The big business of eSports: a phenomenon that generates USD 1.1 billion per year

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In addition to the social impact on the lives of players and fans, electronic sports are an industry that has had great economic relevance


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Having a control in the hands, moving levers or pressing buttons vertiginously to compete against players of all latitudes has become a sport and an industry that is becoming increasingly important in the world.

The impact of eSports is reflected individually and socially, as millions of people are spectators of transmissions through the internet or attend face-to-face tournaments.

According to the videogame consulting firm, Newzoo, the worldwide electronic sports audience will reach 453.8 million people this year, of which 201.2 million will be enthusiastic people for this discipline, while another 252.6 million will be occasional fans.

Taking into account the number of people who consume eSports, it is normal that they have also had an economic impact. According to the same consultant, in 2019, the market for these sports will generate revenues of USD 1,100 million and its growth will be 26.7% every year.

The commercial model of this sport that has been criticized by many is no different from that of traditional disciplines such as football or basketball: there are players, leagues, prizes, streaming rights, sponsors and even image rights or transfers of competitors.


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