eSports Management Statistics 2024 – Everything You Need to Know

Are you looking to add eSports Management to your arsenal of tools? Maybe for your business or personal use only, whatever it is – it’s always a good idea to know more about the most important eSports Management statistics of 2024.

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Best eSports Management Statistics

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eSports Management Market Statistics

  • With 5.79 billion hours of viewing over the quarter, it represents 70.5% of the market share for hours watched. [0]
  • Twitch’s dominance is even more apparent when looking at total hours streamed, where Twitch had 89.7% of the live game streaming market, compared to Facebook Gaming’s 6.9% and YouTube Gaming Live’s 3.4%. [0]
  • It is also expected that in 2021, 75% of the total esports market revenue, which is around $833.6 million, will come from sponsorships and media rights. [1]
  • The estimated US esports market size based on ad spending in 2020 was $196 million, which is $3 million lower than pre. [1]
  • In 2019, the North American esports market was dominated by prize pools (38%), followed by overthe top advertising (22%), direct brand sponsorship (21%), media (17%), and tickets and merchandise (2%). [1]
  • Overall employment of advertising, promotions, and marketing managers is projected to grow 10 percent from 2020 to 2030, about as fast as the average for all occupations. [2]
  • The mobile gaming segment is set to make up 45% of the total global games market this year. [3]
  • According to Newzoo, a market tracking company, 427 million people will be watching eSports by 2019 and will reach a global audience of 1.1 billion by 2021.1 Player earnings from sponsorships and prizes exceed $1.5 billion.2. [4]
  • worldwide revenuesgenerated in the eSports market amounted to 957.5 million U.S. dollars, a figure which is estimated to exceed 1.6 billion U.S. dollars by 2024. [5]
  • According to stats on the video game industry revenue by year, the market is forecast to grow at a rate of 2.29% annually from 2020 to 2024. [6]
  • According to gaming industry statistics for 2024, China ranked first among the biggest gaming markets in the world. [6]
  • Their part of the market share is expected to grow by 59%. [6]
  • PC games are predicted to generate $32.3 billion in profits in 2021 and to have 19% of the global games market. [6]
  • It currently holds an estimated market cap of $70.74 billion a 25% increase from May 2020. [6]

eSports Management Latest Statistics

  • Between 2018 and 2019, there was a 12.3% increase year over year. [0]
  • Newzoo expected growth to continue through 2021, with 8.7% yearon year growth, ending the year with 240.0 million occasional viewers and 234.0 million eSports enthusiasts, a total eSports audience of 474.0 million. [0]
  • By 2024, Newzoo predicts that the Compound Annual Growth Rate for eSports enthusiasts from 2019 to 2024 will be approximately 7.7%. [0]
  • According to the earlier Newzoo analysis, there was an average revenue increase of more than 30% annually until 2018. [0]
  • The rate of increase decreased at this point; however, eSports revenue in 2019 was $957.5 million, still a 23.3% YOY growth. [0]
  • Yet, COVID 19 had a noticeable impact on eSports revenue, and Newzoo revised its 2020 eSports revenue estimates downward from $1100.1 million to $950.3 million globally. [0]
  • This represented a fall of 1.1% in YOY revenues. [0]
  • Newzoo predicted yearly revenues to reach $1084.1 million, representing yearon year growth of 14.5%. [0]
  • Looking further forward to 2024, Newzoo predicts eSports revenues to reach $1617.7 million, showing a Compound Annual Growth Rate of 11.1% from 2019 to 2024. [0]
  • Newzoo’s latest estimates of eSports revenue streams suggested that the 2021 total of $1084.1 million was likely to be made up as follows sponsorship $641.0 million (up 11.6% YoY), media rights $192.6 million (up 13.4%). [0]
  • , publisher fees $126.6 million (up 22.6%), merchandise & tickets $66.65 million (up 13.8%), digital $32.3 million (up 50.4%), and streaming $25.1 million (up 25.7%). [0]
  • The 11.7% growth over 2020 was caused by the increased time spent at home and social distancing requirements during the pandemic. [0]
  • Newzoo predicted further growth of 10.0% to 728.8 million viewers in 2021. [0]
  • By 2024, they believe that the global gaming livestreaming audience will be 830.3 million, a CAGR of 9.2% over 2019. [0]
  • Spanish streams grew by 369% to 1.4 billion hours watched, and Portuguese by 189% to 1.1 billion hours watched. [0]
  • According to Newzoo predictions, global awareness of eSports was expected to rise to 2.0 billion in 2020, including 530.4 million Chinese. [0]
  • Viewership for YouTube Gaming has plummeted by about 540 million hours from Q3 2020 to Q3 2021 to reach 1.13 billion hours, 13.8% of all game streaming hours watched. [0]
  • Correspondingly, total hours streamed on YouTube Gaming Live in Q3 2021 fell from 12.5 million (5.5%) to 8.4 million (3.4%). [0]
  • On the other hand, Facebook Gaming viewership grew by about 250 million hours to 1.29 billion hours in Q3 2021 compared to the same quarter in 2020, 15.7% of the total hours watched. [0]
  • Total hours streamed on YouTube Gaming Live in Q3 2021 rose from 7.6 million (3.4%) to 17.1 million (6.9%). [0]
  • This number increased by 20% in 2019, with 49,500 average concurrent live channels. [0]
  • In 2020, the increase was 77%, with 87,500 average concurrent live channels. [0]
  • In 2021, this increased a further 20% to 105,000 average concurrent streamers. [0]
  • Numbers have fallen 4% to 100,500 so far in 2024, with more streamers back at work and school. [0]
  • They saw virtual reality as the most significant growth segment, with 30% growth in that timeframe, followed closely by cinema (29%) and data consumption (27%). [0]
  • They lumped video games and eSports together and predicted that they would show a combined 6% CAGR over the five years. [0]
  • PWC observes that “sponsorship and media rights revenue in eConsumer tickets sales Sports are the main drivers in the segment and increase at a 14.7% and 26.8% CAGR respectively to 2024.”. [0]
  • According to eSports Earnings, a total of $1,182,221,050.12 has now been paid out as prize money in eSports tournaments. [0]
  • Perhaps surprisingly, his most frequent tournament game is Super Smash Bros. Melee, which he has competed in 355 times, 57.72% of his tournament results. [0]
  • The estimated value of the global esports industry in 2020 was $947.1 million. [1]
  • In 2021, global esports revenues are expected to reach $1,084 million, representing a yearon year growth of 14.5%. [1]
  • This represents a 70% growth in the next four years. [1]
  • Furthermore, the competitive gaming audience is projected to reach 577.2 million in 2024, representing a CAGR of 7.7%. [1]
  • The Asia Pacific region represents more than 50% of the esports and gaming audience. [1]
  • The country is estimated to have generated an esports revenue of $375 million in 2020. [1]
  • Moreover, China accounts for about 50% of the global mobile gaming revenues. [1]
  • 26% of the country’s internet users watch esports monthly. [1]
  • Interestingly, 50% of those projected 1 billion esports and games viewers will come from the Asia Pacific region. [1]
  • 32% of internet users who watch esports tournaments worldwide are between the ages of 16 and 24. [1]
  • Meanwhile, 30% are 25 to 34 years old, 19% are 35 to 44 years old, 10% are 45 to 54 years old, and only 6% are from the 55 to 64 age bracket. [1]
  • Unsurprisingly, 72% of US esports fans are male. [1]
  • In 2019, the global average share of female esports fans was 22%. [1]
  • 59% of people in the US aged 18 to 34 are aware of esports. [1]
  • Meanwhile, 55% of people aged 35 to 54 say they have heard about esports. [1]
  • Audiences have collectively watched 7.46 billion hours of esports and games live streaming content in Q3 2020, representing a 91.8% increase compared to Q3 2019. [1]
  • At the onset of the pandemic in March 2020, Verizon observed a 75% increase in video game internet traffic during peak hours. [1]
  • This is 99.83% of his total earnings. [1]
  • Before its shut down, Mixer took 14.2% of all content live streamed in Q2 2020. [1]
  • Unsurprisingly, Twitch reported a yearover year rise of 56% in viewership. [1]
  • However, despite Twitch maintaining its lead, it saw a 2.9% drop in viewership in July 2020. [1]
  • On the other hand, YouTube saw an increase of 5.9% more hours watched. [1]
  • Moreover, in Europe, the most frequently used online platforms for watching esports are YouTube Gaming (85%), Facebook Gaming (37%), Twitch (36%), game and tournament websites (21%), and Mixer (9%). [1]
  • Meanwhile, Canadians most often turned to sports broadcaster websites (28%). [1]
  • , YouTube Gaming (23%), Twitch (16%), Facebook Live (15%), and Dailymotion Games (4%). [1]
  • 79.1% use iQiyi, Tencent Video, and Youku, while 12% use Mango TV and Bilibili. [1]
  • Moreover, the most frequently used devices for watching esports in Europe are laptops (56%), mobile phones (52%), TVs (40%), desktop PCs (36%), and tablets (31%). [1]
  • On the other hand, 65% of Canadians use a laptop or desktop when streaming esports. [1]
  • The other devices they use for esports streaming are TV (55%). [1]
  • smartphones (53%), tablets (35%), and game consoles (17%). [1]
  • 73% of stakeholders believe the pandemic will generate more investment and deal activity in esports. [1]
  • Surprisingly, a survey found that 81% of US respondents are not a fan of esports at all. [1]
  • Only 5% saw themselves as avid fans while 14% are casual fans. [1]
  • Furthermore, another report showed that only 4% of US adults are very interested to learn about esports. [1]
  • The majority (46%). [1]
  • Meanwhile, 75% of stakeholders think that match fixing and cheating are a significant threat to the legitimacy and growth of esports. [1]
  • Moreover, 60% see the control exerted by a select group of game developers as a barrier to esports growth. [1]
  • In all, 77% of stakeholders who expect decreased esports investments cite the inability to hold large in person events as the primary esports growth barrier. [1]
  • In general, 21% of stakeholders believe that the pandemic will cause a decrease in esports investment and deal activity. [1]
  • Finally, 60% think it will take at least a year for esports investment activity to return to pre. [1]
  • Tencent Reports 45% Increase in Online Games Revenues, Nets $5.88B Profit for Q3 2020. [1]
  • In fact, there will be 29.6 million monthly esports viewers in 2024, up 11.5% from 2021, according to our estimates. [3]
  • Investments are up to $4.5 billion in 2018 from just $490 million the year before, a staggering YoY growth rate of 837%, per Deloitte. [3]
  • As of 2020, the top five most valuable esports teams according to Forbes are Estimated Revenue $45 million Revenue from Esports 50% Owner. [3]
  • Andy Dinh Estimated Revenue $30 Revenue from Esports. [3]
  • 70% Owners Jack and Paullie Etienne. [3]
  • $28 million Revenue from Esports 89% Owners aXiomatic Gaming, Victor Goossens, Steve Arhancet. [3]
  • $40 million Revenue from Esports 20% Owners Lee Trink, Richard Bengston , Thomas Oliveira , Yousef Abdelfattah , Nordan Shat. [3]
  • $16 million Revenue from Esports 35% Owners Matthew Haag, Drake, Scooter Braun, Dan Gilbert. [3]
  • Money flows into esports through media rights, live event ticket sales, merchandise sales, and in game purchases, but most of the revenue (69%). [3]
  • APAC will account for over half (57%). [3]
  • The rest of the world only accounts for about 15% of total esports revenue, but it contains several regions to watch. [3]
  • The most frequently reported complaint was eye fatigue (56%), followed by neck and back pain (42%). [4]
  • eSport athletes reported wrist pain (36%) and hand pain (32%). [4]
  • Among the players surveyed, only 2% had sought medical attention. [4]
  • The most widely known is ‘Twitch.com’ which accounts for >40% of eSport streaming volume. [4]
  • Fifteen per cent reported 3 hours or more of sitting and playing without standing to take a break. [4]
  • The injuries seen in eSport athletes are similar to injuries seen in sedentary office personnel, as opposed to complaints commonly seen by sports medicine specialists.17 Of the athletes surveyed who suffered from an ailment, only 2% sought medical attention. [4]
  • The current survey demonstrated that >40% of these players have <60 min of activity a day. [4]
  • Students will demonstrate how to support the physical and mental well being of esports athletes Students will create an Esports team Completed in one term 100% online. [7]
  • The Bureau of Labor Statistics projects that coaches/managers will grow by a rate of 11% through 2028, which is much faster than average for all occupations. [7]
  • Esports Scholastic Study Over 50% of Esports Players seeking scholarships are interested in STEM based majors and study paths. [8]
  • In 2018, the Pew Research Center reported that 97% of teen boys and 83% of teen girls played video games. [9]
  • That’s a notable jump from the 45% of all undergraduates in 2015 that planned to study STEM. [9]
  • Sony Interactive Entertainment’s estimated value is $13.4 billion. [6]
  • Gaming industry stats show that the industry is forecast to grow at a rate of 9.17% from 2020 to 2025. [6]
  • According to gaming industry statistics for 2021, immersive gaming, also known as VR gaming , is about 20 times more interesting than traditional games. [6]
  • According to gaming industry stats, the Asia Pacific gaming revenue is estimated to amount to over $174 billion by 2021. [6]
  • In 2021, mobile games accounted for almost 50% of the worldwide video game revenue, and things don’t look to be slowing down any time soon. [6]
  • The gaming industry was predicted to generate $179.7 billion in 2020. [6]
  • The video game industry revenue grew so much during the pandemic, that experts predicted a $179.7 billion revenue by the end of 2020. [6]
  • Video game trends show that the industry is likely to reach a revenue value of $295.63 billion in 2026. [6]
  • Console games, on the other hand, will get 22%. [6]
  • It made over $5.1 billion in 2020, growing 29% compared to 2019. [6]
  • Puzzle games also accounted for just over 50% of all casual games revenue for 2020. [6]
  • EA is third in line, with an estimated value of $37.43 in March 2021. [6]
  • 2020 saw a 60% growth in game playing among people 45 to 54 years old. [6]
  • Their increase in playtime also led to an increase in spending 76%. [6]
  • In 2016, high fidelity games accounted for about 5% to 10% of the top mobile games in western countries. [6]
  • According to gaming industry statistics for 2024, it is expected that this current development will usher in a more effective working environment, which will ultimately lead to the growth of a company. [6]
  • This is because video game trends suggest a 90% growth in the audience. [6]
  • The esports industry has a yearon year growth of 15.7% from 2019 to 2020. [10]
  • In 2018, a championship event for teams playing the game Overwatch brought near capacity crowds to the Barclays Center in Brooklyn, New York, according to The Washington Post. [10]

I know you want to use eSports Management Software, thus we made this list of best eSports Management Software. We also wrote about how to learn eSports Management Software and how to install eSports Management Software. Recently we wrote how to uninstall eSports Management Software for newbie users. Don’t forgot to check latest eSports Management statistics of 2024.

Reference


  1. influencermarketinghub – https://influencermarketinghub.com/esports-stats/.
  2. financesonline – https://financesonline.com/esports-statistics/.
  3. bls – https://www.bls.gov/ooh/management/advertising-promotions-and-marketing-managers.htm.
  4. insiderintelligence – https://www.insiderintelligence.com/insights/esports-ecosystem-market-report/.
  5. bmj – https://bmjopensem.bmj.com/content/5/1/e000467.
  6. statista – https://www.statista.com/topics/3121/esports-market/.
  7. techjury – https://techjury.net/blog/gaming-industry-worth/.
  8. rhodesstate – https://www.rhodesstate.edu/academic-programs/esports-management-and-coaching-certificate.html.
  9. gyo – https://gyo.gg/.
  10. viewsonic – https://www.viewsonic.com/library/education/esports-schools-good/.
  11. su – https://www.su.edu/esports/esports-management-bs/.

How Useful is Esports Management

Esports management involves a wide range of responsibilities, from player recruitment and contract negotiations to sponsorships, marketing, and event planning. Much like traditional sports management, esports management requires a deep understanding of the industry, as well as the ability to navigate the complex and ever-changing landscape of professional gaming.

One of the key reasons why esports management is so important is that it allows organizations to maximize their revenue potential. By securing lucrative sponsorships and partnerships, devising effective marketing strategies, and planning successful events, esports managers can help their teams and players secure the financial resources they need to succeed in the highly competitive world of professional gaming.

But esports management is about more than just making money. It’s also about building a strong and sustainable organization that can thrive in the long term. Managers must ensure that their teams are operating efficiently and effectively, that players have the support they need to perform at their best, and that the organization is following industry best practices to ensure long-term success.

Another key role of esports management is in talent development and team building. Just like in traditional sports, esports organizations must recruit and develop talented players, provide them with the resources they need to succeed, and foster a strong team culture that can help drive success on and off the virtual battlefield. Esports managers play a crucial role in identifying and nurturing talent, creating strong team dynamics, and helping players reach their full potential.

Esports management also plays a critical role in shaping the image of the industry as a whole. With the increased visibility and mainstream acceptance of professional gaming, it’s more important than ever for esports organizations to conduct themselves professionally, ethically, and responsibly. Managers must ensure that their teams are representing the industry well, both on and off the virtual stage, and that they are taking steps to promote diversity, inclusion, and fair play within the esports community.

In conclusion, esports management is a vital and essential component of the ever-growing esports industry. By ensuring that organizations are well-run, financially stable, and ethically sound, esports managers play a crucial role in shaping the future of professional gaming and helping it reach its full potential. As the world of esports continues to evolve and expand, the importance of skilled and dedicated esports managers will only continue to grow.

In Conclusion

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