Esports Gaming Statistics 2022
The esports gaming industry has been on an upward trajectory for some time now, showing impressive year-on-year growth and reaching a combined global audience of 495 million people in 2020. The industry’s growth was slowed somewhat in 2020 due to the global coronavirus pandemic putting a halt on many live events across the globe. The global esports market revenue has been predicted to hit $1.1 billion in 2020, but ultimately fell just short of this, bringing in $1.06 Billion instead.
Esports prize pools continue to rise though, with Fortnite offering the biggest 2020 prize pool with a combined prize pool of $10.3 million. The top ten esports tournaments offered a combined prize pool of $177 million in 2019 – so it is clearly still a huge and growing industry to be involved in.
Market Value
Value by Revenue Source
Top Team Earnings
Prize Pool
The eSports worldwide audience totalled over
The eSports worldwide audience totalled over 474 million in 2021
the worldwide eSports market revenue was worth
In 2021, the worldwide eSports market revenue was worth $1.28 Billion U.S dollars
The League of Legends World Championship Finals reached a record-breaking
The League of Legends World Championship Finals reached a record-breaking 30.6 million Average Minute Audience, up by 32.8%
DOTA 2 had the biggest eSports prize pool of
DOTA 2 had the biggest eSports prize pool in 2021 of $40 million U.S dollars
The Top 10 eSports tournament prize pool totalled over
The Top 10 eSports tournament prize pool totalled over $188 million as of January 2022
Activision Blizzard Inc. holds the most of eSports market shares worldwide at
Activision Blizzard Inc. holds the most of eSports market shares worldwide at 21.85% in 2021
Overview
Esports has moved on from being a niche industry that brought in a few thousand viewers for the biggest tournaments. Now, the worldwide esports audience totals over 495 million people, and is only expected to increase. One event, the Leage of Legends World Championship Finals, managed to pull in a record-breaking 21.8 million average minute audience when it aired in 2019.
Sources:Statista, Riot Games
19% of U.S. gamers said they watch eSports live streams regularly, 19% said they watch it occasionally, and 9% of them said they watch it rarely. (Statista, 2017)
The eSports market globally is projected to reach a revenue of 1.7 million U.S dollars by 2022.
As of September 2021, a survey in the U.S reported the level of interest in eSports. 9% were avid fans, 19% were casual fans and 72% were not a fan.
In December 2021, the streaming platform Twitch had approximately 7.57 million streamers which was a decline from the 9.89 million in January 2021.
The market revenue of the eSports market in 2017 amounted to 655 million U.S. dollars.
- On its current trajectory, the esports market is estimated to reach $1.8billion in revenue by 2022
- Esports total revenues increased 71.2% between 2016 & 2018. Expected figures suggest a further growth of 27.4% by 2021.
- 24% of female around the world spend less than an hour daily watching eSports while 65% of them spend an average of 1-4 hours daily, and only 12% spend more than 5 hours daily. (Research Now, 2017)
- 17% of U.S. gamers said they regularly watch eSports videos regularly, 22% said they watch it occasionally, and 10% of them said they watch it rarely. (Statista, 2017)
- Chasing The Cup: Injustice 2 on CW is the most viewed eSports related program on television in the U.S., accounting 405 thousand viewers in 2017. (TNL Media, 2017)
- H1Z1 Fight for the Crown is the second most viewed eSports related prgrams on televisionon in the U.S., with 378 thousand viewers in 2017. (TNL Media, 2017)
- 85% of eSports viewers in the U.S. in 2017 are male, while 15% are female. (SuperData Research, 2017)
- 12% of eSports fans in the United States are black while Hispanics accounted 17% of the eSports fans. (Magid Associates, 2016)
- The Whites accounted the most eSports fans in the U.S, covering 65% of the fans in the U.S.. (Magid Associates, 2016)
- By 2020, it is expected that an average eSports fans will spend 5.2 U.S. dollars on eSports content, up from the estimated 3.64 U.S. dollars per eSports fans in 2017.
- South Korea placed second among the leading eSports market with the most sales revenue globally, covering 30% of the shares. (PwC, 2017)
- Lol World Championship (2016) reached a number of 43 million unique viewers, making it the most viewed eSports event in 2016. (eSports Marketing Blog, 2018)
- China took up the third largest share among the leading eSports market with the most sales revenue around the world, covering 17% of the shares. (PwC, 2017)
- In 2017, it was expected that there were 143 million frequent viewers/enthusiasts of eSports audience and 192 million of occasional viewers. (Newzoo, 2018)
- In 2016, eSports generated a total of 493 million U.S. dollars with a total audience count of 323 million. (Newzoo, 2017)
- In 2019, the number of frequent viewers/enthusiasts of eSports audience is expected to grow by 33%, while the occassional viewers of eSports is expected to grow by 9% in the same measured year. (Newzoo, 2018)
- By 2020, the eSports revenue is expected to reach 1.49 billion, up from 696 million in 2017, and 589 million audiences, up from 385 million in 2017. (Newzoo, 2017)
- Taking up the largest distribution of the viewers are from Asia Pacific, taking up over half of the world’s frequent eSports viewers. (Newzoo, 2017)
- Sponsorship and advertising covers the largest eSports market revenue share around the world in 2017, taking up 74.5% of the generated revenue in 2017. (SuperData Research, 2017)
- 18% of the world’s frequent eSports viewers are in Europe and another 18% are from the rest of the world. (Newzoo, 2017)
Market Leaders
As esports continues to branch out and grow as an industry, so do the games and teams involved, and the prize pots offered to winners. In 2017, Dota 2 accounted for the most distribution of annual prize pools, covering a total of 34.3% of the total worldwide prize pool. This has since been taken over by Fortnite that offered up a total of $64.42 million in prizes in 2019 compared to Dota 2’s $46.97 million.
Sources: Statista
Top esports teams by earnings
Leading eSports tournaments worldwide, 2021
As of March 2021, the leading female eSports player by earnings was Scarlett (Sasha Hostyn) with 393.03 thousand U.S dollars in earnings. Whilst the leading male eSports player by earnings was N0tail (Johan Sundstein) with 6.97 million U.S dollars in earnings.
The leading eSports tournaments based on views in May 2021 were Free Fire World Series 2021 Singapore with 5.41 million peak viewers, second was the League of Legends World Championship 2019 and 2020 with 3.99 and 3.88 million peak viewers.
- The highest-earning under 18-year-old esports competitor is Bugha, 16 years old, who has earned $3,30,300 in total
- The player Lil Poison was recognized by the Guinness Book of World Records as the youngest professional video game player
The player Lil Poison was recognized by the Guinness Book of World Records as the youngest professional video game player
- The oldest esports competitor is Uew Länger, at 59 years old
- The highest-earning female esports player of all time is Scarlett, earning $333,456.35
- The highest-earning player of all time is N0tail, a Danish player who has earned $6,886,181.99 in all
- The number one player on Team Liquid (the highest-earning team) was MinD_ContRol, earning $4,461,280
- N0tail is the leading esports player based on overall earnings with earnings totalling 6.89 million
- Fortnite was the leading game in esports worldwide in 2019 based on a prize pool of $64.42 million
- Fortnite offered the largest cumulative tournament prize pool in 2019 with $64.42 million in prizes
- DOTA 2’s The International 2016 ranked second among the leading eSports tournaments worldwide, with a total prize pool of 20.77 million U.S. dollars. (e-Sports Earnings, 2017)
- DOTA 2’s The International 2015 had a total prize pool of 18.43 million U.S. dollars. (e-Sports Earnings, 2017)
- DOTA 2’s The International 2014 had a total prize pool of 10.93 million U.S. dollars. (e-Sports Earnings, 2017)
- League of Legends had 100 million players as of August 2017, leading the list among the eSports games with the most number of players. (SuperData Research, 2017)
- Call of Duty placed second among the list of eSports games with the most number of players as of August 2017, with 28.1 million players. (SuperData Research, 2017)
- DOTA 2 had 12.6 million players as of August 2017. (SuperData Research, 2017)
- League of Legends reached 11.8% of all platform gamers and eSports viewers around the world, the highest reach in the rank. (Newzoo 2017)
- CS:GO had the second highest reach in the rank, with a reach of 9.6%, followed by Ovrewatch with 9.4% reach. (Newzoo 2017)
- Scarlett (Sasha Hostyn) is the leading female eSports player worldwide as of January 2018, with an overall earning of 200.69 thousand U.S. dollars. (e-Sports Earnings 2018)
- Mystik (Katherine Gunn) is second in the leading female eSports player worldwide as of January 2018, with an overall earning of 22 thousand U.S. dollars. (e-Sports Earnings 2018)
- Ricki Ortiz (Ricki Ortiz) had an overall earning of 80.78 thousand U.S. dollars as of January 2018. (e-Sports Earnings 2018)
Marketing & Advertising
As the world of esports continues to grow, more and more businesses want a slice of the pie. Because of this, we have seen the marketing and advertising side of esports grow alongside the industry over the last few years as well. Sponsorship and advertising spend has steadily increased from $124.41 million in 2017 to $277.29 million in 2019, and is expected to reach $634.03 million by 2023.
Sources: Statista
Esports market revenue worldwide
Esports sponsorship and advertising spending worldwide
32% of the eSports fans as of May 2017 said that they would definitely try products shown during eSports games while 31% said they would somewhat agree with the statement. (Research Now, 2017)
Twitch is a major streaming platform for eSports but it has a low volume of ads running. The annual growth rate for the eSports market from 2017 to 2022 is expected to be 22.3% and revenue is mostly generated through sponsorships.
- The average revenue per fan is set to increase along with the popularity of the sport, to $6.02 per fan by 2022
- Merchandise & Ticket revenue rose by $103.7m, a +22.4 increase on the previous year
- Esports advertising revenue rose by $189.2m in 2019, a +14.8% rise on the previous year
- Media rights increased by $251.3m in 2019, representing a +41.8% growth on the previous year
- Sponsorship accounted for $456.7m in esports revenue in 2019, +34.3% on the previous year
- Sponsorship accounted for $359.4m (40 percent of all esports revenue streams) in 2018
- 38% of eSports fans in the United States stated that they would like to see fun and humorous, or exciting content. (eSports Ad Bureau, 2017)
- 33% of the eSports fans as of May 2017 said that they don’t like in-game ad placements by brands while 30% somewhat agree with this statement. (Research Now, 2017)
- 47% of eSports viewers are interest in receiving a free sample, free swag, or free merchandise at a live eSports event as of March 2017. (eSports Ad Bureau, 2017)
- 41% of eSports viewers are very interested in trying out a new product at a live eSports event as of March 2017. (eSports Ad Bureau, 2017)
- In 2016, Microsoft brand was mentioned 3,320 times by the top influencers within eSports community, up from 2,190 in 2015. (eSports Ad Bureau, 2017)
- Nintendo was mention 2,350 times by the same influencers in the community, up from 1,190 in the previous year. (eSports Ad Bureau, 2017)
- IT/computer industries in the U.S. have the most number of eSports sponsorships between January 2016 and August 2017, with an approximate 360 instances in the said industry alone. (Cynopsis Media, 2018)
- There were approximately 60 instances of eSports sponsorships among online services in the U.S. between January 2016 and August 2017. (Cynopsis Media, 2018)
- There were approximately 100 instances of eSports sponsorships among retail in the U.S. between January 2016 and August 2017. (Cynopsis Media, 2018)
- 37% of eSports fan in the U.S. wish to see brands and companies giving away prizes for competitions and various eSports related events. (eSports Ad Bureau, 2017)
Esport Betting
As the prize pools, and therefore the stakes, continue to rise in the world of esports, so does the world of esports betting. As with any sports, betting on the outcome of top esports tournaments is becoming a big business. While it still pales in comparison compared to sports betting, this is set to rise. In 2019, esports betting took up only 1.6% of sports betting, but by 2024 this is expected to 3.2%. Most of this betting takes place in Europe (with 44.5% share of the market) and Asia/ Middle East (with 40.7%).
Sources: igamingbusiness
Regional split of global esports betting
Esports betting as a percentage of sports betting
Total global esports betting gross win
The total bets of eSportsbook betting were expected to cover 92.6% of the estimated total amount wagered on eSports on cash gambling sites around the world in 2016. (eSports Betting Report, Narus Advisors, 2016)
In an August 2021 report, Australian gamblers were the most popular within eSports betting. Australians formed 16% of eSports gamblers worldwide, second was the United States at 15%, in contrast only 3% of gamblers were from the United Kingdom and had bet on eSports in the year leading to the survey being conducted.
Leading the distribution of the eSportsbook total amount wagered worldwide in 2016 is League of Legends, covering 38% of the shares. (eSportsBettingReport, 2016)
- In 2016, total esports wagers were 45.45% lower than they were in 2019, at $5.5B
- Esports betting is on pace to reach up to $8 billion in total wagers this year
- By 2024, the market is expected to generate $862m in revenue, growing its share of global betting GGR over the next five years from 1.6% in 2019 to 3.2% by 2024
- Gross wins from esports betting is estimated to grow by 39% year-on-year in 2020, to reach $343m
- 38% of the total eSportsbook amount wagered was attributed to bets placed on League of Legends since LoL was the most popular eSports game on the gambling market in 2016. (eSports Betting Report, Narus Advisors, 2016)
- The eSports betting revenue in 2020 is expected to reach 1.8 billion U.S. dollars. (GeekWire, 2015)
- In 2020, the eSports betting total amount wagered worldwide is expected to reach 23.5 billion U.S. dollars. (GeekWire, 2015)
Esport Startup Funding
The rapid growth of the esports market has seen a number of start ups appear within the industry covering everything from stat tracking to communication. The biggest esports-related start-up in the US has been the VoIP messaging service Discord, with venture capital of $50k, followed up by Skills which received $25k in venture capital. Investment in esports companies around the world is set to increase year on year with an 18.8% growth from 2016 to 2017.
Sources: CB Insights, TNL Media
- The leading eSports-related startups in the United States in 2017 is Discord, with a venture capital of 50 thousand U.S. dollars. (TNL Media, 2018)