I've been living off DotaPlus for two years now.”, “With Overwolf you focus on building a quality app and they focus on literally everything else including marketing budgets and managing influencers,” said Matt Hawkins, CEO of Tracker Network, which builds leading stats websites and in-game apps for many games, including Valorant, Apex Legends, Fortnite and Rainbow Six Siege. I specialize in the business of esports, as well as Valve's titles. The way we see it is YouTube is the standard for video, Instagram is the standard for photos, and we are the standard for in-game creations.”. Our mission is to make purchase decisions easier for you with reviews you can trust. This sixth edition dives deep into the global and regional esports economy, providing a realistic estimate of the market’s future potential regarding revenue streams, audience numbers, key trends, and franchises. eSports … Global esports revenues will grow to $1.1 billion in 2020, a year-on-year growth of +15.7%, up from $950.6 million in 2019. All Rights Reserved. In 2020, 2.0 billion people will be aware of esports worldwide, an increase from 2019’s 1.8 billion. The eSports market is expected to grow exponentially both in viewership and revenue seeing a giant leap by the year 2020. 9% came from merchandise and tickets that came in around $64 million. I cover all areas of esports around the world. 22% of male millennials watch competitive gaming. This popularity has resulted in developers, and the Overwolf platform bringing in some serious cash. The average viewer will typically watch for at least 84 minutes. We use cookies to enhance your experience with us. By continuing to browse this site you’re agreeing to our Privacy Policy. Eventually, I was able to quit my job and applied for an Overwolf grant which helped me advertise and market DotaPlus to extend its reach. The sports enthusiasts are expected to see the biggest growth with a 50% in the next three years. numbers here. 43% of eSports viewers say that they always appreciate brands that reach out to them through the gaming world. The Overwolf platform offers gamers a chance to analyse the data. For more information, check out our, This website stores cookies on your computer to improve your website experience and provide more personalized services to you. Those playing competitive games such as FIFA and Madden are three times more likely to stay engaged. North America is also expected to see a growth of the export of content licenses up to $95 million which will be an 82% increase from 2016. They are also expected to spend the most money with an average of $3.64 per watcher. MuchNeeded is a digital publication. Revenue is expected to increase over 32% by 2020 with an estimated revenue of $1.48 billion in the U.S. alone. Asia also saw the highest level of viewers with 51% from Asia Pacific, 18% Europe, 13% Vietnam, 18% in the rest of the world. Much Needed is the website to turn to simplify purchase decisions. As well as providing the technical framework for developers to use to create their apps, the Overwolf platform also works with some developers to provide other services such as marketing and working with influencers to further promote the apps. 14% was earned from the media rights which accounted for $95 million. MuchNeeded.com is a place where you get the Much Needed advice for your purchase decisions with reviews you can trust. Overwolf helped us with the marketing and we saw our app get over 100K downloads within three weeks. Total prize money has been over $60 million in recent years. I have previously. One of the highest earning gamers is Peter Dager who has earned over $2,62 million during his gaming career. Professional teams are being formed by current professional sports owners. The North American eSports market earned $257 million in 2017. The Overwolf platform is growing at a rapid pace, with over 30,000 creators and 12 million monthly active users and things are not slowing down.With gamers always looking for ways to improve and get some kind of advantage over their opponents the success of these apps is likely to continue. Most gamers play due to the appeal of the awards. Check out some of the interesting facts and statistic s about these amateur gamers. Opinions expressed by Forbes Contributors are their own. “Upon discovering Overwolf, I contemplated bringing teammate and rival information into the game and processing it to offer game-winning insights in real-time. I have previously been a finalist for Reporter of the Year at the GMBL Awards, and have written a book, Esports: The Ultimate Gamer's Guide, covering all of the major esports. eSports revenue topped $696 million in 2017.Of the revenue made in the year 2017. I created DotaPlus out of a passion and love for the game and it’s grown into an app that players depend on when they play. Female players see lower total earnings with one of the highest female gamers, Sasha Hostyn, earning over $171 thousand by the end of 2017. You can always find the latest numbers here. 22% of women are involved in eSports and 18% of men. The betting on eSports has been around since its inception but has never had a need to be organized by companies. As more games are added to the competition, and the number of participants grows, the new market will be lucrative for advertisers to spend their money to be able to engage with a responsive and fully engaged audience. Important note: We review our esports market estimates © 2020 MuchNeeded. Our goal is to save both your time and money by offering in-depth buying guides, product reviews, and comparisons.