E-sports reach in Russia 2017-2027, by segment
The e-sports market encompasses the revenues and users from professional competitive gaming content. Incorporated in this definition are any professional and semi-professional gaming competitions from tournaments or leagues that offer a championship title or prize money. The e-sports market covers revenues generated from the segments Sponsorship & Advertising, Merchandise & Ticketing, Streaming, Media Rights, and Publisher Fees. Reach entails the audience of e-sports enthusiasts, but not the live streaming audience in total.
Not included in the e-sports market are amateur competitions, streaming revenues of non-organized competitive gaming, digital and physical sales from video games, revenues from digital tools associated with eSports (e.g. Teamspeak or Discord), and revenues from online gambling and betting on eSport games.
Find more key insights for the e-sports market such as Highest earning e-sports teams in Russia 2022, Top earners in League of Legends (LoL) Russia 2022, and Highest earning Fortnite players from Russia 2022.