHI > $100K prefer paying via Credit Cards.
- eSports had over $492 million in revenue in 2016. 9% came from merchandise and tickets that came in around $64 million.
- In 2017, eSports enthusiasts in North America spend almost twice as much as other regions with an average of $10.36 each in revenue.
- eSports enthusiasts spend the most money with an average of $3.64 per watcher and expected to increase to $5.20 by 2020.
- The gaming peripheral market is booming with an estimated $2.7 billion dollars in global sales in 2017.
- eSports enthusiasts are generally very loyal to the brands they own. The average brand loyalty across the 24 brands studied was at 85%, meaning that consumers answered yes when asked “Would you buy from this brand again?" Brand loyalty among SteelSeries users is the highest at 92%.
- eSports enthusiasts are driven by quality and choose the best (reviewed) peripheral in their budget range. This is also reflected in the purchase drivers with 62% of core PC gamers indicating that reviews, whether online consumer reviews, online professional reviews, or reviews in magazines, are important in the purchase decision.
- When asked about their drivers for buying gaming peripherals, 31% and 27% of core PC gamers consider good reviews by consumers on a website and a product being on sale as main drivers, respectively. This is compared to 24% who consider “made by favorite brand” as a main motivator.
- ESL is the world's largest esports company, leading the entertainment industry with online and onsite competitions across popular games. Filling large arenas and reaching over 60% of the global audience of 165 million.
- ESL evolves the eSports ecosystem around games, platforms, and events, creating immersive experiences for gamers and enthusiasts, and generating huge opportunities for publishers, partners and sponsors.
- They operate high profile, branded international and national leagues and tournaments such as the Intel® Extreme Masters, ESL One, ESL Pro Series, StarCraft® II World Championship Series, as well as grassroots amateur cups, leagues and matchmaking systems.
- Some of the business partners of ESL and Turtle Entertainment are global corporations and brands such as Intel, Mercedes, Red Bull, Paysafe, DHL, Dell, Logitech, McDonald's, MSI, Vodafone, ASUS, Blizzard Entertainment, Wargaming and many others.
- They have 270,000+ event visitors in 2017.
- ESL ONE have 205 million unique viewers in 2017.
- Their live video views in 2018 is almost 1 billion.
- For the last 30 days, The average players in Playerunkown's Battleground (PUBG) is 358,446.4.
- PUBG was the first game on Steam to exceed 1 million concurrent players for an entire calendar year.
- There are 4.7 million copies of PUBG in PC and Console in 2019.
- The revenue of PUBG in 2018 is $920 million with $311 million in profit. The PUBG profit for console is $58 million and the profit from PUBG mobile is $65 million.
- There's 19% increase in PUBG earnings from 2017-2018.
- The total PUBG mobile players spent $320 million.
- The estimated amount PUBG earns daily from player spending is $689,000 per day.