How Big is eSports

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This topic contains 0 replies, has 1 voice, and was last updated by  Poeciloteria 1 year, 10 months ago.

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  • #793

    Poeciloteria
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    THERE’S A FORMULA for stories like this one: Open with a stadium full of screaming fans. Zoom in on the contestants, sweating from the intensity of the competition. Then comes the incredulous reveal: This isn’t basketball or boxing or even billiards. It’s eSports-and the “athletes” are headset-wearing, energy-drink-guzzling gamers. But enough of all that! More than 20 years after the first video game tournaments, top eSports tourneys now draw audiences that rival the biggest traditional sporting events; popular midweek live streams routinely attract more than 100,000 online viewers. Coke and Nissan have joined Logitech and Red Bull as tournament sponsors. Gaming is what every traditional sports league is desperate to become: young, global, digital and increasingly diverse. So can it ever be a sport? Does it matter? eSports are here. They’re real. They’re growing. And we have the numbers to prove it.

    SO HOW BIG is this gaming thing? Let’s start with this: Some 205 million people watched or played eSports in 2014, according to market research firm Newzoo — meaning that if the eSports nation were actually a nation, it would be the fifth largest in the world. (They’re coming for you next, Indonesia!) And while eSports have long been biggest in Asia, especially gaming-mad Korea, North America and Europe now claim 28 million eSports fans and the number is growing by 21 percent a year.

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