eSports market – additional information
Video gaming has long stopped being entertainment solely for the solitary player holed up in their living room. Today, not only is video gaming a networking activity, but it has also become a regularly scheduled, profit-generating pastime in the form of eSports. eSports can be described as organized multiplayer gaming events, mostly between professional players. There is usually a series of tournaments which culminate in championships, both at a regional and a global level. One of the most popular games featured in eSports competitions is League of Legends. In fact, the League of Legends Worlds championship in 2015 was recorded as having the largest viewership of any eSports tournament so far, with 36 million unique viewers.
The entire eSports market is expected to grow over the coming years, with worldwide revenues projected to reach nearly 1.5 billion U.S. dollars in 2020. Looking at the latest regional profitability data, Asia was considered to be generating a lion’s share of the revenues in 2016, followed by North America with its 275 million U.S. dollar eSports market.
eSports is profitable, not only for the entire industry, but also for the individual players. As of March 2017, the highest earnings were those of an American professional gamer, Saahil Arora, more known among his peers as "UNiVeRsE". Throughout his recorded gaming career, UNiVeRsE has earned 2.72 million U.S. dollars. Among female players, the profits are significantly smaller. To date, the highest earning female gamer, Sasha Hostyn, who goes by "Scarlett" in the gaming industry, has made 171 thousand U.S. dollars in the course of her eSports career.