The eSports market

Given the figures involved, the eSports market has exploded. From simulation games to role-playing games, eSports have become part of this world. But what are eSports?

They are video game tournaments, played by teams or alone at a competitive level. Thanks to the Covid-19 pandemic, which kept the whole world at home, the sector has reached record levels all over the world, Italy included, where one consumer in two has now been exposed to this kind of content at least once. In 2020 the business was estimated at more than a billion dollars, rising to 1.6 billion in 2024, with 59% of it coming from sponsorships by companies that moved into the digital world.

According to one study, 27% of Italians watch this kind of content at least once a week, mostly people under 40. As for how they behave, they prefer online channels to the more traditional ones, and they say they are well disposed towards advertising. One Italian eSports viewer in five says they are loyal to an eSports team, paying for a “membership”: joining a club, a subscription, access to the team’s premium content, and so on.

The eSports market: streaming

2020 was a good year for companies that offer streaming content, such as YouTube and Twitch. Google announced that its platform had logged 100 billion more hours across more than 40 million gaming channels. Among Us, League of Legends and Fortnite were the games watched most on stream. The result is a real trend in building communities: with more than 140 million monthly users on Twitch and 100 million on Discord, many companies now give their users a community to share, create, play and watch live events with.

Inside the world of gaming, the extraordinary success of eSports stands out: born as a niche of video games, it is now considered a market of its own, with a vast number of players, fans, events, leagues and one-off competitions.

The eSports market: business models

According to Cross Border Growth Capital, the growth of the video game market was driven by more people subscribing to premium services. In America in 2019, 53% of players had a game subscription, ahead of pay TV services and up on the year before. Mobile games too, such as Pokémon GO, Clash Royale, Clash of Clans, PUBG Mobile and many others, sped up the move to digital, raising revenue by 13.3% to 74 billion worldwide in 2020.

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