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Cybersport will bring almost $ 500 million profit in 2016

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According to the auditing company PricewaterhouseCoopers (PwC), this year cyberindustry will bring about $ 500 million profit. If, until recently, the cyberindustry was mainly sponsored by large gaming corporations, then recently it has become an independent industry. A similar trend was reported by research firms such as Deloitte and Newzoo.

The revenue of the cybersport industry for 2016 will grow to $ 463 million, which is 43% more than in 2015. Analysts from the company Deloitte, on the contrary, predict a potentially large profit of $ 500 million.
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As for the cybersport industry audience, only 57% of those polled by PwC call themselves hardcore gamers aged 18-24. The most unusual thing is that women much more often publicly admit their work in the cyberindustry than men - 22% versus 18%. Despite the insignificant difference in percentages, this study partly confirms the latest trend towards an equal gender distribution within e-sports.

League of Legends remains the leader in the eSports market, but other projects are gradually gaining popularity. According to PwC, shooters have become especially popular on the market now - among fans, 63% prefer to watch matches in Counter-Strike or similar FPS projects than matches in MOBA games in the style of League of Legends or Dota 2. According to overall popularity Among the audience of players, first-person shooters are the most popular, while the genre of MOBA-games were in fourth place, sitting behind MMO-games and fighting games.

The tendency to turn eSports into a full-fledged business is not confirmed by all companies. But for the most part, unsuccessful cases are caused by the fact that such companies are trying to artificially use their own product as the main one at cyber tournaments, and a similar approach cannot guarantee interest from the potential audience.

Source: https://habr.com/ru/post/300372/


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