Traditional sports still garner more viewers than do esports.But it might only be a matter of time until that’s not the case. As more games are added to the competition, and the number of participants grows, the new market will be lucrative for advertisers to spend their money to be able to engage with a responsive and fully engaged audience. This could be through ads, reviews, product positioning, influencer marketing, and more.In 2018, the average year-on-year increase in total revenue was at an impressive 38.2%. And lots of it. Photo via … Although not all the viewers and broadcasters on these platforms are relevant to the eSports industry, this increase still likely affects the industry as well.You could sponsor teams at tournaments or buy an ad.

But that also didn’t even last a full season.2020 ROUNDHILL FINANCIAL INC. All Rights Reserved.There’s real money on the line at esports events. I just don’t know, but I am excited for whatever comes next.Dota 2’s largest esports event of the year, The International, saw an incredible 1.1 million peak concurrent viewers on Twitch during the finals.

eSports also generated 13% of its revenue from game publisher fees and 11% from merchandising and tickets.Besides, viewing platforms like Twitch and YouTube also see growth in their users. This has made the competition even more high stakes, bringing in even more viewers.While it’s impossible to highlight all of the differences between esports and sports, there are some key differences worth noting:But esports is a fast-growing, ever-changing industry and League of Legends didn’t have a long time to celebrate. Thus, while a more in-depth analysis would be required to break-down expectations for the traditional sports industry, there is certainly room for esports to continue earning a higher proportion of the overall eyeballs moving forward.One thing that many esports fans take note of is the viewership when compared to that of traditional sporting events. Peak viewership for events in 2019 vary quite differently from hours watched and average viewership, though the League of Legends World Championship remained a force to be reckoned with peak viewership of 3.9 million – an incredible figure no other event got anywhere remotely close to. In 2016, the total eSports revenue was $493 million, out of which $350 million came from brand investments. Since consumers spend so much time on eSports, this means that brands need to meet them where they’re at by adopting eSports marketing. The eSports industry made a total of $906 million in revenue. In this post, you will learn more about just how much the eSports industry is growing so you can understand how to leverage it.It’s no surprise that more people are watching eSports videos and events considering how online platforms are simplifying eSports content consumption. There’s a lot of buzz around esports these days. By subscribing to our newsroom you will get the latest esports news from us.Still, it seems that esports - while growing at an incredibly rapid pace - are nowhere near the numbers traditional sports are pulling in around the world.As with any projection, it’s difficult to say where sports viewership goes from here. Financial investments into leagues and teams have left large parts of the ecosystem extremely well capitalized. Roundhill is built on the primary tenets of investor education, full transparency and open communication.Technological advances continued to move the industry forward, culminating in the introduction of video streaming technology (not to be confused with game streaming) which has had a tremendous impact on esports, and gaming more broadly, leading us to today’s manifestation of the competitive gaming industry.There are a lot of ways to measure viewership, and unfortunately, it’s not always clear how best to compare two numbers. The proliferation of game-streaming has placed it squarely into the mainstream, with well-known streamer Ninja recently appearing on the cover of ESPN The Magazine. And a large portion of it resulted from brand contributions. In 2019, the increase so far has been 37%, with 56,700 average concurrent live channels. The increase isn’t just limited to dedicated eSports fans; there seems to also be an increase in people who are viewing it casually. There are tons of opportunities you can seize to ride the wave of eSports’ popularity.In 2018, the year-over-year growth rate had slightly dropped at 13.8% although that’s still a sizeable increase. While...Video isn’t a new fancy marketing tool. viewers who watch it regularly. We create thoughtful investment products designed to help investors express their vision of the future. The 10 biggest esports titles in the world based on player viewership are listed below.