global esports net worth

global esports net worth
November 1, 2020

However, as the ocelote net worth shows, he still has a long way to go before he achieves his goal. Please create an employee account to be able to mark statistics as favorites. G2 Esports owner Carlos “ocelote” Rodriguez wants to turn his organisation into a billion dollar enterprise. This statistic shows the global eSports market revenue from 2018 to 2023. In, Newzoo. Accessed November 02, 2020., Newzoo. Global esports revenues will grow to $1.1 billion in 2020, a year-on-year growth of +15.7%, up from $950.6 million in 2019. Global all time unit sales of Call of Duty games as of October 2019, Advertising spending in the U.S. 2015-2022, Research expert covering sports and video gaming, Profit from additional features with an Employee Account. The sustained growth of competitive gaming is also reflected in a recent report by esports intelligence agency Newzoo, which projects that esports’ global fanbase will reach 165 million in 2018, while its revenues will grow 38 per cent this year, to US$906 million, and reach US$1.65 billion by 2021. Cloud9 tops list of world’s most valuable gaming organisations at US$310m. We have made the high-level takeaways from our landmark 2020 Global Esports Market Report available in a free light version that you can download on this page.

You can always find the latest Globally, the total esports audience will grow to 495.0 million people in 2020, a year-on-year growth of +11.7%. Update, Insights into the world's most important technology markets, Advertising & Media Outlook Please do not hesitate to contact me. In 2020, $822.4 million in revenues—or three-quarters of the total market—will come from media rights and sponsorship. They have various sources of income, including competing in different esporting competitions and sponsorship deals with reputed brands like Lenovo, GEICO, Logitech, GrubHub, and Twitch. Then you can access your favorite statistics via the star in the header. Please log in to access our additional functions, *Duration: 12 months, billed annually, single license, The ideal entry-level account for individual users. You only have access to basic statistics. Learn more about how Statista can support your business. Sources include news articles, forum posts, live report threads, interviews, official statements, reliable databases, VODs and other publicly-accessable sources that preserve "historical" information. Are you interested in testing our corporate solutions? In 2020, the global eSports market was valued at just over 950 million U.S. dollars. ", Newzoo, eSports market revenue worldwide from 2018 to 2023 (in million U.S. dollars) Statista, (last visited November 02, 2020), eSports market revenue worldwide from 2018 to 2023, Revenue of the global eSports market 2018-2023, Global eSports market revenue share 2019, by region, Global eSports revenue share in 2023, by country, Global revenue of the eSports market 2020, by segment, Global eSports revenue in 2023 by segment, Revenue of the eSports market in North America 2019, by segment, Annual eSports prize pools worldwide 2017-2023, All time leading eSports tournaments worldwide as of 2018, by unique viewers, Leading eSports games worldwide 2019, by tournament prize pool, Annual CS:GO global tournaments prize pool 2016-2019, Annual Fortnite global tournaments prize pool 2019, DOTA 2 The International championship viewers 2019, by platform, Value of eSports organizations worldwide 2019, eSports organizations income worldwide 2019, All time highest-winning pro eSports teams worldwide 2020, Leading eSports teams in 2019, by earnings, Leading eSports gamers in 2019, by earnings, Leading eSports players worldwide 2020, by overall earnings, Leading female eSports players worldwide 2020, by overall earnings, Leading LoL eSports players worldwide 2020, by overall earnings, Internet users watching live games streams worldwide as of 2019, by country, Internet users watching eSports championships worldwide as of 2019, by country, Internet users watching eSports championships worldwide as of 2019, by age, Global female eSports audience share 2019, by country, Public interest in eSports in the U.S. as of 2020, Public interest in electronic sports in the U.S. as of 2020, by gender, Twitch: number of concurrent viewers worldwide 2017-2023, Most popular Twitch games worldwide in October 2020, by peak viewers, Leading games on Twitch in 2020, by hours viewed, Active streamers on Twitch worldwide 2020, Number of eSports hours streamed on Facebook 2020, U.S. gamer video consumption 2020, by platform, eSports media revenue worldwide 2017-2023, eSports sponsorship/advertising spending worldwide 2017-2023, Sponsorship spend on eSports worldwide by industry 2019, eSports digital advertising revenue in the U.S. 2017-2021, eSports ticketing and merchandise revenue worldwide 2017-2023, Revenue of the eSports market in Asia in 2016, by segment, Games market revenue share worldwide 2016, by format, PC games revenue in Denmark from 2011-2020, PC games revenue in Norway from 2011-2020, Growth rate of revenue of mobile eSports market in China 2016-2020, Revenue of mobile eSports market in China 2015-2021, Revenue of eSports sector in China 2015-2021, Console games revenue in Norway from 2011-2020, Australian physical gaming industry revenue 2015, by type, Germany: market volume of the gaming industry 2013-2015, Australian physical gaming industry revenue 2015, by segment, Share of e-Sports fans Japan 2018 by age group, Germany: market volume of the gaming industry 2015, by category (in million euros), Social/casual games revenue in Norway from 2011-2020, Perceived growth challenges in gaming industry in the Netherlands 2015, Number of jobs at game companies in the Netherlands in 2018, by type of company, Survey on revenue expectations among gaming companies in Denmark 2015, by degree, Sweden: printing & reproduction of media industry personnel costs 2008-2015, Greece: printing & reproduction of media industry personnel costs 2008-2015, eSports market revenue worldwide from 2018 to 2023 (in million U.S. dollars), Find your information in our database containing over 20,000 reports, Tools and Tutorials explained in our Media Centre. and over 1 Mio. Chart. every quarter and update them if necessary. 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Esports has also been making significant strides into the mainstream in recent years, with various traditional sports leagues and teams launching their own competitive gaming divisions, while broadcasting giant ESPN in the US now shows the Overwatch League during primetime on its linear channels. The global gaming market is forecast to worth $256.97 billion by 2025. Global esports revenues will grow to $1.1 billion in 2020, a year-on-year growth of +15.7%, up from $950.6 million in 2019. (Source: Mordor Intelligence) Back in 2019, this figure was around $151.55 billion. The other companies estimated to be worth over US$100 million are Echo Fox, OpTic Gaming, Fnatic, Gen.G Esports, G2 Esports and Immortals. This list represents the top players in esports who won the most prize money based on information published on the internet. (billed annually).

The 24-year-old from Kingston, Ont., is the highest-earning female player in eSports history, with $291,854.43 in total prize money winnings, according to E-Sports Earnings.

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Important note: We review our esports market estimates For more information, check out our.

Join over 20,000 professionals and stay up to date with our latest news & insights, Newzoo uses the information you provide to us to contact you about our relevant content and services. Forbes says that player costs tend to exhaust half of an esports company’s operating budget, with the vast majority of gaming organisations still making losses as they continue to spend money to build their rosters and brands. The global esports market is estimated to be worth more than US$1.7 billion by 2022. This website stores cookies on your device to improve your experience and provide more personalized services to you. Counter-Strike: Global Offensive (abbreviated as CS:GO) is a tactical first-person shooter developed by Valve Corporation and Hidden Path Entertainment, who also maintained Counter-Strike: Source after its release. $39 per month* facts. Overview and forecasts on trending topics, Key figures and rankings about brands and companies, Consumer insights and preferences in various industries, Detailed information about political and social topics, All key figures about regions and countries, Everything you need to know about Consumer Goods, Identify market potentials of the digital future, Technology Market Outlook

Estimates from Newzoo project that the global esports market will exceed $1.6 billion by 2021. dollars)." By continuing to browse on this website, you explicitly accept the use of these cookies. Statista. Quick Analysis with our professional Research Service: Content Marketing & Information Design for your projects: Worldwide eSports viewer numbers 2018-2023, by type, Leading CS:GO eSports players worldwide 2020, by overall earnings, Leading eSports tournaments worldwide as of 2020, by prize pool.

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