In 2018, the global market size of e-sports was US$900 million (approximately 90 billion yen), and it is expected to grow to US$1.6 billion (approximately 160 billion yen) by 2021 [Newzoo survey data, September 2019].
Most of the revenue comes from sponsorship fees, advertising, broadcasting rights, ticket sales, and merchandise sales.
By country and region, North America (the United States and Canada) dominates the market with nearly 40% of revenue, followed by China, South Korea, and other Asian countries.
Let us now take a look at the overview of these countries.
North America: Committed to cultivating professional players
As the world's largest e-sports power, the scale of e-sports in the United States is astonishing.
For example, the total prize money for the 2019 World Championship of a popular game was as high as 30 million US dollars (about 3 billion yen). 40 million players from all over the world participated in the competition. Among them, a 16-year-old American boy won the championship prize of 3 million US dollars in the competition, which caused a huge sensation.
For example, the final of another popular game attracted about 40,000 viewers, and it is estimated that about 27 million people watched the live broadcast of the game online.
All of this is thanks to the world's largest professional e-sports organization, which was established in 2002 and actively organizes and broadcasts online competitions, contributing to the popularization of e-sports. In 2013, the government also began to issue professional athlete visas to gamers, and educational institutions such as universities and high schools have also opened e-sports courses and established scholarship systems. The main live broadcast platforms are all operated by super-large IT companies in the United States, and North America is expected to continue to lead the market in the future.
China: Mobile eSports shows development
momentum
China's e-sports market accounts for about 18% of the global market, second only to the United States. It is worth mentioning that China has 250 million people participating in e-sports, accounting for more than 60% of the world's total (estimated). This is due to the active performance of professional players in international competitions and the strengthening of infrastructure such as e-sports clubs and broadcasting websites in cities such as Shanghai, which aims to become the "global e-sports capital." In addition, with the increase in the number of users of mobile devices (smartphones, etc.), the popularity of mobile e-sports, which is more convenient to operate than computers, is also a major feature of the Chinese e-sports market.
In China, more than half of esports is played on mobile phones. Chinese companies lead the way in mobile esports, publishing mobile games that are used around the world.
South Korea: The earliest to promote e-sports
Compared with the United States, a powerhouse in e-sports, South Korea is considered a developed country in e-sports.
As early as 2000, South Korea established a government-recognized e-sports association and started a registration system for professional players. The following year, South Korea also hosted its first international competition, and its e-sports market has now increased to about 6% of the global market.
In 2018, under the leadership of the Ministry of Culture, Sports and Tourism, South Korea also opened a facility to introduce the history of Korean e-sports. While being a developed country in e-sports, it also established its unique status as a holy land.
Japan: The market is growing rapidly but is still in the development stage
The size of Japan's e-sports market reached approximately 5 billion yen in 2018 and is expected to exceed 8.5 billion yen by 2021. However, this size accounts for less than 1% of the global market and is still in the development stage.
This is because e-sports involves issues such as legal amendments, for example, high prize money may violate the gift description law and gambling crime.
On the other hand, the popularity of e-sports and the construction of infrastructure in Japan are accelerating. In October 2019, the e-sports championship was held in Ibaraki Prefecture for the first time as a national sports competition, and cities such as Tokyo, Osaka, and Nagoya have also opened e-sports facilities one after another.
When predicting the future of e-sports, we cannot ignore the changes in lifestyle and values brought about by the new coronavirus.
Although events were forced to be cancelled, the sales of game consoles and game software have also increased significantly as people have spent more time at home. The number of live broadcasts has also increased. Concepts such as social distance have now become the new normal.
In the future, the status of e-sports, a sport that "does not require face-to-face confrontation", will become more and more prominent.