New Study On E-Sports Published

By Brian Cullingworth, Last updated Oct 27, 2017

In the next two years eSports betting revenue could soar to $1.5 billion annually

Further evidence of the potential of eSports was provided this week with the publication of an Activate – MBA Syracuse Martin J. Whitman School of Management study which predicts that by the year 2020 betting revenues from eSports will have soared from $300 billion currently to $1.5 billion annually.

Highlights from the survey include:

* 70 million individuals will watch eSports finals events live or via TV and internet channels by 2020 – second only to NFL major events;

* More than 250 million people follow the competitions, according to Activate, and most of those viewers also play;

* By 2020 viewing hours will top 3 billion in the US alone – around 10 percent of all sports viewing. Globally that figures rises to 11 billion;

* The main eSports audience demographic is males, aged between 18 and 25…and they watch more eSports than traditional sports;

* 77 percent of eSports fans bet on the competitions – more than double the average 33 percent of the public;

* By 2020 US video game publishers will use in-game eSports betting to add $2 billion to the current $109 billion industry;

* Live streaming group Twitch had 10 million daily eSports users when Amazon bought it for a billion dollars in 2014; Amazon itself has 2 million streamers;

* General in-game betting will grow from $5 billion to $12 billion over the next three years;

* Esports teams and leagues are collecting high-dollar sponsors, like Mercedes. They are selling professional franchises to the owners of “traditional” American sports teams. High schools are forming teams, and universities are offering scholarships;

* The Esports Integrity Coalition has been introduced to professionalise eSports by representing players, standardising regulations and schedules, and establishing rules to combat doping and cheating;

* News outlets have their own eSports reporters and sections, and Nielsen announced the formation this year of Nielsen Esports to track the sector;

* Example: The 2016 championships of the role-playing game League of Legends attracted 43 million unique viewers, who watched a total of 370 million hours of players competing for $6.7 million in prizes via 23 broadcasts in 18 languages. At its peak, 14.7 million people were watching;

* Unlike football or cricket, eSports are not rooted in any region or culture, so they have a more global appeal.

See the full report with graphs here:

Brian Cullingworth

Infopowa news was a staple of Casinomeister’s news from 2000 until 2019. Brian Cullingworth was the main writer, contributor, and was one of the most knowledgeable persons I have ever known involved in the online casino industry.

We first met in January 2001 at the ICE in London where I observed him going booth to booth interviewing online casino, software, and licensing jurisdiction representatives. Brian was also heavily involved with our forum as “Jetset“, he was involved as an informal consultant to eCOGRA, the OPA, and was a player advocate who assisted countless aggrieved players with his connections to industry folks. He also published “Casino Cautions” via Infopowa news for quite a number of years. These can be found in our news archives.

His passing in February 2019 was a dark day for us. He will be forever missed.

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