The global E-sports audience will increase to 519 million in 2024 From CTA

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According to the data jointly released by the consumer Technology Association and expression, the global audience of E-sports will reach 519 million in 2024.
Last year, CTA defined the global E-sports audience as those who watched E-sports games live on TV or streaming media. Last year, the number reached 300 million.
From 2020 to 2024, the United States and Europe are expected to achieve the largest growth, with the U.S. audience increasing by 129% to 48 million; The total number of E-sports spectators in France, Germany and the UK is expected to increase by 78% to 32 million.
The survey found that E-sports enthusiasts (those who participate in live activities or competitions) will grow more significantly, more than doubling from 121 million last year to 266 million in 2024.
Market surveys conducted by interpret in July and August also show that E-sports enthusiasts usually spend more on games than core players.
In the past 12 months, E-sports enthusiasts in the United States and South Korea have reported an average consumption of 84% higher than that of core players. The gap in other markets is not that big, but the UK, China and Brazil all see more spending from E-sports enthusiasts.
The only market where core players spend more is Germany. It is reported that the expenditure of core players in Germany is 6% higher than that of E-sports enthusiasts.
Steven Hummel, CTA research analyst, said: “the rise of E-sports as a new media form is long-term. This pandemic and subsequent restrictions give people time to explore new forms of entertainment and open the door to new E-sports audiences. These audiences seem to be ready to stay and push the e-sports industry to a new level.” More reading: CTA: TV advertising is still the main channel for people to find video content. CTA: the survey shows that 68% of Americans plan to buy high-tech products as gifts in 2017. CTA: the trade war has caused a total loss of $1.2 billion to the U.S. 5g industry. CTA: it is estimated that the shipment of 5g smartphones will exceed 106 million in 2021, and the total domestic E-sports output value in 2016 will reach 26.9 billion yuan. Nikopartners: it is estimated that in the middle of 2022 China’s mobile e-sports game revenue reaches US $10.6 billion. Omdia: it is expected that the top five share of global E-sports market revenue will drop to 69% in 2025. WFA: 78% of marketers plan to invest in E-sports. Newzoo: 2013 global E-sports market report GWI: 2020 game report YouGov: 2020 games and E-sports report Niko: China’s E-sports market will reach US $21 billion in 2023 M hatch: University E-sports report 2018 Vietnam E-sports market report stream hatch: 2021 Q1 games and E-sports Report
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