By 2022, there are expected to be almost 300 million frequent viewers of eSports worldwide, a vast increase from the 58 million in 2012. It’s full steam ahead for the esports industry, which is showing no sign of slowing down anytime soon. "Sponsorship Spending on Esports Worldwide in 2019, by Industry (in Million U.S. Twitch had 56,700 average concurrent live channels in 2019. More than 300 million people in China alone watch esports. Brands are expected to spend $325 million on sports. New, Everything you need to know about the industry development, Find studies from all around the internet. Learn more about how Statista can support your business. Register in seconds and access exclusive features. Directly accessible data for 170 industries from 50 countries Growth in total esports viewership is poised to increase over 63% in the next four years. 50 Cheating Statistics: 2019/2020 Demographics, Reasons & Who... 109 Technology Addiction Statistics: 2019/2020 Data, Facts &... 39 Employee Theft Statistics: 2019/2020 Impact & Costs... Podio Review: Pricing, Pros, Cons & Features, Animotica Review: Pricing, Pros, Cons & Features, Hypergate Review: Pricing, Pros, Cons & Features, Top 9 TaskRabbit Alternatives & Competitors: Best Similar Freelance Platforms, Compare Best Handguns For Self Defense: Beretta 92FS Vs. Glock 17 Gen4, Comparison of Cheap 9MM Pistols You Should Consider For Self-Defense, 10 Simple Exercises to Reduce Belly Fat at Home. This feature is limited to our corporate solutions. You can also check out these Fortnite statistics to better understand its impact on the esports industry. Chart. "Esports Audience Size Worldwide from 2018 to 2023, by Type of Viewers (in Millions). The first significant breakthrough for esports happened in 1980 when 10,000 participants attended Atari’s National Space Invader’s Championship. Profit from additional features by authenticating your Admin account. Then you will be able to mark statistics as favourites and use personal statistics alerts. The number of people who watch esports is 10 times bigger than the 2019 Super Bowl audience. From 34% in 2017, the number of investments doubled to 68% in 2018. In the US, 81% of esports audiences prefer gaming-related brands, while 29% prefer non-endemic brands. 3 in every 10 Internet users watch video game live streams. 443 million – the average number of users by the end of 2019. 32% of Internet users in the age group 16 to 24 years old say that they watch esports. Please do not hesitate to contact me. Asia-Pacific (APAC), North America, and Europe are the top three regions leading the esports market. This feature is limited to our corporate solutions. Statista. Overview and forecasts on trending topics, Key figures and rankings about brands and companies, Consumer insights and preferences in various industries, Detailed information about political and social topics, All key figures about regions and countries, Everything you need to know about Consumer Goods, Identify market potentials of the digital future, Technology Market Outlook Are you interested in testing our corporate solutions? Highest earning e-sports countries in Asia 2014 Distribution of eSports fans in the U.S. 2015, by age Europe: average time spent by eSports fans watching TV in selected countries 2017 21.32% of Twitch users come from the United States. Mobile users prefer to stream gaming tournaments on YouTube, as proven when Garena Free Fire was streamed by 1,200 YouTubers that pales in comparison to the 26 users who streamed on Twitch. Ciao..c'è qualcuno di voi che si occupa o si è mai occupato di ML o DL in ambiti sportivi? In the past five years, the number of athletes courted for marketing partnerships of sponsorship tripled from 8,000 to 25,000. Queste e altre risposte all’interno dell’indagine condotta da Sport e Salute in collaborazione con SWG. Esports ad revenue will grow over from $178 million in 2019 to $214 million in 2020. Advertising spending in the U.S. 2015-2022, Research expert covering sports and video gaming, Profit from additional features with an Employee Account. During the second quarter of 2019, esports audience streamed a total of 736 million hours on YouTube Gaming. In questo articolo segnaliamo tutti i migliori siti di statistica sullo sport che vi potranno essere molto utili. The growth in esports viewership came hand in hand with a massive increase in cash prizes. Accessed November 18, 2020. https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/, Newzoo. From 134 million in 2012, it climbed to 395 million in 2018, proving that esports is at its tipping point. (billed annually). New, Everything you need to know about the industry development, Find studies from all around the internet. You only have access to basic statistics. 1 in every 6 adults watches video game tournaments. Profit from additional features by authenticating your Admin account. New, Figures and insights about the advertising and media world, Industry Outlook Sport e Statistica: un connubio vincente L’incontro è stato organizzato nell’ambito del Corso di Economia Aziendale del Prof. Giovanni Ossola. and over 1 Mio. CALCIO. Yes, you read it right. Per quanto riguarda il calcio, è possibile fare affidamento su alcuni software e siti molto inteerssanti. Dollars). Latin America is the fastest-rising esports market, with its revenue hitting $18 million in 2018 and possibly reaching $43 million by the end of 2023. Update, Insights into the world's most important technology markets, Advertising & Media Outlook From 2018 to 2023, the total esports viewership is predicted to grow at a 9% compound annual growth rate (CAGR). In tons of ways. (billed annually). Please contact us to get started with full access to dossiers, forecasts, studies and international data. Please contact us to get started with full access to dossiers, forecasts, studies and international data. 557 million – the projected average number of users by the end of 2020. "eSports audience size worldwide from 2018 to 2023, by type of viewers (in millions)." 838% – the year-over-year growth rate of esports investments. Corporate solution including all features. And even as the ongoing convergence of esports has been trending upward, there’s still significant room for growth beyond it. The esports market continues to propel forward because of the many advertising and branding opportunities it presents. A growing number of advertisers are taking advantage of the receptive gaming audience, which has now led to fiercer competition among brands and advertising companies. Overview and forecasts on trending topics, Key figures and rankings about brands and companies, Consumer insights and preferences in various industries, Detailed information about political and social topics, All key figures about regions and countries, Everything you need to know about Consumer Goods, Identify market potentials of the digital future, Technology Market Outlook Thanks to various esports platforms worldwide, fans and spectators alike can easily take their gaming experience up a notch. (April 28, 2020). Streaming platforms have become essential to live engagement, especially in the esports landscape. These esports brands have aggressively moved into merchandising as well, lending brands more exposure and popularity. You only have access to basic statistics. (September 10, 2019). In 2022, it’s poised to overtake American Baseball audience too, at 645 million vs. 500 million, respectively. Copyright © 2020 CompareCamp. Once a mere subset of sports culture, esports has managed to break free from its vibrant niche and has grown into an industry in its own right. In North America and Europe, only 10% of Internet users watch esports. E-Sport following time period South Korea 2018 Europe: average time spent by eSports fans playing games in selected countries 2017 Number … Please log in to access our additional functions, *Duration: 12 months, billed annually, single license, The ideal entry-level account for individual users. The following countries are ranked based on their 2019 revenue estimates. Statista. As a result, esports has flourished and kept conquering new heights year after year. Sponsorship spending on eSports worldwide in 2019, by industry (in million U.S. dollars) [Graph]. The average tournament prize pool increased to $44,427 in 2018. ", Consultancy.uk, Sponsorship spending on eSports worldwide in 2019, by industry (in million U.S. dollars) Statista, https://www.statista.com/statistics/526224/brand-spend-esports-sponsor-and-ads-global/ (last visited November 18, 2020), Sponsorship spending on eSports worldwide in 2019, by industry, Global eSports market revenue share 2019, by region, Global eSports revenue share in 2023, by country, Global revenue of the eSports market 2020, by segment, Global eSports revenue in 2023 by segment, Revenue of the eSports market in North America 2019, by segment, Leading eSports tournaments worldwide as of 2020, by prize pool, Annual eSports prize pools worldwide 2017-2023, All time leading eSports tournaments worldwide as of 2018, by unique viewers, Leading eSports games worldwide 2019, by tournament prize pool, Annual CS:GO global tournaments prize pool 2016-2019, Annual Fortnite global tournaments prize pool 2019, DOTA 2 The International championship viewers 2019, by platform, Value of eSports organizations worldwide 2019, eSports organizations income worldwide 2019, All time highest-winning pro eSports teams worldwide 2020, Leading eSports teams in 2019, by earnings, Leading eSports gamers in 2019, by earnings, Leading eSports players worldwide 2020, by overall earnings, Leading female eSports players worldwide 2020, by overall earnings, Leading LoL eSports players worldwide 2020, by overall earnings, Internet users watching live games streams worldwide as of 2019, by country, Internet users watching eSports championships worldwide as of 2019, by country, Internet users watching eSports championships worldwide as of 2019, by age, Global female eSports audience share 2019, by country, Public interest in eSports in the U.S. as of 2020, Public interest in electronic sports in the U.S. as of 2020, by gender, Twitch: number of concurrent viewers worldwide 2017-2023, Most popular Twitch games worldwide in October 2020, by peak viewers, Leading games on Twitch in 2020, by hours viewed, Active streamers on Twitch worldwide 2020, Number of eSports hours streamed on Facebook 2020, U.S. gamer video consumption 2020, by platform, eSports media revenue worldwide 2017-2023, eSports sponsorship/advertising spending worldwide 2017-2023, Sponsorship spend on eSports worldwide by industry 2019, eSports digital advertising revenue in the U.S. 2017-2021, eSports ticketing and merchandise revenue worldwide 2017-2023, E-Sport following time period South Korea 2018, Europe: average time spent by eSports fans playing games in selected countries 2017, Number of eSports enthusiasts in Latin America 2017, by country, Number of professional eSports players in Norway 2006-2016, Number of professional eSports players in Denmark 2006-2016, Share of U.S. video gamers viewing live or online eSports events 2013-2015, Most popular games among eSports competitors in the U.S. 2015, Europe: breakdown of eSports fans in selected countries 2017, Europe: breakdown of how long eSports fans have been following eSports 2017, Europe: eSports fan viewership of sporting events in 2017, Europe: share of eSports fans in selected countries following players and teams 2017, Positive impact of brand eSport engagement on consumer opinion in the U.S. 2015, Leading apps for watching eSports in the U.S. 2015, Bosnia-Herzegovina: leading eSports players in 2016, by earnings, Companies affiliated with good causes according to Canadians 2015, Bulgaria: leading eSports players in 2019, by earnings, Europe: average number of eSports genres and titles followed in 2017, Latvia: leading eSports players in 2019, by earnings, Sponsorship spending on eSports worldwide in 2019, by industry (in million U.S. dollars), Find your information in our database containing over 20,000 reports, Tools and Tutorials explained in our Media Centre. However, one of the first esports broadcasting events was in South Korea, when cable networks began to broadcast Starcraft tournaments in the year 2000. This is because an effective…. The esports industry is growing at an impressive rate year after year. The total yearly player winning was expected to go over $195,000,000 in 2019. Forecasts reveal that Europe’s esports revenue in 2020 will reach $138 million. Check out these statistics: As esports goes mainstream, it’s only natural to expect that the growing revenue comes from different parts of the world, with each country varying in their contributions in terms of revenue and viewership. Sometimes the hustle and bustle of life won’t let you do your groceries, hang…, Do you know that a bad product with great marketing is more likely to succeed than a good product with bad marketing? Please log in to access our additional functions, *Duration: 12 months, billed annually, single license, The ideal entry-level account for individual users. 81.5% of the total Twitch audience is comprised of males. There are 51,000 people currently subscribed to the top Twitch streamer. The number of people who watch esports is 10 times bigger than the 2019 Super Bowl audience. Directly accessible data for 170 industries from 50 countries Personalmento ho fatto qualcosa in ambito "running" ma mi piacerebbe vedere qualcosa nel calcio o in sport di squadra. $39 per month* 31% of Internet users aged 16 to 24 years old say that they prefer watching conventional sports to watching esports. Aside from viewership, sponsorship and advertising have contributed largely to the growing market of esports, with venture capitalists and private equity firms bringing in investments to stratospheric levels. Quick Analysis with our professional Research Service: Content Marketing & Information Design for your projects: Revenue of the global eSports market 2018-2023, Leading CS:GO eSports players worldwide 2020, by overall earnings, Leading eSports tournaments worldwide as of 2020, by prize pool. and over 1 Mio. While esports had its humble beginnings as small-scale video game tournaments, it’s now a billion-dollar industry. Ad spending will rise to $224 million in 2020. On average, the number of hours that streamers spent on Facebook Gaming rose to 63% in 2018. To this day, there are thousands of esports tournaments being broadcasted daily. It continues to present a new wave of engaging content and innovative branding opportunities, and mainstream media is starting to pay attention. As the public warms up to esports as a mainstream form of entertainment, the number of people watching video game tournaments from different age groups is set to surge in the next few years. April 28, 2020. And for these brands, the effort is well worth it—various studies have proven that gamers tend to show loyalty to brands that capture their attention. Streaming platforms such as YouTube Gaming and Twitch have allowed esports to hit mainstream media, establishing a more accessible connection between fans and esports organizations from all over the world. The daily average number of gaming streamers on YouTube is 4,505. More than 300 million people in China alone watch esports. The highest-earning esports player is Kuro Takhasomi, who has earned over $4,000,000. 57% of the total global esports viewership came from APAC. The global audience for video game live streams is close to 1.25 million people. Among internet users, 15% are esports fans. About 55% of Twitch users belong to the age group 18 to 34 years old. In 2019, Twitch has reached 1.28 million concurrent viewers. Gaming trends reveal that Twitch, YouTube, and Facebook Gaming are the top esports streaming platforms. Please authenticate by going to "My account" → "Administration". The explosive growth of esports has caught the eye of big-spending advertisers and marketers. The adage, however, that video games ruin lives has been long disproved by these pro gamers and esports stars. Indeed, there is even a specialty just for people who specialize in statistics about baseball: Sabermetrics. Aside from being a live streaming tool, esports platforms also serve as a place where participants, tournament organizers, and fans can battle out for prizes and real cash. All B2B Directory Rights Reserved. In, Newzoo. In North America and Europe, only 10% of Internet users watch esports. Save my name, email, and website in this browser for the next time I comment. In this article, we’ll give you a complete overview of this rapidly-growing phenomenon. Statistica e Sport. State of the Stream 2019: Platform Wars, the New King of Streaming, Most Watched Game and More! Likewise, sponsors and investors are more encouraged to inject real money into the unique esports ecosystem. YouTube has reached a total of 460,000 hours of gaming content. North America’s esports revenue is expected to reach $300 million in 2020. These Minecraft statistics also show how video games are impacting society, outgrowing their niche, and crossing over to strengthen the esports industry. Esports has gone beyond gaming events—today, it shares the spotlight with commerce and branding opportunities, powering explosions in investments and revenue. 69% of esports revenue comes from advertising and sponsorships. In, Consultancy.uk. facts. In 2019, Facebook Gaming experienced a 210% growth in terms of monthly viewership. In 2020, the revenue of the esports industry is expected to surpass $1 billion. Quick Analysis with our professional Research Service: Content Marketing & Information Design for your projects: Revenue of the global eSports market 2018-2023, Worldwide eSports viewer numbers 2018-2023, by type, Leading CS:GO eSports players worldwide 2020, by overall earnings. Are you interested in testing our corporate solutions? Below, you’ll find the latest esports statistics to keep in mind while looking where the esports industry is headed in the coming years. Quasi 4 milioni di morti premature evitate grazie allo sport. Each month we help +100k companies to find efficient online tools. In terms of game revenue, China emerges as the top esports market. Since then, esports viewership has been rapidly growing. Esports tournament prize winnings have surged to $151,097,817 since 1998. Facebook’s year-over-year market share is 9%. 7 in 10 esports fans aged 13 to 40 years old prefer promotions of gaming-related brands. Among esports fans, 1 in 3 are aged 20–25. This audience size is now larger than that of American Football & Rugby, with 410 million global audiences in the same period. Then you will be able to mark statistics as favourites and use personal statistics alerts. ", Newzoo, eSports audience size worldwide from 2018 to 2023, by type of viewers (in millions) Statista, https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/ (last visited November 18, 2020), eSports audience size worldwide from 2018 to 2023, by type of viewers, Worldwide eSports viewer numbers 2018-2023, by type, Global eSports market revenue share 2019, by region, Global eSports revenue share in 2023, by country, Global revenue of the eSports market 2020, by segment, Global eSports revenue in 2023 by segment, Revenue of the eSports market in North America 2019, by segment, Annual eSports prize pools worldwide 2017-2023, All time leading eSports tournaments worldwide as of 2018, by unique viewers, Leading eSports games worldwide 2019, by tournament prize pool, Annual CS:GO global tournaments prize pool 2016-2019, Annual Fortnite global tournaments prize pool 2019, DOTA 2 The International championship viewers 2019, by platform, Value of eSports organizations worldwide 2019, eSports organizations income worldwide 2019, All time highest-winning pro eSports teams worldwide 2020, Leading eSports teams in 2019, by earnings, Leading eSports gamers in 2019, by earnings, Leading eSports players worldwide 2020, by overall earnings, Leading female eSports players worldwide 2020, by overall earnings, Leading LoL eSports players worldwide 2020, by overall earnings, Internet users watching live games streams worldwide as of 2019, by country, Internet users watching eSports championships worldwide as of 2019, by country, Internet users watching eSports championships worldwide as of 2019, by age, Global female eSports audience share 2019, by country, Public interest in eSports in the U.S. as of 2020, Public interest in electronic sports in the U.S. as of 2020, by gender, Twitch: number of concurrent viewers worldwide 2017-2023, Most popular Twitch games worldwide in October 2020, by peak viewers, Leading games on Twitch in 2020, by hours viewed, Active streamers on Twitch worldwide 2020, Number of eSports hours streamed on Facebook 2020, U.S. gamer video consumption 2020, by platform, eSports media revenue worldwide 2017-2023, eSports sponsorship/advertising spending worldwide 2017-2023, Sponsorship spend on eSports worldwide by industry 2019, eSports digital advertising revenue in the U.S. 2017-2021, eSports ticketing and merchandise revenue worldwide 2017-2023, Number of people aware of eSports worldwide 2015-2019, Revenue of the eSports market in Asia in 2016, by segment, Share of eSports gamers in Finland 2017, by age group, Share of eSports gamers in Finland 2017, by residential area, Share of eSports gamers in Finland 2017, by gender, Share of current and future competitive eSport players Hungary 2018, E-sports game platform share South Korea 2018, Reasons to follow eSports in Australia 2019, Total value of eSports prizes in Vietnam 2012-2017, Number of eSports fans in Vietnam 2016-2021, Leading eSports games in Vietnam 2018, by number of monthly players, E-sports fan gender distribution South Korea 2018, Income distribution of eSports game users 2017, Leading eSport games played in Hungary 2020, Annual growth of the eSports sector in China 2016-2021, Motivation of competitive eSport players in Hungary 2018, Leading reasons for video game players to follow eSports in New Zealand 2019, Willingness to watch mobile eSports competitions in the future in China 2018, Portion of console gamers worldwide 2020, by age, Revenue of Travelport 2013-2018, by segment, eSports audience size worldwide from 2018 to 2023, by type of viewers (in millions), Find your information in our database containing over 20,000 reports, Tools and Tutorials explained in our Media Centre, There were an estimated 25.7 million eSports viewers in the United States in 2018, 15.5 percent of internet users will be watching eSports at least once per month, over half of the world's frequent eSports viewers and enthusiasts can be found in Asia Pacific, The most watched eSports event as of January 2018 was the 2018 Mid-Season Invitational League of Legends tournament, combined prize pool of over 34 million U.S. dollars, cumulative prize pool for DOTA 2 tournaments. Periodo di riferimento: Anno … Please do not hesitate to contact me. Pop-culturalization has also played a significant role in the growth of esports. Thanks mainly to its popularization, esports has flourished into one of the fastest-rising industries today. Newzoo: Global esports will top $1 billion in 2020, with China as the top market, Esports Ecosystem Report 2020: The key industry players and trends growing the esports market which is on track to surpass $1.5B by 2023, Esports outlook 2020: What brands need to become winning players, U.S. esports advertising revenue to top $200 million by 2020: report, Esports: A Global Picture of Fan Behaviors, Advertising and Branding Opportunities In Esports, Global Esports Revenue Reaches More Than $1 Billion As Audience Figures Exceed 433 Million, 2019 Esports Survey – Foley & Lardner LLP, Market Maker Review: Pricing, Pros, Cons & Features. By the end of 2020, sponsorship will reach $655 million. There was a time when it was hard to find a person to help you around your home. Aziende agrituristiche in Italia Nel 2019 le aziende agrituristiche autorizzate sono 24.576, +4,1% rispetto al 2018 . eSports audience size worldwide from 2018 to 2023, by type of viewers (in millions) [Graph]. "Sponsorship spending on eSports worldwide in 2019, by industry (in million U.S. Since 1998, prize winnings have reached stratospheric levels, providing players with a massive paycheck and allowing them to become one of the wealthiest sports stars in the world. September 10, 2019. It has now managed to hit the mainstream, and as a result, more gamers are looking into it to earn an enormous amount of cash. Update, Insights into the world's most important technology markets, Advertising & Media Outlook One look at Steam statistics reveals that the number of gamers worldwide is continuously rising. Today, players, fans, and spectators are all earning from minuscule cash amounts to millions of dollars year after year. $39 per month* At the rate esports is growing, it’s more than likely to soon surpass traditional sports in terms of viewership and revenue. Significant Yoga Statistics: 2019/2020 Benefits, Facts & Trends, 37 Leadership Statistics: 2019/2020 Data, Trends & Predictions.

statistica e sport

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