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E-Sports And The Future Of Video Games


E-sports is the new video game industry trend that refers to multiplayer video games played competitively for spectators, typically by professional gamers. The global esports market size was valued at USD 1.1 billion in 2019 and is expected to increase at a compound annual growth rate of 24.4% from 2020 to 2027.

The key revenue driver is engagement, which can be exploited massively through tournaments, events, and popular gamers that broadcast these video games through online platforms such as Twitch or Youtube so that their thousands of followers try the same video games as them. As a result, tournaments and other events are attracting merchandising, media rights, advertising, sponsors, investments from international brands such as Nvidia Corporation and Intel, and even celebrities and thus also resulting in overcrowded stadiums and live streaming. Moreover, e-sports generates more video game hours played, downloads, sales, subscriptions, and other revenue sources that will be tested shortly in the business models that the main industry firms are expanding by introducing e-sports.

On the one hand, the industry is still limited by tournament infrastructure and less number of organizations. On the other hand, other introductions such as mobile platforms will reduce the barriers of entry so that many gamers and fans will pour in. Esports tournaments are now engaging millions of fans watching regularly in the same way as conventional sports do so that Esports is expected to be able to compete with traditional ones.

There are some innovations such as monetization, which has been recently introduced by Activision Blizzard by moving ticket sales from the arena events to the internet in the overwatch league in 2018. Therefore, popular video games may be able to add a new income stream in the future, which would boost the global market growth. This company also launched the Call of Duty League and is now the major firm creating organized esports leagues that attract professional players, broadcast partners, and advertisers. 

Lastly, it is key to point out the current professionalization process that has created lots of new job opportunities for gamers, influencers, game developers, and event organizers. Consequently, it is now being considered as an emerging professional career already offered by some schools and universities while also expected to be chosen by lots of young people from the upcoming generations. Most players will primarily have lots of options in pursuing their esports careers such as streaming or professional gaming in case they successfully specialized in concrete video games.

PD: in case you want to know more about Activision Blizzard Inc., you can read the research report already available in my blog for this last quarter in which I recommended to buy the company stock (in fact, the firm presented outstanding results at the beginning of this month) and also follow the future announcements and some e-sports competition they will broadcast on 19th and 20th February on Blizzcon event (this year the online access will be free for the first time due to Covid-19 pandemic): https://blizzcon.com/en-us 

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