Newzoo has published the Global Esports Market Report 2019. It provides a detailed look at the economics of Esports – globally and by region – as well as a realistic assessment of future potential in terms of trends, audiences, franchises and revenue streams.
Accordingly, the billion sales mark is to be exceeded for the first time in 2019, representing year-on-year growth of +26.7%. Approximately 82% of the total market ($897.2 million) will come from endemic and non-endemic brand investments (media rights, advertising and sponsorship). The single largest revenue source worldwide is sponsorship, which will generate $456.7 million in 2019. By far the fastest growing source of revenue for e-sports is media rights. Esports will reach a total of approximately 450 million people in 2019, a year-over-year growth of +15.0%. This audience will consist of approximately 200 million Esports enthusiasts (+16.3% year-over-year growth) and approximately 250 million casual viewers (+14.0% year-over-year growth). Average revenue per fan is expected to increase to $6.02 by 2022.
The e-sports market is expected to reach $1.8 billion by 2022, with Newzoo estimating as much as $3.2 billion in the optimistic scenario.
China will generate $210 million in sales in 2019, overtaking Western Europe as the second largest region by sales. The country is known for the growing popularity of esports on mobile devices, including casual titles. North America will once again be the largest e-sports market with revenues of over $400 million, thanks in part to a revenue rate of over $17 per fan.
At 6,000 euros per year, the annual reports are no bargain, but they are probably required reading for professional companies in the industry. More information can be found here.