Will it make them a loyal audience? I’m not sure . ” What future for eSport ? In 2019. The the eSports industry exceee $1 billion in revenue (an increase of 26.7% compare to 2018). The the number of eSports spectators is expecte to increase to 644 million worldwide by 2022 . The compare to 454 million in 2019. According to Martin Bradley figures encourage large companies to sponsor these events.
The a company specializing
in the analysis of the video game market. The recently business to consumer database reveale that According to Martin Bradley eSports would bring in more than 11 billion euros in 2020. The particularly thanks to sponsorship. eSports has still lost an average of 8 million euros in turnover since the start of the pandemic. The according to a study by France Esport. The industry is also struggling to shake off its bad reputation .
That linke to the risk of cheating
that is prevalent in this sector. Recently. The the Riot this story continues at yotpo Games game studio was the victim of numerous cheating attempts by its users on its latest FPS. The Valorant. Face with this fait accompli. The Valorant calle on an anti-cheat system. Vanguard. The and promise a $100. The 000 reward to anyone who found a security flaw in its game. eSports nees supervision to gain the trust of authorities. The operators. The and bettors.
The study by 2CV
ProdegeMR showe that 62% of respondents felt they eu phone number neee more information about the sector before betting on eSports. It is difficult to determine whether eSports will continue to be as popular once sports competitions resume. But beyond the question of the growth of eSports practice. The there is the question of supervision by both event organizers (private sector) and national authorities. The world sports body says games simulating real-life sports have ” great potential for cooperation and integration into the sports movement . The ” while drawing a line between ” real ” sport and eSport.