The e-sports market is growing very fast, and, according to a new report by Juniper Research, the growth rate of this industry is generally sky-high. The turnover in this sphere will double and amount to $ 3.5 billion by 2021.
Research company Juniper Research has released a new report in which it presented its outlook for development of the cybersport and streaming industry. According to analysts, the total turnover of these two regions will reach $ 3.5 billion in the next 5 years, that is, it will double in comparison with $ 1.8 billion in 2016.
According to the report, one of the sources of revenue growth from e-sports is the constantly growing prize pool. A particularly important role in this growth was played by Valve. The game maker set a trend to raise prize funds at it’s The International Dota 2 tournament, which led to a significant increase in the company's profit and market volume as a whole.
So far, Twitch remains the most influential among the streaming services. According to Juniper’s forecasts, in 2017 83% of all eSports fans will watch competitions on this site. In 2016, Twitch users watched 292 billion minutes of various streams, and number of streamers on this site exceeded 2.2 million. Riot Games official channel turned out to be the most popular with over 889 million views.
Juniper ends its report with a conclusion that researchers are confident in the further stable growth of the cybersport and streaming industry both in terms of viewers and financially.
source: forbes.com
Research company Juniper Research has released a new report in which it presented its outlook for development of the cybersport and streaming industry. According to analysts, the total turnover of these two regions will reach $ 3.5 billion in the next 5 years, that is, it will double in comparison with $ 1.8 billion in 2016.
According to the report, one of the sources of revenue growth from e-sports is the constantly growing prize pool. A particularly important role in this growth was played by Valve. The game maker set a trend to raise prize funds at it’s The International Dota 2 tournament, which led to a significant increase in the company's profit and market volume as a whole.
So far, Twitch remains the most influential among the streaming services. According to Juniper’s forecasts, in 2017 83% of all eSports fans will watch competitions on this site. In 2016, Twitch users watched 292 billion minutes of various streams, and number of streamers on this site exceeded 2.2 million. Riot Games official channel turned out to be the most popular with over 889 million views.
Juniper ends its report with a conclusion that researchers are confident in the further stable growth of the cybersport and streaming industry both in terms of viewers and financially.
source: forbes.com