电子竞技的令人难以置信的增长[+电子竞技统计]

多年来,电子竞技行业在收视率和收入方面都有巨大的增长。收视率不断增加的是主要促进收入增长的原因 - 不仅是因为这些观众正在产生收入。看到吸引大量和参与的受众的潜力,品牌是投资电子竞技营销,直接和间接。这导致了该行业的快速收入增长,但仅因限制重大公共电子竞技事件而减慢了速度,尽管事情似乎在2022年恢复正常。

电子竞技在其他几个方面也经历了增长,其中许多以一种或另一种方式相互关联。在这篇文章中,您将了解更多有关电子竞技行业的增长程度,以便您了解如何利用它。

Newzoo扩展了其2020年全球电子竞技评论,并及其2021年全球电子竞技和直播市场报告,该报告分析了最新的电子竞技和直播市场趋势和市场发展,直到2024年。他们现在认识到生活在电子竞技和游戏世界中所发挥的重要作用。我们总结了本文中的许多关键发现,并在发布2022版时将进一步更新。

Newzoo defines eSports as being "professional or semi-professional competitive gaming in an organized format (tournament or league) with a specific goal/prize, such as winning a championship title or prize money)." The eSports stats we include here relate to professional competitive gaming content only and don't include amateur competitions or livestreaming around non-organized competitive gaming. Newzoo separates the eSports market from the live-streaming market (aka gaming market).

For the purposes of these stats, Newzoo separates eSports enthusiasts from occasional viewers. They define eSports enthusiasts as people who watch professional eSports content more than once a month and occasional viewers as those who watch professional content less regularly than that. Note that some of the statistics we report here differ from what we wrote in an earlier version of this article due to a change in Newzoo's definitions and recognition of what they consider professional eSports.

We also collate a selection of interesting recent eSports statistics near the bottom of this post.


电子竞技的令人难以置信的增长[+电子竞技统计]:


eSports Viewership is Growing

Thanks to the arrival of COVID-19, the nature of eSports has changed. The lines between eSports, livestreaming, and even influencer marketing have become blurred. The pandemic led to viewing spikes across all livestreaming platforms. People were required to spend time at home during the lockdown and so turned to livestreaming to wile away their time. While the eSports market faced challenges during this time, it also saw considerable growth and expanded into markets where there had previously been little activity. However, the industry suffered from the cancellation of many in-person events, and some international events had to be replaced by regional competitions.

There had already been a significant increase in eSports viewers since 2016 – both occasional viewers and enthusiasts, i.e., viewers who watch it regularly. Between 2018 and 2019, there was a 12.3% increase year over year (using Newzoo's old definitions). In Newzoo's 2019 adjusted figures, there were 200.8 million occasional viewers and 197 million eSports enthusiasts, making the total audience 397.8 million. The year-over-year growth continued in 2020, with 220.5 million occasional viewers and 215.4 million eSports enthusiasts, a combined eSports audience of 435.9 million.

Newzoo预计将持续到2021年的增长,同比增长8.7%,偶尔有2.40亿偶尔的观众和2.340亿电子竞技爱好者,总epports观众为4.744亿。

电子竞技观众成长

来源:newzoo.com

By 2024, Newzoo predicts that the Compound Annual Growth Rate (CAGR) for eSports enthusiasts from 2019 to 2024 will be approximately 7.7%. They expect that the number of occasional viewers will grow to 291.6 million. And that there will be 285.7 million eSports enthusiasts, making the total audience 577.2 million.

eSports is growing across the globe. Mature markets like North America and Western Europe are continuing to grow. However, over the last year, audience numbers were most affected by growth markets in the Middle East, Africa, Asia-Pacific, and Latin America. In addition, increased use of mobile for streaming has driven demand in markets like India and Brazil.


eSports Revenue Growth and How Brands are Contributing to It

Realizing the potential of tapping into the eSports market, some brands have already made significant eSports marketing investments. So, the industry has seen an impressive increase in revenue in recent years.

根据较早的Newzoo分析,直到2018年,平均收入增加了30%以上。此时的增加率下降了。但是,2019年的电子竞技收入为9.575亿美元,同比增长23.3%(略高于Newzoo的预期)。

然而,Covid-19对电子竞技收入产生了明显影响,Newzoo修订了其2020年电子竞技收入的估计从1.1亿美元(预计在2020年2月预计)到全球9.503亿美元。但是,即使这一预测也不够悲观,在2020年,实际的全球电子竞技收入为9.471亿美元。这代表同比收入下跌1.1%。今年的收入主要发生,因为参加电子竞技活动的人数有限,对大型聚会的限制。正如我们在其他地方看到的那样,电子竞技和游戏比以往任何时候都更受欢迎 - 但是,目前有与共同相关的收入流限制。

但是,在电子竞技收入增长方面,2021年看起来更有利。Newzoo预测,年收入将达到1.0841亿美元,占14.5%的同比增长。此外,他们认为中国将产生超过三分之一的全球电子竞技收入。

Looking further forward to 2024, Newzoo predicts eSports revenues to reach $1617.7 million, showing a Compound Annual Growth Rate (CAGR) of 11.1% from 2019 to 2024.

esports revenue

Newzoo’s latest estimates of eSports revenue streams suggested that the 2021 total of $1084.1 million was likely to be made up as follows: sponsorship $641.0 million (up 11.6% YoY), media rights $192.6 million (up 13.4%), publisher fees $126.6 million (up 22.6%), merchandise & tickets $66.65 million (up 13.8%), digital $32.3 million (up 50.4%), and streaming $25.1 million (up 25.7%). Although sponsorship revenues are clearly the foundation of eSports revenue, it is expected that ticket revenues will recover from COVID-19 restrictions, and eSports organizers and teams will continue to diversify.


游戏直播观众

Newzoo has added additional information in the 2021 report on games live streaming. The platforms differ across the world, but the main ones in the west are Twitch and YouTube Live. Gaming livestreaming is now highly popular in China on streaming platforms such as Douyin, Huya, Zhangi, Huomao, and PandaTV.

2019年和2020年的游戏观众分别为5.932亿和6.627亿。在2020年,增长率为11.7%是由于大流行期间在家中花费的时间增加以及社交距离的需求所致。

Newzoo预测2021年的进一步增长将增长10.0%,达到7.288亿。到2024年,他们认为全球游戏直播观众将为8.303亿,在2019 - 2024年的复合年增长率为9.2%。

China is now a mature market. However, Newzoo still predicts that China's gaming livestreaming audience will grow from 185.5 million in 2020 to 214.3 million in 2024.

他们还预计,许多发展中国家的增长率两位数,预计将在2024年到2024年的复合年增长率为:拉丁美洲(+14.0%),中东和非洲(+15.1%),南亚中亚(+15.1%)(+14.8%)和东南亚(+14.8%)。

Spanish and Portuguese live broadcasts experienced the most significant growth in 2020. After English, they are now the second and third most used languages in livestreaming. Spanish streams grew by 369% to 1.4 billion hours watched, and Portuguese by 189% to 1.1 billion hours watched.


电子竞技意识正在提高

One of the main reasons there has been growth in eSports viewership is that more people are learning about it. There has been a tremendous rise in awareness of the eSports industry since 2015. There were slightly more than 800,000 people who had heard about it back then. These numbers soon changed, and by the following year, more than a billion people had learned about eSports.

在接下来的几年中,这些数字每年继续增加数十万。到2017年,电子竞技的意识已上升到12.8亿,直到2018年达到14.3亿,2019年达到18亿。根据Newzoo的预测,全球对电子竞技的认识预计将在2020年增长到2020年,其中包括5.3万40万中国人。不幸的是,Newzoo似乎并未公开发布有关此的最新数据。

那么,观众和意识对品牌意味着什么?在大多数情况下,它说他们有一个新的渠道可以针对营销组合。但它还说,他们有更多的人可以在电子竞技行业中伸手。因此,电子竞技营销将帮助他们扩大覆盖范围,并通过引人入胜的渠道传递营销信息。


提供现场电子竞技覆盖范围188滚球地址的平台的兴起

考虑到在线平台现在如何使电子竞技内容更加易于访问,越来越多的人观看电子竞技视频和活动也就不足为奇了。188滚球地址电子竞技流媒体使用这些平台来广播活动和自己的游戏玩法的实188滚球地址时报道。这使粉丝更容易参加他们喜欢的活动,并与他们喜欢的电子竞技运动员互动。

因此,您也可以在这些平台上看到观众和广播公司的数量增加。188滚球地址尽管这些平台上并非所有的观众和广播公司都与电子竞技行业有关,但这种增长仍然可能影响该行业。188滚球地址

流式在其第三季度的2021年报告中进行了一些有趣的观察。与Newzoo统计数据相比,这些统计数据合并了电子竞技市场和游戏市场。大多数直播观众仍然喜欢抽搐。该季度的观看时间为57.9亿小时,占监视时间的70.5%的市场份额。然而,随着Covid Lockdowns的首次袭击,Twitch观众将观看者从第1季度的311亿小时增加到51.2亿小时,这是2020年第二季度的最大增长。

在查看总小时数时,Twitch的主导地位更加明显,而Twitch拥有现场游戏流市场的89.7%,而Facebook Gaming的6.9%和YouTube Gaming Live的3.4%。

收视率为YouTube游戏暴跌abo血型ut 540 million hours from Q3 2020 to Q3 2021 to reach 1.13 billion hours, 13.8% of all game streaming hours watched. Correspondingly, total hours streamed on YouTube Gaming Live in Q3 2021 fell from 12.5 million (5.5%) to 8.4 million (3.4%).

On the other hand, Facebook Gaming viewership grew by about 250 million hours to 1.29 billion hours in Q3 2021 compared to the same quarter in 2020, 15.7% of the total hours watched. Total hours streamed on YouTube Gaming Live in Q3 2021 rose from 7.6 million (3.4%) to 17.1 million (6.9%).

Twitchtracker提供了有关Twitch多年来进展的一些有趣统计数据。例如,Covid锁定导致许多人在Twitch上增加了时间。结果,2021年观看了14.6亿分钟的巨大分钟,高于2019年的6600亿分钟。同样,每月有840万个独特的创作者在Twitch上流式传输,而2020年的每月690万,而2019年为364万。2021年1月,在Covid的心脏中心,流媒体的峰值数量为990万。

观众和流媒体的数量已从2022年的峰值水平下降,大多数地方放松了锁定限制。

该平台还看到了同时直播的频道稳定增长。该数字在2019年增加了20%,有49,500个平均并发实时渠道。在2020年,增长为77%,平均同时实时渠道为87,500。在2021年,这增加了20%至105,000平均并发流媒体。到目前为止,数量已下跌4%至100,500,其中更多的流式传播片重新返回工作和学校。这些平台上已经进行了大量活动,这表明电子竞技和游戏迷非常活跃,并且参与了相关内容。188滚球地址


电子竞技比赛的收入

毫无疑问,随着许多这些统计数据的增长如此之多,电子竞技锦标赛奖金和球员收入也会增长 - 至少在Covid到达之前。

In 2019, thetotal prize money5591次比赛为236,221,114美元。因此,平均比赛奖池为42,250美元。在这些比赛中有28,336名活跃球员,每个球员的平均收入为8,336美元,他们的中位数收入为每位球员666.67美元。

With the arrival of COVID-19 in 2020, the overalltotal prize moneyfell to $119,457,468 from just 4478 tournaments. The mean tournament prize pool was $26,677. With 24,231 active players at these tournaments, each player's mean earnings were $4,930, and their median earnings were $582.08 per player.


10 Notable eSports Statistics

Notable eSports Statistics

1.视频游戏和电子竞技预计在2020年至2025年之间增长6%

全球会计公司PWC发布了他们的全球娱乐与媒体展望2021–2025, five-year projections of consumer and advertiser spending data across 14 segments and 53 territories. They saw virtual reality as the most significant growth segment, with 30% growth in that timeframe, followed closely by cinema (29%) and data consumption (27%). They lumped video games and eSports together and predicted that they would show a combined 6% CAGR (compound annual growth rate) over the five years.

2.到2023年,电子竞技的美国总收入预计为5.16亿美元

普华永道还预测,到2023年,美国的电子竞技收入持续增长,在美国达到5.16亿美元。这将涵盖所有方面,包括消费者票务销售,赞助,流媒体广告,消费者贡献和媒体权利。

PWC observes that "sponsorship and media rights revenue in eConsumer tickets sales Sports are the main drivers in the segment and increase at a 14.7% and 26.8% CAGR respectively to 2023."

应当指出的是,普华永道的分析是在Covid之前进行的,这已经改变了某种变化(尤其是针对面对面的事件,严重影响门票销售)。尽管如此,事情现在仍在朝着他们的前赛道迈进。

3. $ 1182万美元的电子竞技奖金

According to电子竞技收益,现在总共已在电子竞技比赛中以奖金付款1,182,221,050.12。2019年的最后一年,仍然拥有最多奖金的记录,$ 241,354,528.60。Covid的发作在2020年竞争 - $ 127,877,249.11竞争,尽管事情在2021年反弹不错,但$ 213,288,016.97。

4. 4000万美元最大的团队锦标赛奖池

罗马尼亚布加勒斯特的国际2021年拥有最高奖金的记录(也是最高的团队奖池),价值40,018,400美元。1821年10月7日至17日之间,有18支球队参加了Dota 2。

5. $15.2M Largest Individual Tournament Prize Pool

eSports isn't just for teams, however. You will also find tournaments where you can play solo. The best paying was the Fortnite World Cup Finals 2019, which had a solo prize pool of $US15,287,500, with $3 million going to the top player (Kyle Giersdorf - Bugha).

6. Dota 2球员授予的2.8亿美元奖品

如果您是一名Egamer,那么您最有利可图的游戏是Dota2。4279名球员通过在1622年的比赛中玩游戏赢得了280,888,533.77美元。

值得注意的是,队伍2球员赢得了两倍多the prizes of the next most popular game, Counter-Strike: Global Offensive ($132,784,312.05). And this is despite there being considerably more CS:GO players (14,852) and tournaments (6,159). This is probably a reflection of changing tastes in eSports, with players favoring Dota 2 more recently.

7. Mew2king有615次锦标赛成绩

Jason Kimmerman (aka Mew2King) holds the record for most tournament results. He’s made $284,169.31 from 615 tournaments. Perhaps surprisingly, his most frequent tournament game is Super Smash Bros. Melee, which he has competed in 355 times, 57.72% of his tournament results.

8. 20–24岁的年轻人在电子竞技比赛中表现最好

电子竞技的收益计算出按年龄计算的总收入(对于那些在参加比赛时列出了年龄的游戏玩家)。有趣的是,最好的球员通常是20年代初期。前五名是:

  1. 24岁$ 58,880,734.35- 1795 Players
  2. 23岁$57,342,145.26-2186名球员
  3. 21 Years Old$57,319,670.70 - 2784 Players
  4. 22 Years Old$ 55,273,909.92- 2516 Players
  5. 20岁$49,799,985.20 - 2886 Players

法国的Anatoly Vaisser赢得了35.19美元在73岁时参加PlayChess.com国际锦标赛,这一事实给所有其他电子竞技玩家和游戏玩家带来了希望,随着年龄的增长,他们可以继续取得成功。

9. DWG起亚是2021年最受关注的电子竞技团队

电子竞技表图has calculated the top eSports teams of 2021 in terms of hours watched. The top position goes to DWG Kia playing League of Legends, who had people watching them for a staggering 96.31 million hours. Other teams with more than 60 million hours of watch-time include NaVi (87.45 million hours), T1 (74.14 million hours), and RRQ Hoshi (76.70 million hours).

10. 174.82M Hours watching the 2021 World Championship [Worlds 2021]

英雄联盟世界2021年是2021年观看最多的电子竞技赛事,确实是有史以来观看最多的电子竞技活动。人们花了超过1.748亿小时观看比赛。2021年的第二名进入了国际10,观众观看了1.072亿小时。

At peak, 4,018,728 people watched the Grand Finals of Worlds 2021 between EDG and DWGK on 6thNovember 2021 at 17:00, and there were 1,298,219 viewers on average over its 135 hours.

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结论

These stats showcase eSports' rapid growth until the recent temporary reduction due to the effects of COVID on large-scale events. Gamers are spending more time than ever on the streaming platforms at the moment; however, until recently, they had less competitive content to view.

但这只会是暂时的。电子竞技事件的减少要比许多传统体育场合少得多。许多竞争性的电子竞技仍在继续。您仍然可以在比赛中赞助球队(记住,尽管有库维德的影响,赞助仍然继续上升。也许您还可以与行业的影响者合作,并让他们推广您的品牌或审查您的产品。您可以抓住很多机会来骑电子竞技的流行。

经常问的问题

How big of an industry is eSports?

2021年,全球电子竞技行业的价值超过10亿美元。这比2020年的前一年增长了近50%。预计到2024年,全球电子竞技行业将增长到超过16.4亿美元。

现在的电子竞技有多大?

全球对电子竞技的认识正在增长,迅速。在2019年,全球对电子竞技的认识为18亿,而且这个数字只是在上升。2021年,全球电子竞技行业的价值超过10亿美元。这比2020年的一年增长了近50%。

什么是玩游戏最多的电子竞技?

These are the biggest and most played esports games:
dota 2。
Counter-Strike: Global Offensive.
Fortnite。
League of Legends.

英勇的竞技场。

PlayerUnknown's Battlegrounds (PUBG).

StarCraft II.
守望先锋。

电子竞技是一个不断发展的行业吗?

电子竞技行业是一个发展巨大的行业,在接下来的几年中,在收视率和收入方面,它只能在未来几年内增长。电子竞技的收视率在很大程度上是对数十亿美元收入的贡献。

谁是最富有的游戏玩家?

最富有的游戏玩家是泰勒“忍者” Blevins,据估计他价值3000万美元。他是一个标志性的游戏玩家,在游戏社区中被爱和恐惧。但是,他的大部分钱来自流媒体,而不是如今赢得比赛。赛车赛最高的电子竞技运动员是Johan“ N0tail” Sundstein,他从130场比赛中获得了7,184,163.05美元。其中大部分来自玩Dota。

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