About Esports

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Valorant logo
Valorant
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Apex Legends
Overwatch 2
Overwatch 2
League of Legends
League of Legends
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Rocket League

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What is Esports?

Esports is a competitive activity based in modern multiplayer video games. Similar to traditional sports, esports requires that athletes achieve a monumental mastery of their chosen game. Esport games represent a wide variety of competitive genres such as real-time strategy (RTS) and first-person shooter (FPS). Typically, athletes specialize in a specific genre, often playing a single game for their entire career. Major tournaments for these games boast massive global viewership and revenue, frequently exceeding those of many traditional sports. 

Fast Facts and Stats (2012-2017)

Source: Newzoo.com

  • There were 58 million of the so-called “eSports-enthusiasts” in 2012. In 2014, this number rose to 89 million. In 2017, 145 million eSports-enthusiasts are expected worldwide.
  • 40 percent of all eSports-fans who are watching competitive eSports via IPTV or similar livestream services are not active players themselves. This is an indicator that eSports is developing into a so-called “spectator sport."
  • 205 million viewers are watching eSports worldwide.
  • 13 million eSports-enthusiasts are participating in leagues and tournaments on amateur or professional levels and are following championships or similar competitions on a regular basis.
  • 19 million eSports-enthusiasts are watching eSports; some of those are taking part in leagues and tournaments.
  • 56 million viewers are watching eSports on a regular basis.
  • 117 million viewers are watching eSports occasionally.
  • Estimates show that the eSports-market can increase its total revenue by 100 percent.
  • In 2012, eSports generated a revenue of $130 million. In 2014, revenues increased to $194 million, and in 2017, $465 million are expected in sales.
  • Considering the rapid development of eSports compared to traditional sports, annual sales within the next few years could exceed the magical mark of 1 billion USD.
  • There are 2.2 billion viewers who have a (high) interest in sports. At the same time, there are 2.1 billion gamers worldwide.
  • There are almost as many eSports-enthusiasts (89 million) as ice-hockey fans (94 million).
  • In 2017, 145 million eSports-enthusiasts are expected worldwide, which will soon rival viewers of American football (151 million).
  • In 2014, $2 were generated per eSports-fan. If compared to American football or ice-hockey (20 USD per fan). The sky is the limit!
  • eSports-enthusiasts in the US are a valuable target audience for large brands and digital media companies. Compared to the total population, eSports-enthusiasts and casual viewers have a larger income, full-time jobs and consume more often. eSports-enthusiasts are more susceptible to subscribe to a Netflix or Spotify account. 29 percent have a budget of 100+ USD for their headset, 53 percent have a full-time job, 41 percent own an iPad, and 30 percent have a larger income/are wealthy.
     

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