eSports or also known as electronic sports are now considered sports that uses electronic systems or video games to be the medium of their competition. These competitions are competed by professional players in their field of games. Some countries now recognizes these professional eSports players as professional athletes that represents their respective countries. As the video games are getting more popular, the number of Players, Fans and Community are also growing rapidly.
In 2013, it was estimated that approximately 71.5 million people worldwide watched eSports. The increasing availability of online streaming media platforms, particularly Twitch.tv, has become central to the growth and promotion of eSports competitions. For two years running in 2014 and 2015, 40,000 fans of the strategy game League of Legends (LoL) packed into a stadium in South Korea to watch the World finals live. In 2015, they were joined by 36 million online viewers. In 2016, the tournament moved to North America where it was even more successful – 43 million online viewers watched teams battle it out for an astonishing prize fund of $6.7 million. ‘eSports’ applies the logic of traditional mass spectator sports to the video game sector, and it’s big business. Huge business in fact – the market value is estimated to reach $1.9 billion by the end of 2018 (up from $194m in 2014).