Professional video
gaming, known as ‘eSports’, has a fan base that will outstrip the NFL by 2017,
and big brands like Coca-Cola are already looking for sponsorship
opportunities.
Could people enjoy
watching video game competitions more than watching professional sports? Yes.
According to new
research from Newzoo and Repucom, professional video gaming (named eSports for
electronic sports) is growing at a record pace—with a projected global audience
of over 335 million fans (145 million active fans and an additional 190 million
casual fans) by 2017. In comparison, the NFL today has a global fan base of 151
million, including 100 million American fans.
The report shows that
on a global scale, there are 2.2 billion sports fans that each generate an
average of $56 per year. ESports fans currently generate an average of $2.2 per
person per year, without game revenues taken into account. Newzoo’s current
eSports revenue projections use a conservative $3.2 average revenue per fan
figure for 2017. With growth mainly driven by a larger audience, global eSports
revenues will still rise to $451 million in two years from now.
“This renders eSports
comparable to a Top 10 sport, or globally renowned leagues like the NFL or
Champions League,” Peter Warman, CEO of Newzoo, says. “If the average revenue per
enthusiast grows faster and jumps to $7, eSports will be a billion dollar
business by 2017 with even more growth potential going forward.”
As eSports continues to
grow at a record pace, Warman believes it’s just a matter of time before big
leagues like the NFL begin worrying about eSports as serious competition to
sponsors.
“As the eSports market
matures, its revenue mix will closer resemble that of traditional sports, which
saw 57% of revenues come from sponsorships and selling media rights in 2014,”
says Warman.
Big brands like Intel,
Coca-Cola, American Express, Duracell, HTC, Nvidia, and Benq have already
tapped into the eSports audience. And as this audience grows, more brands that
sponsor traditional sports will be investing in eSports. Warman says a lot of
these companies are already talking to his research firm about the best ways to
connect with eSports fans.
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