Esports, short for “electronic sports”, is the growing business of playing video games competitively in front of a viewing audience.
Credit: GeekWire. March 14, 2018.
Credit: Epic Games.
Credit: Blizzard Entertainment.
Credit: Riot Games.
Esports sits at the nexus of growth trends within streaming, live original content, sports, and mobile, ushering in a new age of media and entertainment. With a young and rapidly-growing global audience, the esports market is experiencing accelerating revenues and expanding monetization methods.
The Roundhill BITKRAFT Esports Index offers exposure to the fastest growing segment of the $130+ billion global video game market. The current composition consists of industry-leading companies from 12 countries and 3 continents.
Gaming is the fastest-growing form of entertainment globally, with revenues increasing at 9%+ per year. By 2022 the global video game market is expected to surpass $190 billion in revenues.
Roundhill believes that esports and video games are the future of live media, sports and entertainment. Esports, defined at Roundhill as competitive video gaming in front of a viewing audience, is the driving force behind the global phenomena in gaming.
Source: ©Newzoo | 2019 Global Games Market Report
Source: Goldman Sachs Global Investment Research, Nielsen, Rentrak
Source: Goldman Sachs Global Investment Research, Newzoo
Source: Newzoo Global Games Market 2019, EEDAR 2018 Gamer Segmentation Report, Newzoo 2019 Global Esports Market Report, 2017 Superdata Gaming Video Content, TEO 'The Rise of Esports Investments'.
Roundhill defines esports as competitive video gaming in front of a viewing audience, thereby including amateur competitive gaming (i.e. streaming) as part of the broader opportunity set.