Global E Sports Market - Management Assignment Help

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GLOBAL E SPORTS MARKET 

Blizzard was situated within the world of competitive, organized video gaming known as eSports. The arena of eSports featured players from around the world competing in popular video games.' As players competed for lucrative prize money, fans eagerly watched from around the world, either by streaming on the Internet or on television, or by attending live gaming venues. In 2018, an estimated 380 million people worldwide watched eSports, including 165 million eSports "enthusiasts," a term that described frequent viewers. l° Most of these enthusiasts were from North America, China, and South Korea." 

Streaming service providers, such as Twitch.tv, offered subscription-based memberships that allowed fans to watch players compete in real time. This was generally how players built a fan base." Given that large tournaments boasted millions of dollars in prize money, it was not uncommon for the world's best players to earn more than a million dollars in a year. Aside from receiving prize money at tournaments, players earned money as part of league or team salaries, sponsorships, and endorsements.. 

In 2018, the global eSports market was valued at nearly US$865 million14 and was projected to reach $1.79 billion by 2022. The majority of revenues in the industry came from sponsorships and advertising, while ticket sales for live gaming venues also generated significant revenue for teams and event organizers. t5 
The number of gamers in the world was estimated to grow from 604 million in 2017 to 768 million in 2022. China was the largest gaming market worldwide. 16 In 2019, it was estimated that 1.6 billion people around the world had some knowledge of eSports.

 

 

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