US e-sports revenue may hit $300 M in 2021: PwC


US$ 300 million. Indian rupees 1,950 crore. These are the projected figures for the e-sports revenue in the United States by year 2021. Nearly triple than the values for year 2016. The projections are based on a recently-launched PwC report that analyzes historical data, consumer spending and analysis across 17 different industries.

The Global Entertainment and Media Outlook 2017-2021 highlighted a number of key factors for e-sports growth and hitting mainstream conscious, including coverage from ESPN. “The development of e-sports has grown at a breakneck pace in the US over recent years, receiving perhaps its biggest boost into the mainstream when ESPN began covering major events on both its streaming and regular channels — most notably the August 2015 final of The International, a tournament for Defense of the Ancients 2 (Dota 2),” read the report.
Streaming sites like Twitch, which is endemic to the sport, have contributed to the further distribution of e-sports as publishers, tournaments organizers and teams hope to broaden the fan base globally. In 2016, Twitch users streamed 241 billion minutes of video, five years after the site “became an early home for e-sports” , Mark J Burns reports for

PwC report also cites various other factors for contributing to the rise of e-sports along with additional revenues and noteworthy events.

Finally, the e-sports analysis illustrated the venues being used for majors, such as the 2016 League of Legends World Championship that was sold out at Madison Square Garden and Staples Center. In 2012, the same event was held at Galen Center in Los Angeles. As the report explained, e-sports consumer ticket sales revenue is projected to increase last year from $11 million to $26 million in 2021.

Not only have professional gamers and amateurs been natural users of Twitch, but mainstream athletes like San Francisco Giants outfielder Hunter Pence and Tampa Bay Lightning winger J.T. Brown, to name two, are early adopters of the new form of fan engagement. More endemic events like gaming marathons from the White House have occurred as well.

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