E-sports (Eletronic sports)
Changes are available in entertainment and the online world is negotiating the way we consume and invest. New professions, sectors, departments and new sports are a way to adapt to changes, among them are electronic games that currently represent the fastest growing sector in the entertainment world.
The global gaming industry was worth $175.8 billion in 2021, according to the latest consolidated and preliminary data from consultancy Newzoo. This figure shows a slight drop of -1.1% compared to 2020, but nothing that affects the high performance of the coming years that should lead one of the main segments of entertainment to move more than US$ 200 billion in 2023.
Due to this drop in the pace of growth, Newzoo points to an out-of-the-curve high in 2020, due to the pandemic and the high demand for virtual entertainment. That year, the market grew 23.1%, a record ever recorded by the consultancy. PlayStation 5 and Xbox Series X Releases | S also communicated through this expressive movement.
Despite esports being “children” when compared to traditional sports, this sector has drawn the attention of companies around the world. Millionaire investments are transformed into electronic scenarios in a segment with great opportunities.
As was to be expected, he soon organized departments, technical institutions and clubs, making them available together; better known as Gamers. Gamers, like traditional athletes, have their own club, headquarters, coaches, coaches and of course, financial institutions, sponsors and investors for the growth of the whole set. In addition to its brands, official stores and millions of fans around the world.
According to consulting data from Super Data, the intelligence arm of Nielsen & Company: “The gaming market moved $11 billion in November 2020 alone and, contrary to expectations, was driven by the pandemic.” In other words, regardless of the global financial situation, in the world of sports there is always a door to success.
The Covid-19 pandemic caused damage in several sectors, however, it increased the popularity of e-Sports, attracting a new range of players. Many companies have directly benefited from this increase in gamers, such as game developers, online sporting event organizations, as well as accessory and peripheral providers.
Being a growing market, e-Sports are conquering a legion of players and fans, varying between different styles of games. To organize the e-Sports category, several championships were created to segment the games and prepare their competitors for international tournaments, promoted even with the Covid-19 pandemic. There are plenty of new angles to make money from the industry.
One of the predominant factors in these championships is the public, which often manages to reach numbers that not even traditional sports can. In 2019, worldwide, the number of spectators of video game championships was 453.8 million, a growth of 16.3% in one year.
Understand the proportion: Brazil is not even among the 10 biggest in the electronic games scene and even so, in the final of the League of Legends championship, tickets to watch the match in a stadium sold out in minutes, causing the organization to prepare 24 films cinemas in 17 cities in Brazil, with all cinemas sold out. In addition to the thousands of fans who watched the match from their homes. This scenario becomes even greater in Asian countries.
When we look at it bigger, in recent years, Gamers (digital athletes) have had by far the growth in market value. Young esports prodigies are discovered every day and quickly explode in popularity. They are experts at using the power of the internet to promote themselves and it is not difficult to find one that has its market value increased by more than 500% in a month. With the internet's youngest and most prevalent audience, Esports itself quickly popularizes any digital token, benefiting its own athletes and investors.
Newzo warns of a rate of decline in preliminary games to CP2.8% in the coming years. At 20 billion dollars, this segment moved US$ 35.9 billion, of the total, US$ 33.3 billion went to low games and US$ 2.6 billion in browser games. For consoles, the outlook is also for a decline of 8.9% to $49.2. This is mainly due to the delay in the development of some games that end up with all the consumption logic.
A Newzoo prevê que os jogos para celular valerão US$ 90,7 bilhões em 2021, crescendo 4,4% no ano. Isso representa mais da metade do mercado global de jogos, pois o segmento é menos afetado pelos efeitos da pandemia do que os jogos para PC e console.