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Economy - Sports Economy
Home Economy, News, Sports EconomyHow the business of gaming is evolving

How the business of gaming is evolving

June 10, 2022• byPRMinds Admin

How the business of gaming is evolving

Economy - Sports Economy
Picture source - freepik.com

With an increasing number of people playing, broadcasting, and watching esports, the already booming, multi-billion dollar gaming ecosystem is reaching even greater heights. As the Call of Duty League (#CDL2022) hosts its Kickoff Classic this weekend, and against the backdrop of industry consolidation, it’s a good time to get up to speed on the business of gaming. Dive deeper with insights on the topics that matter, including:

  • the digital ecosystems powering today’s increasingly borderless economy
  • how brands can build knowledge and credibility in esports
  • why digital subscriptions don’t easily translate to video games
  • other business uses for gamification

By now, it has become clear that the phenomenon of esports is not just hype but a global industry that is here to stay. Although COVID-19 has temporarily ended in-person esports events, the crisis has shown that their popularity has not just endured but grown. Many leagues are continuing their formats online, and Counter-Strike: Global Offensive (CS:GO) hit new all-time player records with more than a million concurrent players in March 2020. Additionally, our German consumer survey shows that participation by heavy users—those who play/consume more than once a week—increased by about 30 percent.

Esports is big and getting bigger:
Esports already has a considerable market size, surpassing many traditional sports in terms of both revenue and viewership. Globally, the industry hit $950 million in revenue in 2019 and is expected to reach $1.1 billion in 2020. Most of the revenue (58 percent) is forecast to come from sponsorships, which grew an estimated 17 percent compared with 2019.5 The esports audience is projected to hit close to 500 million enthusiasts and occasional viewers in 2020. Combined, these numbers reflect more than 15 percent growth in revenue and more than 10 percent in audience size year over year.

Esports differ from traditional sports in many respects, including:
Simulations of “on-the-field” and “on-the-court” sports, like the FIFA or NBA2k video game series, are far less watched than other genres. In 2019, people across the world watched over one billion hours of each of League of Legends and Fortnite on Twitch but only 165 million hours of FIFA.6
New games are continuously disrupting the esports market, and for some, the fan following is immediate. Just nine months after Fortnite launched in September 2017, 125 million people had played, while Apex Legends hit one million players in just eight hours after launching in February 2019 and 50 million players in one month. On April 7, 2020, the closed beta of the new game Valorant launched and was watched for a total of 34 million hours by 1.7 million peak concurrent viewers on this single day.

Not all esports fans are the same:
Who are these esports fans? Age, education, and income demographics suggest that many are about to start jobs with an above-average salary: esports is mostly consumed by young (on average 26 years of age), tech savvy, and highly educated males (over 70 percent),7 making sponsorship an opportunity for a company not only to advertise its product but also to promote its brand as an employer.

The esports audience, however, is not homogenous across games. Brands should assess thoroughly which segment they want to address. In one case, we used artificial-intelligence-driven consumer insights from social-media listening and compared affinity data of esports fans to the overall online population in Germany. This revealed four clusters, in an array that clearly describes distinctive lifestyle interests based on the esports category:

  • Fans of mature esports (League of Legends, CS:GO) are drawn to self-help products and services and are interested in e-commerce, business, and fast cars.
  • Fans of newer esports (Fortnite, Overwatch) have a distinctive emphasis on personal outward appearance.
  • Fans of sports-simulation games (FIFA) are highly interested in a wide variety of sports and care about their personal health.
  • Fans of niche esports (StarCraft II) are interested in literature and gathering knowledge, travel, and using smart devices.

Esports sponsorship is effective at reaching a young and tech-savvy audience as an additional marketing channel. With minimal setup, a modest investment, and often as few as one to two sponsoring experts dedicated to esports within an existing sponsorship team, brands can quickly develop a pilot sponsorship to build knowledge and credibility in esports.

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