The
world championship finals for the online battle arena video game ‘League of
Legends’ draws in more viewers than the Super Bowl 52 in 2018. The eSports fan
base is enormous!
In
2019, the video game market raked in $83 billion in revenue, according to GoldenCasinoNews.com. It is now earning
more than movie and music industries do - global box office generated $42.5
billion in 2019 whereas music industry hit a record of $19.1 billion. eSports
is now the world’s favourite form of entertainment. The market is booming! There
are now more than 2.5 billion gamers around the world. With the growth of
mobile gaming and innovative offerings, GlobalData believes it will reach over
$300 billion by 2025.
While
the market is growing fast, the revenue source of eSports is shifting lately. The
gaming industry used to make most of its money by selling games but today its
revenue is coming from a different perspective: The Free-to-Play Model (Ilker
Koksal, 2019).
Some
might think that free games could not make much money since it is completely
free to register and play. However, the free-to-play model has proven to be one
of the most profitable types of video game models in the modern age, and the
revenue is mostly from the sales of in-game items, such as cars, weapons, or
character outfits.
Fortnite
had $2.4 billion total revenue in 2018. Of this, over one billion was generated
through the sale of in-game items. Many online games are now shifting to the
free-to-play model with a focus on thousands of dollars that get traded through
in-game items.
In-game
skins is becoming one of the main options for game developers to keep and
entertain players, at the same time monetize their games. Either the game developers build in-game
items themselves, or they hire a third parties to provide that for them.
Currently, there are only a few third-parties that offer this solution. For example, DMarket founders claim to
have 10+ years of experience in virtual item trading and building in-game
economy from scratch. According to their website, the company provides both, a
toolset to build in-game economy and a place to buy, sell, collect or exchange
a wide variety of in-game collectibles.
In 2019, mobile games
sparked 60% of global game revenue, according to GoldenCasinoNews.com. Mobile
platforms have driven growth in "hyper casual" games that appeal to
people who don't consider themselves hardcore gamers. The number of hyper
casual games surged 170% in 2019 from a year earlier, more than three times the
gaming industry average. And downloads jumped 150%, according to an AppsFlyer
study. In-game advertising is the major funding source for free-to-play mobile
games. Developers sold ad space to monetize their content. In other words,
players have to watch an ad in order to unlock the game content.
With the free-to-play
model, third-party in-game item markets and mobile platforms, the industry may
grow bigger in the future. In fact, Newzoo forecasted consumer spending on
games will grow at a CAGR of +9.0% between 2018 and 2022. Other factors that
might also act as contributors may include cross-platform titles, more
smartphone users, and improvements to both mobile hardware and mobile Internet
infrastructure, including the rollout of 5G networks.
So is eSports taking over
the entertainment industry? Not yet but is fast gaining ground!
Reference:
1. Ilker Koksal, Video
Gaming Industry & Its Revenue Shift www.forbes.com
2. Robert Williams, Mobile
games sparked 60% of 2019 global game revenue, study finds www.mobilemarketer.com
3. 2019 Global Games Market
Report, Newzoo
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