GITNUX MARKETDATA REPORT 2024

Esports Industry Statistics

The esports industry is projected to reach $1.1 billion in revenue in 2020, with a global audience of over 495 million people.

Highlights: Esports Industry Statistics

  • The global Esports market revenue crossed the $1 billion mark in 2020.
  • In 2023, the global Esports market is projected to reach $1.79 billion in revenues.
  • In 2020, the total Esports prize money awarded amounted to approximately $92.8 million.
  • The Esports Industry is expected to grow at a CAGR of 18.61% during the forecast period 2021-2026.
  • There were over 495.0 million esports viewers worldwide in 2020.
  • The most popular video game in the Esports industry by tournament count is Fortnite.
  • Dota 2 had the highest overall Esports prize pool in 2020 at over $40 million.
  • The most popular Esports streaming platform is Twitch with a share of over 61% in 2020.
  • The most followed athlete in Esports in 2020 was Tyler1 with 3.7 million followers on Twitch.
  • The Esports team with the highest revenue in 2020 was Cloud9 from USA, with approximately 29 million U.S. dollars in revenue.
  • The total revenue of Esports in North America is forecasted to reach 1.59 billion U.S. dollars by 2023.
  • Global esports merchandise and ticket sales are projected to amount to 123.2 million dollars by 2023.
  • The most popular esport by viewership in 2020 was League of Legends, commanding over 530 million hours of viewership.
  • Twitch streamed nearly 2.3 billion hours of esports content in 2020.
  • In 2019, the most lucrative esports event, "The International", held a prize pool of over $34 million.

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In recent years, the Esports industry has experienced exponential growth, captivating audiences around the globe with its competitive gaming tournaments and professional players. Behind the scenes, a wealth of statistics and data drive the decisions made by teams, organizations, and sponsors within this dynamic industry. In this blog post, we will explore the fascinating world of Esports industry statistics, uncovering trends, insights, and key metrics that shed light on the rapid evolution of this booming sector.

The Latest Esports Industry Statistics Explained

The global Esports market revenue crossed the $1 billion mark in 2020.

The statistic that the global Esports market revenue surpassed $1 billion in 2020 indicates a significant milestone in the growth and financial success of the Esports industry. This suggests a substantial increase in the popularity and profitability of competitive gaming worldwide, as more audiences, sponsors, and investors are engaging with Esports events and content. The achievement of the $1 billion mark signifies the economic viability and potential for further expansion within the Esports sector, positioning it as a lucrative market with promising opportunities for continued growth and development in the future.

In 2023, the global Esports market is projected to reach $1.79 billion in revenues.

The statistic indicates that in the year 2023, the global Esports market is expected to generate approximately $1.79 billion in revenues. This suggests a significant growth and continued expansion of the Esports industry as more viewers, participants, and sponsors are getting involved in competitive gaming. The projected revenue figure highlights the increasing popularity and potential profitability of Esports as a form of entertainment and competition. It also emphasizes the economic significance of the industry in terms of generating revenue, creating job opportunities, and driving technological advancements in the gaming sector.

In 2020, the total Esports prize money awarded amounted to approximately $92.8 million.

The statistic stating that the total Esports prize money awarded in 2020 was approximately $92.8 million indicates the substantial growth and financial significance of Esports as a competitive industry. This figure reflects the increasing popularity and commercialization of Esports events and tournaments, with top players and teams competing for substantial cash rewards. The large prize pool demonstrates the lucrative nature of the Esports space, attracting top talent and investment from sponsors and organizations alike. The $92.8 million in prize money not only serves as a testament to the professionalization of the Esports industry but also highlights the potential for continued growth and development in the future.

The Esports Industry is expected to grow at a CAGR of 18.61% during the forecast period 2021-2026.

The statement indicates that the Esports Industry, which encompasses competitive video gaming, is projected to experience significant growth over the forecast period from 2021 to 2026 at a compound annual growth rate (CAGR) of 18.61%. This means that on average, the industry is expected to expand by 18.61% each year during this period. The CAGR provides insight into the steady annual growth rate expected for the industry, reflecting the strong momentum and increasing interest in Esports as a form of entertainment and competitive gaming. This growth trend suggests a promising outlook for the industry in terms of revenue, audience engagement, and overall market expansion over the next five years.

There were over 495.0 million esports viewers worldwide in 2020.

The statistic ‘There were over 495.0 million esports viewers worldwide in 2020’ indicates the substantial and growing global interest in esports, which are competitive video gaming events that have gained immense popularity in recent years. With over 495.0 million viewers, esports has established itself as a mainstream form of entertainment that attracts a diverse audience across various age groups and regions. This statistic reflects the significant impact and influence of esports on the entertainment industry, as well as the potential for continued growth and expansion in the future.

The most popular video game in the Esports industry by tournament count is Fortnite.

The statistic “The most popular video game in the Esports industry by tournament count is Fortnite” indicates that Fortnite has been the most frequently played and competitively featured video game in Esports tournaments compared to other games. This data suggests that Fortnite has a significant presence and following within the Esports community, with numerous competitions and events organized around the game. The high tournament count for Fortnite could be attributed to its widespread popularity, engaging gameplay, and competitive nature, as well as the support and promotion it receives from Esports organizations and platforms. Overall, this statistic highlights Fortnite’s dominant position in the Esports industry in terms of tournament participation and viewership.

Dota 2 had the highest overall Esports prize pool in 2020 at over $40 million.

The statistic “Dota 2 had the highest overall Esports prize pool in 2020 at over $40 million” indicates that in the year 2020, the multiplayer online battle arena game Dota 2 had the largest monetary reward available to players in competitive gaming tournaments. This substantial prize pool, exceeding $40 million, reflects the immense popularity and scale of Dota 2 esports competitions, such as The International tournament. The significant financial investment in prize money underscores the competitive nature and the growing importance of esports in the global entertainment industry, further solidifying Dota 2’s position as a premier title in the professional gaming landscape.

The most popular Esports streaming platform is Twitch with a share of over 61% in 2020.

The statistic indicates that Twitch was the dominant platform for Esports streaming in 2020, capturing more than 61% of the market share. This suggests that Twitch was the preferred destination for viewers to watch Esports tournaments, competitions, and content. The high market share implies that Twitch had a significant competitive advantage over other platforms in terms of audience engagement, content quality, and user experience. The data highlights Twitch’s strong presence and influence in the Esports industry, making it a key player in the rapidly growing and evolving world of online gaming and competitive gaming entertainment.

The most followed athlete in Esports in 2020 was Tyler1 with 3.7 million followers on Twitch.

The statistic highlights that in the year 2020, Tyler1 was the most followed athlete in Esports, boasting a significant following of 3.7 million followers on the popular streaming platform Twitch. This indicates that Tyler1 had amassed a large and dedicated fan base who regularly tuned in to watch his gameplay and content. The impressive number of followers reflects Tyler1’s influence and popularity within the Esports community, showcasing his ability to engage and captivate a large audience through his skills, personality, and content creation efforts on Twitch.

The Esports team with the highest revenue in 2020 was Cloud9 from USA, with approximately 29 million U.S. dollars in revenue.

The statistic indicates that Cloud9, an Esports team from the USA, generated the highest revenue among all Esports teams in 2020, totaling around 29 million U.S. dollars. This highlights the financial success and market dominance of Cloud9 within the competitive gaming industry during that year. The significant revenue figure suggests that Cloud9 likely secured lucrative partnerships, sponsorships, prize winnings, and merchandise sales to generate such a substantial income. Additionally, this statistic underscores the growth and potential profitability of the Esports sector, as top teams like Cloud9 are able to achieve notable financial success bolstered by the increasing popularity and commercialization of competitive gaming worldwide.

The total revenue of Esports in North America is forecasted to reach 1.59 billion U.S. dollars by 2023.

The statistic indicates the projected total revenue for the Esports industry specifically within the North American region is expected to reach 1.59 billion U.S. dollars by the year 2023. This forecast suggests a significant growth trajectory for the Esports sector in North America, reflecting the increasing popularity and monetization opportunities within the industry. The figure serves as an important indicator of the economic potential and market size of Esports in the region, highlighting the growing interest from both consumers and investors in this form of competitive gaming entertainment. The forecasted revenue figure could have implications for various stakeholders, including Esports organizations, game developers, advertisers, and sponsors, as they seek to capitalize on the expanding market and audience for Esports in North America.

Global esports merchandise and ticket sales are projected to amount to 123.2 million dollars by 2023.

The statistic indicates that the combined revenue from merchandise and ticket sales within the global esports industry is expected to reach $123.2 million by 2023. This projection highlights the significant growth and increasing commercialization of the esports sector, with fans and attendees contributing substantially to the revenue through purchases of merchandise and tickets for live events. The upward trend in esports merchandise and ticket sales suggests a growing interest and engagement in competitive gaming, as well as the potential for further monetization opportunities within the industry. This statistic underlines the economic impact and business potential of the esports market, reflecting a thriving and evolving landscape in the entertainment sector.

The most popular esport by viewership in 2020 was League of Legends, commanding over 530 million hours of viewership.

The statistic that the most popular esport by viewership in 2020 was League of Legends, with over 530 million hours of viewership, indicates the substantial and widespread interest in the game as a competitive spectator sport. This high viewership figure demonstrates the game’s ability to attract a large audience and engage fans from around the world. The popularity of League of Legends as an esport can be attributed to its competitive gameplay, professional leagues, and tournaments that offer exciting and high-stakes matches for viewers to watch. The significant number of hours spent watching the game reflects the strong and growing esports industry, highlighting the importance and impact of esports in the modern entertainment landscape.

Twitch streamed nearly 2.3 billion hours of esports content in 2020.

The statistic that Twitch streamed nearly 2.3 billion hours of esports content in 2020 indicates the significant growth and popularity of esports as an entertainment medium. Twitch, being one of the largest platforms for streaming esports content, showcases the widespread interest and engagement of audiences in competitive gaming events. The scale of 2.3 billion hours highlights not only the substantial amount of content available but also the massive viewership and community surrounding esports. This statistic underscores the continuing trend of esports gaining mainstream recognition and becoming a major player in the entertainment industry, with platforms like Twitch playing a pivotal role in facilitating the global reach and accessibility of esports content.

In 2019, the most lucrative esports event, “The International”, held a prize pool of over $34 million.

The statistic indicates that in 2019, the esports event known as “The International” offered a prize pool exceeding $34 million, making it the most lucrative esports event of the year. Esports events are competitive gaming tournaments where professional players and teams from around the world compete against each other. The substantial prize pool reflects the growing popularity and financial significance of esports within the entertainment industry. The high stakes involved in events such as “The International” attract top talent and generate considerable excitement among fans, further establishing esports as a competitive and rewarding field for skilled gamers.

References

0. – https://www.www.mordorintelligence.com

1. – https://www.www.statista.com

2. – https://www.www.businessinsider.com

3. – https://www.www.esportsearnings.com

How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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