The age of electronic gaming is more prominent, a fine example being Pokemon Go craze. What makes games even more interesting is eSports, which is turning into a huge business. Here, athletes compete on computers on applications or platforms that are resembles of real fiend or stadium etc. it’s a virtual reality, which is catching up the gaming industry. As per market research, the market for eSports is expanding at CAGR of 36% and more by 2019. Now games such as basketball, baseball, football etc. can be played between players over the internet, living an experience similar to that on-field action.
The games are played between small teams and then teams together compete all over the world. Also, eSports community is not new, but present since early 2000s, however recently tech-development and inventive VR has changed interfaces and gaming to a much livelier engagement. In fact, the highest player count for respective segment belongs to League of Legends with more than 67,000,000 active players monthly as analyzed in the last count.
Virtual Gaming and Growths Aspects of eSports
The phenomenon is growing quickly, and set to achieve staggering numbers of active players and ROI very soon. As per estimate drawn by analysts, the eSports market is at present dominated by Americas, followed by EMEA and APAC regions. The CAGR by which America is going to dawn on the market segment is noted at 43 percent to 2019. Revenue categorization is primarily based on ticket sales, prize pool, e-sports advertising (in the bout to achieve USD 154 million by 2019), and others. To engage maximum users, gaming is involving creative touch-points.
There are different types of eSports, which are briefed below:
- Real Time Strategy (RTS) – Here, the games are played individually or by teams, where players collect resources they need to use in game for building armies in combating opponents. The genre name comes from that the process is all about gather, fighting, unit production with no turns or pause in between. All is done is time and together, asking for accuracy, concentration, fast reaction times, and analysis of situational awareness for succeeding ahead. One of the examples is RTS – Starcraft II, which has peak player base of over 200,000 and highest tournament price pool value of $250,000.
- Massive Online Battle Arena (MOBA) – It is one of the most popular eSports genres today. In this, team based games are played, where every player manages one ‘hero’ and its objective is trying destroying base of opponent team. Standard layout map for the game is available, where challenges come from selecting the right equipment, right team combinations and hero while executing dynamic tactics of the team on the go. An example would be DOTA 2, with current player base of 7,000,000+, and highest tournament prize pool worth $20,378,222. This area of gaming is exhibiting a rapid growth rate, and currently occupies 60 percent of market share. It is expected to cross 70 percent of total market share by 2019, and derive greater team play element and fan base..
- First Person Shooter (FPS) – The FPS gaming are again team based or played by single player where opponents are put in combat situation, and their goal is to complete particular objectives, while those pitched against are to prevent from accomplishing. The goals range from eliminating opposing team to capturing to-do activities. These games are played from first person perspective, and the field is person’s own vision, as such the player is the lead at the battlefield performing all action. A fine example is Halo 5, which has current player base of more than 360,000 and highest tournament prize pool of $2,500,000.
Competition and Vendors
eSports has a viable market today, which may unlike professional sports we view on the television, but has a unique user following already. It has scope for big surplus and advancements in the next two decades at least. Some of the key vendors of the industry are Epic Games, Valve Corporation, Activision Blizzard, Wargaming.net, Nintendo, Riot Games, Hi-Rez Studios, EA Sports, Microsoft Studios, and others. The key reports on eSports are involved seeking information about the driving global factors, growth rates, and active players, and opportunities, threats encountered by vendors, influencing trends, challenges, and a lot more.
Key Trends and Features
The feature of live streaming is the key trend supporting eSports industry and market. It is associated with play through and steps to gaming, witnessed on large scale by audience. YouTube and Twitch has come ahead to contribute about awareness of this gaming type. Tough competition is expected from new players such as DingIt, Hitbox, Azubu and others. Professional games are trending than amateurs, and eSports is steadily becoming more than a casual to serious gaming over the world.
Driving Force for the Market
A driving force for the eSports markets is the increase in number of tournaments witnessed again by a huge fan base today. The reason for popularity is more youngsters taking on to virtual gaming worldwide, where the amount in 1998 was just 7, and now the ones recorded for 2013, is more than 1500. Such spurt is because of hike in prize money offered, more tournaments played, and number or fans expanding daily. Also live content streaming makes it easier to bring audience, which has helped eSports get better corporate sponsorships, media rights, merchandise, and ticket sales as revenue drivers.
Demographics in Play
In competitive landscape more than a number of game organizers and tournament organizers are cruising ahead the craze for eSports. Market concentration is seen in South Korea and US, while the same is in nascent stage at India and China. However, new entrants are expected to come from developing nations soon. Vendors are trying to expand their reach to such key regions, and establish free-ports to attract more users and fan to the games. Events are organized to arrange fan followers interacting for real, and awards are given to the ones leading the gaming zone of eSports. A lot such shows and strategies come in gaming, which has popularized the online realm.