Read our new article: https://t.co/dOUWu8P6gv pic.twitter.com/NiCYUmUN5i. While the impacts were real, the revenues for the industry only declined by $7.2 Million or 0.75%. Quick Analysis with our professional Research Service: Industry-specific and extensively researched technical data (partially from exclusive partnerships). In 2020, the League of Legends World Championship became the biggest tournament by live viewership hours on YouTube and Twitch. . Try our corporate solution for free! In 2020, $822.4 million will come from media rights and sponsorship (this is expected to increase to $1.2 billion by 2023, thus making up 76% of total eSports revenues). This is an increase of 14.5%, up from $947.1 million in 2020, with media rights and sponsorships contributing to over 75% of total esports revenue. Advertising spending in the U.S. 2015-2022, Research expert covering sports and video gaming, Profit from additional features with an Employee Account. In its Global Esports and Live Streaming Market Report, Newzoo reports that the increase in revenue is largely attributed to the increasing number of streamers across the world. canlı bahis, perabet - In esports, not so much. In 2024, when the market resumes normalcy, streaming rates should stay in double digits in Latin America and other developing countries. Available to download in PNG, PDF, XLS format, Access to this and all other statistics on 80,000 topics from, Show sources information The esports revenue is generated through sponsorships and advertisements, tickets and merchandise, and media rights. And with over 92.8 million fans, China can expect the most growth in 2021, followed by the U.S. and Brazil. Completing your profile, daily logins, comments, social shares, and winning tournaments. Learn more about how Statista can support your business. ", Strive, eSports revenue through ticket sales, concessions, and merchandise worldwide from 2017 to 2023 (in million U.S. dollars) Statista, https://www.statista.com/statistics/1129579/esports-revenue-tickets-merchandise/ (last visited April 28, 2021), eSports revenue through ticket sales, concessions, and merchandise worldwide from 2017 to 2023, Worldwide eSports viewer numbers 2019-2024, by type, Global eSports market revenue share 2019, by region, Global eSports revenue share in 2023, by country, Global revenue of the eSports market 2021, by segment, Global eSports revenue in 2023 by segment, Revenue of the eSports market in North America 2019, by segment, Annual eSports prize pools worldwide 2017-2023, All time leading eSports tournaments worldwide as of 2018, by unique viewers, Leading eSports games worldwide 2020, by tournament prize pool, Annual CS:GO global tournaments prize pool 2016-2020, Annual Fortnite global tournaments prize pool 2020, DOTA 2 The International championship viewers 2019, by platform, Value of eSports organizations worldwide 2020, eSports organizations income worldwide 2020, All time highest-winning pro eSports teams worldwide 2021, Leading eSports teams in 2020, by earnings, Leading eSports gamers in 2020, by earnings, Leading eSports players worldwide 2021, by overall earnings, Leading female eSports players worldwide 2021, by overall earnings, Leading LoL eSports players worldwide 2021, by overall earnings, Internet users watching live games streams worldwide as of 2019, by country, Internet users watching eSports championships worldwide as of 2019, by country, Internet users watching eSports championships worldwide as of 2019, by age, Global female eSports audience share 2019, by country, Public interest in eSports in the U.S. as of 2020, Public interest in electronic sports in the U.S. as of 2020, by gender, Twitch: number of concurrent viewers worldwide 2017-2023, Most popular Twitch games worldwide in February 2021, by peak viewers, Leading games on Twitch in 2021, by hours viewed, Active streamers on Twitch worldwide 2021, Number of gaming hours streamed on Facebook 2021, U.S. gamer video consumption 2020, by platform, eSports media revenue worldwide 2017-2023, eSports sponsorship/advertising spending worldwide 2017-2023, Sponsorship spend on eSports worldwide by industry 2019, eSports digital advertising revenue in the U.S. 2017-2021, eSports ticketing and merchandise revenue worldwide 2017-2023, Latin America: eSports revenue 2023, by country, Highest earning e-sports countries Asia 2014, eSports market revenue share in China 2015-2019, by device, Online game market revenue share in China 2018, by game category, Leading eSports countries worldwide 2015-2016, by revenue, Revenue of the eSports market worldwide 2019-2024, Market revenue of eSports in North America 2023*, by segment, Mixer: number of concurrent viewers of eSports worldwide 2017-2023, Facebook: number of concurrent viewers of eSports worldwide 2017-2023, YouTube: number of concurrent viewers of eSports worldwide 2017-2023, F2P console games revenue worldwide by region 2020, Leading streamers in Poland 2021, by time spent online, Benefits of eSports to rights owners worldwide 2020, Germany: leading eSports players in 2016, by earnings, Latvia: leading eSports players in 2019, by earnings, Share of video gaming revenues in Western Europe 2019, by channel, eSports revenue through ticket sales, concessions, and merchandise worldwide from 2017 to 2023 (in million U.S. dollars), { showNavigationItem(event); navMainItemStatisticsOpened = true; }" Currently, ticket sales account for a small percentage of the overall revenue of the esports market as the audience size for the events organized every year rarely exceeds 10,000 … The vast majority of revenue (roughly 70-80%) for esports organizations comes from sponsorships and advertising. This statistic is not included in your account. The average revenue per esports enthusiast will be $4.63 in 2021, a 2.8% increase from $4.40 in 2020. VALORANT drove 846 million watch hours on Twitch and YouTube in 2020, becoming one of the most successful esports releases of 2020. The eSports market has boomed in recent years with more and more viewers tuning in to watch their favorite games being played by some of the best gamers in the world. In 2019, there were 885 major eSports events and together they generated $56.3 million in ticket revenues. Dollars) . Esports mainly generates revenue through streams such as media rights (subscription and online advertisement), tickets and merchandise, sponsorships and direct advertisements, and publisher fees. In, Strive. Advertising and Branding Opportunities in Esports. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -. According to Newzoo, a leading gaming and esports market analytics firm, global esports industry revenue will hit $1.084 billion in 2021. Then you can access your favorite statistics via the star in the header. Profit from additional features by authenticating your Admin account. Why Are eSports Revenues Projected to Decline Again This Year? casino siteleri, bahis siteleri - New, Insights into the world’s most important health markets, Figures and insights about the advertising and media world, Everything you need to know about the industry development, Find studies from all around the internet. Please authenticate by going to "My account" → "Administration". Consumers spent $45 million on merchandise and tickets. baymavi - They give you status. Anyone can also join our community on Discord and chat about your favorite games, esports, and more! Corporate solution including all features. This feature is limited to our corporate solutions. Esports Valuations. @blur="hideNavigationItem"> https://www.pwc.com/.../technology/publications/monetising-esports.html The ideal entry-level account for individual users. cratosslot giriş - At just over $100 million in revenue, merchandising and ticket sales don’t occupy the same role that they do in traditional sports. If you’re interested in seeing more of Esportz Network, follow our social media at Twitter, Instagram, and Facebook. MERCHANDISING. "eSports revenue through ticket sales, concessions, and merchandise worldwide from 2017 to 2023 (in million U.S. dollars) ." The global esports audience is expected to grow to 474 million, representing year-on-year growth of 8.7%. By the end of 2021, the number of fans who watch esports over once a month will grow to 234 million people. During 2021, the merchandise and tickets segment in the global eSports market was expected to generate In 2020, the meteoric rise of mobile esports was driven in large part by the convenience of mobile gaming. https://www.emarketer.com/content/esports-disrupts-digital-sports-streaming instagram takipçi satın al mobil ödeme - Sale of ticket and merchandise is the core aspect of the esports revenue stream. Are you interested in testing our corporate solutions? eSports market revenue worldwide from … You need a Single Account for unlimited access. https://www.statista.com/.../1129579/esports-revenue-tickets-merchandise And more growth is coming! vevobahis - and over 1 Mio. Photo source: Newzoo Merchandise, Ticket Sales. According to a recent Forbes report, the highest valuation today belongs to Cloud9 at $310M on $22M of revenue (2018e). A paid subscription is required for full access. Chart. Are you sure you want to join the tournament, instagram takipçi satın al - Please contact us to get started with full access to dossiers, forecasts, studies and international data. As soon as this statistic is updated, you will immediately be notified via e-mail. eSports revenue through ticket sales, concessions, and merchandise worldwide from 2017 to 2023 (in million U.S. dollars) [Graph]. The market has been segmented, on the basis of region, into North America, Europe, APAC, and RoW. You only have access to basic statistics. Register in seconds and access exclusive features. Sell merchandise where you stream: via online platforms. Strive. Market sizing✔️Forecasts✔️Trends✔️COVID-19 Impact✔️And much more. Giving esports organizations the ability to sell tickets is one of the main reasons. facts. Esports organizations, however, do not receive revenue from individual player’s streams. Get all these insights and data from our Global Esports & Live Streaming Market Report via the Newzoo Platform.Sign up for the full report here: https://t.co/DMtD2QbFMQ#newzooinsights #esports #livestreaming pic.twitter.com/6e6nGYgBqB. https://www.mordorintelligence.com/industry-reports/esports-market Esports has become significantly popular over the years with the advent of novel gaming consoles, advanced features in PC, and supportive equipment such as headsets. Esports is well-positioned as a revenue-generating opportunity for many reasons, a big one being the cord-cutters turning to online platforms like YouTube, Facebook Live and Twitch for live entertainment. Statista. Please create an employee account to be able to mark statistics as favorites. The cancellation of in-person events that usually attract thousands of fans decreased sales of esports-related merchandise. For the big sports venues, tickets are their key revenue stream that consistently pays out. (212) 419-8286. hadley.ward@statista.com. https://www.forbes.com/.../12/05/the-most-valuable-esports-companies-2020 With 91.9 million hours of live viewership, League set a high bar for esports tournaments in 2021. cratosslot, LoL Pls announces new League of Legends items, Esports Industry to Reach $1.1 Billion in 2021 Revenue, Dota Pro Circuit Team Profiles add esports tracking, Top 5 Teams at DreamHack Masters Spring 2021, VALORANT Patch 2.08 Introduces New Breeze Map, Esports Certification Institute established for aspiring professionals, Elisa, Relog and FunSpark create $2.7M CS:GO Champion of Champions Tour, Apex Legends Season 9: Legacy, Valkyrie and more, 2021 LEC Spring Viewership Breaks Records, Aim Lab becomes official Rainbow Six Siege partner, Dev1ce leaves Astralis for Ninjas in Pyjamas. July 17, 2019. kaçak bahis - Due to the effects of the pandemic, Newzoo reports that organizations, influencers, and publishers are diversifying for a more stable market in the future. Media rights and sponsorship are expected to be $163.3 million and $584.1 million in 2020, respectively. Then you will be able to mark statistics as favourites and use personal statistics alerts. Looking for even more high-level takeaways from our 2021 Global #Esports & Live #Streaming Market Report? takipçi satın al, bahis siteleri - The explosive growth of esports … You need at least a Single Account to use this feature. However, this number may decrease when esports organizers and event managers plan for live events again. The global esports audience will grow to 474 million in 2021, with revenues from competitive gaming set to be just shy of US$1.1 billion by the end of this year, according to market researcher Newzoo. In 2020, the eSports audience is expected to grow to 495.0 million people. Newzoo also reports the uptrend in esports to the ongoing infrastructural developments in other growth markets. Give your voice more authority by ranking up and earning exotic profile frames: bronze, silver, gold, platinum, diamond and master. Did you know that the global #games live-streaming audience will pass 700 million this year? As a Premium user you get access to background information and details about the release of this statistic. Newzoo’s July figures show that esports merchandise and ticket sales will generate revenues of $76.2 million in 2020, compared to $121.7 million in February and $106.5 million in April. "Esports Revenue through Ticket Sales, Concessions, and Merchandise Worldwide from 2017 to 2023 (in Million U.S. Esports Industry to Reach $1.1 Billion in 2021 Revenue According to Newzoo, a leading gaming and esports market analytics firm, global esports industry revenue will hit $1.084 billion in 2021. As a Premium user you get access to the detailed source references and background information about this statistic. The remaining revenue is split evenly between ticket sales, merchandising, and media rights. deneme bonusu - Finally, global tournaments can expect millions in 2021 viewership as more people stream their favorite titles. Though, when the team is together competing in a tournament, ... One thing that is different in esports merchandising that typical sports do not do is merchandise within an actual game. This surge in mobile esports continues to increase with titles like Wild Rift and PUBG Mobile. This implies a 14.1x revenue multiple. The firm expects the growth in streaming revenue to increase each year until 2024, when the market resumes natural growth. This is an increase of 14.5%, up from $947.1 million in 2020, with media rights and sponsorships contributing to over 75% of total esports revenue. Show publisher information, Revenue of the global eSports market 2018-2025, Leading CS:GO eSports players worldwide 2021, by overall earnings, Leading eSports tournaments worldwide 2021, by prize pool. deneme bonusu, cratosslot - The global streaming audience will even grow by 9.2% to reach 920.3 million. https://www.businessinsider.com/esports-ecosystem-market-report You can only download this statistic as a Premium user. Statistics, Find your information in our database containing over 20,000 reports, Tools and Tutorials explained in our Media Centre. Overview and forecasts on trending topics, Key figures and rankings about brands and companies, Consumer insights and preferences in various industries, Detailed information about political and social topics, All key figures about regions and countries, Everything you need to know about Consumer Goods, Identify market potentials of the digital future, Insights into the world's most important technology markets, Health Market Outlook The global Esports market is expected to grow at a compound annual growth rate of 24.4% from 2020 to 2027 to reach USD 6.82 billion by 2027. In 2021, Newzoo expects even more major releases from top publishers to meet the demand and expectations of the burgeoning esports industry audience. Accessed April 28, 2021. https://www.statista.com/statistics/1129579/esports-revenue-tickets-merchandise/, Strive. We have daily podcasts at the Esports Minute and weekly interviews at the Esportz Network Podcast. Directly accessible data for 170 industries from 50 countries https://www.sportsbusinessjournal.com/.../2021/01/11/Esports/Merch.aspx https://www.hotspawn.com/other/guides/how-esports-organizations-make-mo… This includes merchandise sold by esports teams and organizers, as well as merchandise sold by publishers at … The Covid-19 pandemic slowed the industry’s growth. eSports team can make money in a variety of ways, including broadcast revenue, sponsorships, merchandise sales, and subscriptions. (July 17, 2019). Read More This ultimately affected sponsorships, prize money and merchandise revenues. COVID-19’s disruption to the esports industry has led to a large decline in ticket revenue. Will grow to 234 million people to background information about this statistic and..., studies and international data large part by the convenience of mobile gaming and YouTube 2020! Million in 2020, the esports revenue is generated through sponsorships and advertising 1.! 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