In recent decades, esports has experienced an impressive rise to become one of the fastest growing and most profitable sectors of the entertainment industry. From arcade halls to huge arenas, from small competitions to world championships, the esports economy has undergone significant changes and is now a multifaceted field in which players, fans, sponsors, tournament organizers and many others are actively involved.
Now it is a whole economic system with its own labor market, salary levels, sources of income and trends. Without the growth of the esports industry, there would not be the best sites for esports betting, which are directly dependent on the popularity of competitive gaming. Therefore, it is important to look at the economics of esports as a complex and holistic phenomenon.
In this article we will look at how the popularity of esports has grown and the impact of technology on the industry, what sources of income exist in esports, and why in many ways esports players can be called superstars.
Rise in Popularity and Influence of Technology
It is hard to argue with the fact that eѕроrtѕ have managed to make a huge way to global popularity and recognition. Those who were previously considered marginalized young people who sat in front of computer screens all day long are now respected and compared to football and basketball players.
From Basements to Stadiums
Cybersport was originally born in computer clubs and basements, where local tournaments were held without prize money or with purely symbolic prizes in the form of computer peripherals. Later, with the growing popularity and profitability of the esports business, multiplayer battles moved to special esports arenas, and later to stadiums that usually host traditional sporting events.
The Internet Revolution
With the advancement of technology and the spread of internet access, esports moved from arcade halls to the online space. Online streaming of tournaments on platforms like Twitch has allowed thousands and even millions of fans from all over the world to follow events in real time. This has led to an increase in the popularity and commercial value of esports.
Sources of Income for the Industry
Like any other business, esports has its own sources of income. These include some fairly traditional ones as well as more original ones that can only be found in the video game industry. These are important to consider in order to understand where money comes from in the esports industry and how it is earned.
Sponsors and Investors
With the growing interest in esports, large companies and investors took notice. Sponsorship has become a key source of revenue for teams and players. Major brands such as Intel, Coca-Cola, Nike and others are actively investing in esports events, providing not only cash prizes but also resources to promote and develop the industry.
Media Rights and Broadcasts
As esports moved out of the underground, broadcasters and streaming platforms began to purchase the rights to broadcast esports events. This became an additional source of revenue for tournament organizers and teams. Major tournaments are now watched by millions of viewers, which makes them attractive to investors.
Cybersports games are also actively using microtransactions, additional content and cosmetic items for monetisation. Selling in-game items such as skins, emotes and heroes allows developers to maintain long-term profits from their products.
To financially support teams, creators of esports disciplines can introduce themed items with the design of esports organizations. Teams usually have a percentage from the sales of such skins, which also helps them stay afloat financially.
Esportsmen are the Superstars of Our Time
Esportsmen are extremely similar to the top stars of traditional sports in all aspects. They have decent salaries, big prize money, can be approached with sponsorship and advertising contracts, and social media is abuzz with hundreds and millions of fans from all over the world.
Salaries and Prize Pools
Prize pools at tournaments used to be small, but as tournaments have grown in popularity and attracted sponsors, they have increased dramatically. Tournaments such as The International in Dota 2 and the World Championship in League of Legends provide multi-million dollar prize pools, attracting the attention of players and fans alike. Salaries for professional players have also increased significantly, turning their hobby into a lucrative endeavor.
That said, don’t forget that esports has also shaped an entire labor market to suit its needs. You don’t have to be a player to touch your favorite industry. Popularization and professionalization has brought all kinds of specialists to esports, from psychologists and nutritionists to journalists, presenters, cameramen and broadcast directors.
Side Job Opportunities for Esportsmen
With the rise of streaming and content on YouTube, many players and teams are creating their own channels and content to attract fans and subscribers. This is an additional source of revenue through adverts, sponsorship contracts and donations from viewers.
Often, when a player’s career ends, former eѕports players become frequent guests in analytics studios, take up jobs as casters, hosts or simply stream at home.
Cyber sportsmen, as a rule, do not play as long as they might like to. After 30, players’ reaction speed starts to deteriorate and they sometimes can’t compete with the younger generation. But because of their knowledge and popularity, former players rarely sit idle.
Nowadays esports has become truly huge. There is a lot of money in it, record prize money at tournaments, and tens of thousands of fans come to the stadiums to cheer on their favorite teams. As in any media-related industry, there are quite a few different sources of income in esports, both for an individual player and for a tournament operator or team. A sensible approach to organizing a business involves diversification of income, and esports allows you to do this.
Cybersports players are much better off financially now than they were 10-15 years ago. They have the prospect and opportunities to provide themselves with a trouble-free old age. Although the threshold of entry into the industry is still quite high and there are enough players who do not achieve the desired results. However, this is typical of many other spheres of activity.