Sporting competition focused on video game prowess is to find a global
audience larger than the NFL by 2020, a new report suggests.
Digital Games: eSports 2015-2020, a November report from Juniper
Research, predicts that 2015's 133 million person eSports audience will more
than double to 310 million in five years' time.
In doing so, it would overtake the NFL (220 million global viewers in
2014) and start to approach Formula 1 racing (400m).
By then, the eSports audience would be generating an estimated US$1bil
(RM4.3bil) in revenue, as live-streaming services such as Twitch TV offer
subscriber perks to enhance standard free broadcasts.
In terms of how eSports competitions will be watched, Juniper's
predicting a complementary future for YouTube and Twitch, at least in the
mid-term.
Despite YouTube's expansion into live streaming, it expects both
services to continue along traditional lines: Google-owned YouTube for archived
video uploads, Amazon's Twitch for live streaming.
The availability of mobile and console streaming apps means viewers
don't need a computer to watch tournaments unfold. But in terms of play, the PC
is still preferred.
The flexibility of the platform has allowed players to tweak and enhance
retail games, a pivotal early stage in creating eSports juggernauts like Dota
and Counter-Strike.
Computers' keyboards and high-end processors are better suited to the
demands of complex competitive games, and the style of games available, such as
the MOBA genre currently driving eSports' expansion, has also been a key
attraction.
But to provide further context, both PlayStation and Xbox have made
efforts to increase support for competitive play. Annual franchises like Fifa,
Call of Duty and Halo are well oriented towards to the console scene.
Rocket League has been a recent success, while Smite and Dungeon
Defenders II at last offer a console-friendly taste of the MOBA approach.
A more physical future for eSports?
Looking to the future, Juniper asks how horizons might be broadened.
Perhaps not on mobile, it believes, whose users want games they can
"jump in and out of, rather than the longer format seen in eSports
competitions" – a preference that titles like Vainglory and Call of
Champions have grappled with by offering 20 and 5 minute matches respectively.
Rather, Virtual Reality headsets may provide an avenue for expansion.
It's an intriguing observation, given that a selection of early 2016
headsets – the PlayStation VR and HTC Vive included – can track the wearer's
body movements. The Oculus Rift has motion-tracked Oculus Touch controllers.
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