9781422277348

Tech 2.0

one wants to get in on. It’s been estimated that global revenue from esports in 2017 amounted to $1.5 billion dollars—and that number is projected to grow to nearly $2 billion by 2020. Venture capital firms, major media conglomerates, and even established traditional sports leagues and teams have invested hundreds of millions of dollars in esports, looking to get involved in a business they expect to get bigger and bigger. With hundreds of events taking place around the globe, broad- casting and streaming have already become huge. Then there’s adver- tising and ticket sales, and even merchandising (T-shirts, hats, post- ers, etc.) as fans have chosen favorite teams. That’s not even including the sale of video games to the public. If the rise of esports leads to

Fans flock to watch esports events in arenas around the world.

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