The eSports phenomenon has met expectations for increased revenue in 2017 according to new figures from independent research analysts Superdata, which show that the sector delivered revenues of $1.8 billion in 2017.
Superdata predicts that growth will continue to an overall 26 percent by the end of 2020, fuelled by increases in viewers of 12 percent each year as well as a “swelling” number of third-party investments.
Researchers found that opportunities for revenue streams in the vertical are also growing, with direct revenue from sponsorship sales, advertisements, ticket sales and team merchandise all set to increase.
In 2017, around $750 million in investment flowed into the eSports market according to Superdata which lists the most popular games as League of Legends, which has attracted more active players (84 million up from 10 million) and Dota 2, which has reportedly been offering bigger prize pools of around $37.1 million – up from $11.4 million.
Superdata flags a new game – PlayerUnknown’s Battlegrounds – as one to watch as on its way to becoming the first Battle Royale eSport, with a viewership of 202 million in 2017, compared to 286 million for League of Legends.
Top delivery channels for eSports fans are Twitch.tv and Youtube, Superdata reports, noting that most players and spectators use both extensively.