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Briefing
6 min read

eSports: new kid on the block

Online gaming events have been building viewership and revenues for some years and the pandemic pushed this sport further into the limelight.

  • Prior to 2020, the eSports market was enjoying a five-year CAGR of 17.8%
  • Asia Pacific accounts for 57% of the global eSports viewing audience
  • In 2014, Amazon bought eSports streaming platform Twitch for $970m

While much of the sports industry was in existential crisis in the first half of 2020, purveyors of tournaments between elite players of Fortnite, League of Legends and Dota 2 saw opportunity arising.

eSports is not fully insulated from the issues brought about by the pandemic: merchandising and ticketing revenues fell dramatically as live events in stadia were cancelled. But with matches played on screens rather than pitches and players not required to be co-located, this is a sector of the sports industry naturally adapted to a world of social distancing and online viewing.