How Esports Teams Make Money?
What do you think of when you visualise a sports tournament? A packed
stadium? Fit athletes battling it out for glory? For decades, sports tournaments
have generally been a staple in the lives of many around the world. From FIFA
World Cups to NBA games and Cricket tournaments, sports have always been
associated with physical activity. However, in the last decade, there’s been an
exponential rise in a type of sports that has generally been overlooked and
undermined. A sport that anyone, from any part of the world could take part in.
This is the story of the rise of e-sports. Gaming is the fastest-growing form of
entertainment globally. On its current trajectory, we estimate the esports market
will generate $1.8 billion in 2022 and the video game market itself will generate
around $190 billion. The top esports organizations are worth more than $200
million according to Forbes and those evaluations have been climbing steadily.
So the money behind the scenes is there, but the revenue streams for esports
organizations are complicated and complex. But before we jump right into the
numbers, let’s take a look at what esports are and what pushed them to their
current heights. Esports is the term used to describe competitive gaming, with
massive tournaments in games like League of Legends, DOTA 2, Rocket
League, FIFA and many more. The LA Times says eight million people log on
every day to take part. And yet, for some of us, it still feels somewhat foreign, an
underground culture even. The most played right now is Dota 2, with prize money
well into the nine-figure mark and attracting thousands of participants and related
tournaments. The top Dota 2 tournament called The International had a prize
pool of $40,000,000 in its latest installment. So how do these e-sports teams
work and how do they manage to raise this enormous amount of money? Let’s
take a look. Put simply, eSports are electronic sports. Organised competitive
gaming events in various leagues with teams and players battling it out for
victory. Intel started pushing eSports with the first Intel Extreme Masters gaming
tournament back in 2007 at CEBIT. Worldwide viewership of eSports
competitions has helped push popularity into the mainstream. To the point that
Intel has even tried to get eSports officially recognised by the International
Olympic Committee by bringing season 12 of the Intel Extreme Masters to
Pyeongchang during the 2018 Winter Olympics. Event attendance at the big
stadium competitions is increasingly on the rise as fans make an effort to watch
their favourite teams compete, but online viewing is increasing too. A survey in
China revealed 45% of the adults there had watched esport at some point. But
what attracts so many people to this supposedly niche field?
#esports #gaming #money
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