A quick and nice update on Esports as I mentioned in the subject.
The eSports industry has grown at a tremendous pace over the past few years. Per a report from Newzoo, total eSports revenue jumped from $493 million in 2016 to $655 million in 2017, and total revenue could exceed $900 million in 2018. Our interactive dashboard for the eSports industry outlines the market’s performance over the past few years, and its outlook for the rest of 2018. You can modify the inputs to see how changes would impact the total market size in 2018.
eSports revenue is comprised of the below components;
-Sponsorship (40%): Sponsorship comes from both traditional Technology or Gaming companies (Intel, Steelseries) and Non-endemic brands
-Advertising (19%): Targeted advertisements for eSports audience during online consumption. The major players in this area are Computer Components and Gaming Peripherals manufacturer
-Game Publisher Fees (12.5%): Companies such as Valve invest on their games to keep it relevant. They also contribute to prize money
-Media Rights (18%): Online broadcasters pour in money to secure media rights. Twitch and YouTube Gaming are the major players.
–Tickets and Merchandise (10.5%): Tickets revenue from events hosted in the Arena. Merchandise sales through both offline and online medium
Key factors that will drive growth in revenue:
-Immense growth in broadcasting and media rights
-Investments will continue to flow in from both endemic and non-endemic brands
-With the growth in online consumption, revenue from advertising will benefit
-Franchising model gaining traction
Prize Money: Prize money comes from either game publisher (such as Valve), or an eSports organization (such as ESL). CAGR for 3 years was 37.3%
Twitch Viewership Data: Twitch broadcasts eSports competition and provides a platform to video-game streamers. In the last three years, it has seen a 21.3% CAGR in viewership
The majority of eSports consumption occurs online. With the industry looking to attract young audiences – who are generally willing to watch matches on smart devices or PCs – several TV and internet companies have started to compete for the rights to broadcast events. Meanwhile, Over-The-Top streaming continues to see impressive growth, and will also likely contribute to the growth in consumption. Furthermore, as franchising gains traction, especially in North America, broadcasters will have a reliable and steadily growing stream of income. While YouTube Gaming and Twitch saw tremendous growth in 2017, the entry of other big players such as Facebook also bodes well for the space’s near-term growth prospects.
Sponsorships and Franchising Will Have Important Roles
Revenue from sponsorships grew by over 55% in 2017 and exceeded $250 million. With more and more brands becoming interested in sponsorships given the growing popularity of the space, this growth trend appears sustainable. Moreover, many investors are looking at the big picture and investing for long-term benefits in eSports through franchising. Franchising has picked up in eSports with the recent launch of The Overwatch League, which had a $20 million price for each slot. This also led to Twitch paying $90 million in 2018 for exclusive distribution of the league, the biggest in eSports history. Several other game publishers plan to introduce franchising in 2018, which will be attractive for investors as it builds a stable ecosystem and should boost revenues.
Besides the immense growth in revenues of late, growth in the eSports industry can be gauged by looking at two key parameters.
Twitch Viewership Data: Twitch, an Amazon subsidiary, primarily focuses on broadcasting eSports competition along with providing a platform for video game streamers. In the last three years, it has seen a 21.3% compound annual growth rate in viewership. In 2017 alone, viewers watched almost 6 billion hours of content on Twitch.
Prize Money: In the early years of eSports, prize money was fairly low. However, with the overall growth in viewership and other revenues, prize money has grown by over 30% annually of late. Prize money comes from either game publishers (such as Valve) or eSports organizations (such as ESL).
Overall, it is expected that these factors to drive the total eSports market to exceed $900 million in 2018.