Why is e-sports more popular than traditional sports?

We hear about e-sports more often than ever. Over the past five to eight years, competitive games have become mainstream, surpassing some traditional sports.

Not only are children into e-sports, but there is a huge fan base from millennials, and the number of viewers is increasing as the years go by. But why did they do that? Which e-sports are so attractive to the younger generation?

One reason could be the pandemic; with sports cancelled in 2019, 2020 and 2021, many people approach e-sports as a new way of entertainment and interest. But the truth is this hasn't happened recently. In fact, the crescent curve came out many years ago.

Popular and accessible products

A person who wants to be an e-sports player may have more opportunities to achieve his or her goals than a child who dreams of becoming the greatest soccer player of his or her generation.

Being a professional sportsman is not just about talent or practice. Yes, these two play an important role, but it is also important to be in a country with a good sports system and financial support. Unfortunately, not all talented girls and boys meet all the requirements.

ESports changed that. You don't need more resources than a typical PC and Internet connection. Also, you rely entirely on your skills, not on government, organization, or middle/high social status.

Many professional e-sports gamers come from low-income families. The determination and love of the game give them a chance to play in the professional league.

Other than that, the games that dominate the competition scene are among the most popular: League of Legends, Counter-Strike: Global Attack, Fortnite, Tetris, Balorant, FIFA, etc. Their fans love to see certain behaviors; They are excited by the dynamics shown by professional gamers and like to see how the team can do its best to win.

Along with technology, this combination makes e-sports very attractive to the public.

The millionaire industry

Money is about changing the world. If you can't make money, it doesn't matter if people have this big idea that might be accessible and fun. This is a reality that we must accept and move on.

ESports are growing rapidly because they can make enough money to function properly, reward higher, deploy the entire workforce, and continue to evolve.

In 2021, the total market value of the Esports industry exceeded $1 billion, an increase of more than 10% compared to 2019. Of course, we can say that this little jump has an explanation for the pandemic. 바카라사이트 However, even if that is true, the e-sports market is expected to be worth about $162 billion in the next two years.

According to Newzoo data, the main revenue in the e-sports market comes from sponsorship, which is 60% of the total revenue or $641 million in currency. The following are publisher fees, merchandise and tickets followed by media rights of $192.6.

Money play is reflected not only in the industry but also in terms of betting. Betting on games like LoL and CS: GO and always favorite Call of Duty are more common than most people believe.

Will e-sports beat traditional sports?

We don't think e-sports will win all traditional sports, but it has more views than many sports such as volleyball, table tennis, cricket, or chess. Instead, we believe that e-sports will be one of the greatest sports to watch along with tennis, basketball, and baseball.

One of the evidences is the League of Legends World Event, which peaked at 250 million views. Meanwhile, that year's Super Bowl earned just $98 million. This may be circumstantial, but it is an important insight into the sports scene.

The perspective is one way to measure eSports' success, but it's not the only one. Also, university programs that help students become professional gamers have a significant impact on measuring success.

St. Joseph's track and field director Jill Bodenstein says e-sports offer many opportunities for students, especially with the fact that cities such as Philadelphia are emerging as the epicenter of e-sports.

We're probably in front of a new era of e-sports, the moment that e-sports became one of the "traditional" sports.