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ARTICLE · 16 SEPTEMBER 2019

Esports: The Next Billion Dollar Industry

Miller Thomson
Miller Thomson
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Miller Thomson

Miller Thomson LLP ("Miller Thomson") is a national business law firm with approximately 500...

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Esports commanded a global television and online audience of 395 million in 2018. This audience number is projected to rise by 12.3% to 443 million in 2019

GlobalMedia, Telecoms, IT, Entertainment

The meteoric rise of the electronic sports industry ("Esports") is undeniable. In broad strokes, Esports is a form of competition involving video games and is frequently organized as multiplayer video game competitions (i.e. tournaments or leagues). While Esports has been around for many years, the recent global growth of the industry is worth exploring.

In the fall of 2018, 99 million television and online viewers tuned in to watch the League of Legends 2018 World Championship Finals. The 2018 Super Bowl, often heralded as the gold standard for sport viewership, boasted 103 million viewers, barely outdoing its now-major viewership competitor. In July 2019, 16-year-old Kyle "Bugha" Giersdorf won the Fortnite World Cup and took home approximately $3 million in prize money. In August 2019, OG won the International Dota 2 tournament, with each team member taking home $3.1 million of the $15.6 million first place purse. For perspective, Tiger Woods and Novak Djokovic

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