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CGA.
CGA.
THE EXPLOSIVE
GROWTH OF
ESPORTS
Rapid Growth in Revenues
& Audience Continues
Global Esports Audience Growth 2014-2019
+11.2%
OCCASIONAL VIEWERS
CAGR
ENTHUSIASTS
2014-2019
+11.2%
+13.3%
YoY
YoY
114
111
90
MILLION
125
MILLION
MILLION
MILLION
115
165
131
180
MILLION
MILLION
MILLION
MILLION
2014
2015
2016
2019
Key Facts
The global esports audience
was 226 million and the
number ofEsports
Enthusiastsreached 115
million in 2015, a YoY growth
of 27.7%
Global revenues in 2015
reached $325 million, a growth
rate of 67.4%. North America
accounted for $121 million of
this.
In 2019, esports revenues will
have surpassed $1 billion and
the audience will have grown
to 435 million worldwide.
Trends behind esports are
redefining the DNA of future
successful games and provide
new opportunities for game
companies big and small.
THE GROWTH
OF ESPORTS
BUSINESS
1. Games as a service
2. Cross-screen entertainment
TECHNOLOGY
3. Creator & live streaming tools
4. Video platforms & communities
CONSUMER
5. Creation & Involvement
6. Consumers entertain consumers
+40.7%
CAGR
2014-2019
+42.6%
+67.4%
$1072
MILLION
YoY
YoY
$463
$194
$325
MILLION
MILLION
MILLION
2014
2015
2016
2019
38%
Of global revenues in
2016 come from North
America with 23% from
China & South Korea
This coming year, we anticipate $3.5 per fan, still almost five times
lower than that of basketball ($15 per year) but up from $2.2 in
2014. Using a conservative scenario, we estimate the annual average
spend per esports fan will reach around $6.0 by 2019.
44%
Of the esports audience
In 2016 comes from
APAC
ESPORTS
GROWTH
Esports
Revenues
PerSCENARIOS:
Enthusiast |REVENUE
2012-2020PER ESPORTS ENTHUSIAST
Based on Annual Average Revenue per Enthusiast
$20
>$2Bn
$11
$15
TOTAL ESPORTS
REVENUES
$1.0Bn
2013
GLOBAL NUMBER OF
ESPORTS ENTHUSIASTS
$3.5
$2.2
$0.46Bn
2016 Newzoo
90M
REPORT
SCENARIO
>$1Bn
AVERAGE
REVENUE PER
ENTHUSIAST
2014
$6.0
$7.6
TOTAL ESPORTS
REVENUES
$0.19Bn
2012
ALTERNATIVE
OPTIMISTIC
SCENARIO
2015
2016
131M
2017
2018
2019
2020
180M
Source: Newzoo 2016 Global Esports Market Report
8%
8% 8%
8% 8%
11%
8% 8%
THE GROWTH
112
37%
2%
OF 11%
ESPORTS
112
37% 0%
events
0%
10%
5%
18%
11%
NUMBER OF MAJOR EVENTS & TICKET REVENUES
4% Region | 2015
10%
events
2%
Number
of
Major
Events
&
Ticket
Revenues
|
Per
12%
11%
5%
Split Per Region | 2015
8% 8%
18%
37%
11%
0%
10%
2% events
2% 4%
12%5%
11%
8%
8%
35%
18%
37%
11%0%
ticket
reve
10%
events
2%
E-EU
12%
2% 4%
11%NAM 35%W-EU
5%
8% 8%
18%
37%
11%
ticket revenues
events
W-EU
E-EU
CHINA
12% 10% 11% NAM
8%
35%
5%
18%
36%
8%
11%
37%
ticket revenues
events
W-EU
E-EU
CHINA
S. KOR
12%
10%
11% NAM
18%
36%
8%
11%
35%W-EU
ticket revenues
events
NAM
E-EU
CHINA
S. KOREA
RE
37%
12%
18%
11%
36%
NAM
W-EU
E-EU
CHINA
S. KOREA
REST APAC
12%
11%
ticket
ticket
revenues
major
events
18%
36%
revenues
events
NUMBER OF MAJOR EVENTS & TICKET REVENUES
2% 4%
Split Per Region | 2015
NAM
18%
NAM
NAM
NAM
W-EU
1120%
2% 37%
2%
events
$21M
$21M
12%
$21M
$21
$21M
112
12%
112
112
112
112
112
8% 8%
E-EU
W-EU
W-EU
CHINA
E-EU
W-EU
E-EU
CHINA
S. KOREA
E-EU
CHINA
CHINA
S. KOREA
S. KOREA
36%
S. KOREA
REST APAC
REST APAC
LATAM
REST APAC
LATAM
LATAM
MEA
MEA
Source: Newzoo
LATAM
MEA2016 Global Esports Market Report
REST APAC
There were 112 major esports events in 2015 and they generated an estimated $20.6 million in ticket
revenues. In terms of the number of events, North America dominated by hosting 37% of all events. This
amounted to 42 events throughout 2015. Western Europe followed, hosting 18% of all events. MLG, ESL
and Blizzard were the organizers behind the majority of North American events. Dota 2 and CS:GO are the
most played games at tournaments.
Once again, the biggest prize pool belongs to The International, which topped $18.4 million, with just
$1.6 million coming from Valve. The Frankfurt Major, also Valves event, awarded Europes largest
prize pool: $3 million.
$61.0M
+70%
REVENUES
YoY
$36.0M
31%
SHARE MOBILE
REVENUES
$19.8M
$3.6M
$4.4M
$6.1M
$6.4M
2005
2006
2007
2008
$3.5M
2009
$5.2M
2010
$9.7M
+3.1%
$13.1M
REVENUES CAGR
2014-2018
2011
2012
2013
2014
2015
T H E G R O W T H O F E S P O R T S | CA S UA L G A M E S A S S O C I AT I O N 5
50%
F51-65
1%
F36-50
7%
M10-20
23%
F21-35
62%
16%
115
F10-20
7%
M51-65
MILLION
65%
M36-50
1%
11%
M21-35
38%
56%
43%
39%
38%
26%
29%
27%
16%
12%
8%
3% 3%
Nothing
ONLINE POPULATION
Minor Spenders
Average Spenders
OCCASIONAL VIEWERS
Big Spenders
ESPORTS ENTHUSIASTS
THE GROWTH
OF ESPORTS
China boasts both the largest esport audience and the largest mobile games market in the world.
Perhaps unsurprisingly then, it has become a leader in the mobile esports or competitive gaming scene.
Chinese game companies launched more than 30 competitive mobile titles last year and in December
2015, 24% of top 100 grossing mobile games on Chinese Android stores were esports games. Many mobile
esports tournaments were organized throughout the year with millions participating both on and
offline, making mobile esports the most discussed topic in Chinese game industry last year. The
highest prize money so far was recorded as 1 million RMB ($150k) for the national champion of
Tencents League of Kings.
Top Android Esports Titles in China by Downloads | Dec 2015
Game Titles
Happy Lord
GunZ Dash
League Of Kings
Speed Up
Wefire
Quan Min Chao Shen
Thunder Fighter
Tian Tian Xuan Dou
We Shoot
King of Fight
Long Craft
You Long Ying Xiong
Genre
Cards
Casual (Parkour)
MOBA
Casual (Parkour)
FPS
MOBA
FPS
Action
FPS
Action
Action
Action
1.3 million
24%
Other
companies
42%
Tencent
is the dominant
esports
publisher
Tencent
50%
Netease
8%
T H E G R O W T H O F E S P O R T S | CA S UA L G A M E S A S S O C I AT I O N 7
About Newzoo
Newzoo is an innovative global market research
and predictive analytics firm with a primary
focus on games. Newzoo provides its clients with
a mix of market trends, financial analysis,
revenue projections, consumer insights, data
modelling solutions and predictive analytics
services across all continents, screens and
business models and works for the majority of
top 25 public companies by game revenue.
CGA.
CGA.