Are Esports Teams Profitable?
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Many people wonder if esports teams are actually profitable. The answer may surprise you – they can be! Here’s a look at how esports teams make money and why they’re worth investing in.
What are esports?
Esports, also known as electronic sports, refer to the playing of video game for competition. The first ever esports tournament took place in 1972 at Stanford University for the game Spacewar.Since then, esports have grown to become a global phenomenon with millions of dollars in prize money up for grabs. But are esports teams profitable? Let’s take a look.
A brief history of esports
The earliest known video game competition took place on 19 October 1972 at Stanford University for the game Spacewar. Stanford students were invited to an “Intergalactic Spacewar Olympics” whose grand prize was a yearly subscription for Rolling Stone.
The rise of esports in South Korea began with the formation of the Cyon PC Bang in 2000. South Korea has several esport broadcast channels, such as Ongamenet, MBCGame and SpoTV. These channels aired a variety of esport competitions and leagues. The origins of modern day professional esports can be traced back to 1997, when a Starcraft: Brood War tournament with a $50,000 prize pool was held in Seoul, South Korea.
Starcraft: Brood War was particularly popular in South Korea and went on to hold over 19 tournaments between 2007 and 2010 with prize pools totaling over $1 million. In 2010, Gears of War 2 held its first ever public competitive championship called the Gears Pro Circuit (GPC) with a $250,000 prize pool. The top 16 teams from around the world qualified to compete in the GPC and fought for their share of the prize money.
The business of esports
Esports teams are formed to compete in organized, multiplayer video game competitions, typically between professional players. Esports has been growing rapidly in recent years, with more tournaments, bigger prize pools, and more viewership. But are esports teams actually profitable?
The revenue streams of esports
The global esports economy will grow to $696 million in 2017, up 38% from $520 million last year, according to market research firm Newzoo.
A big part of that growth will come from advertising and sponsorship. Brands are projected to spend $517 million on esports in 2017, up 42% from last year, according to Newzoo. The research firm says that figure will more than double by 2020, to $1.4 billion.
Most of the revenue generated by esports comes from these three sources:
1. Advertising and sponsorship: Brands are projected to spend $517 million on esports in 2017, up 42% from last year, according to Newzoo. The research firm says that figure will more than double by 2020, to $1.4 billion.
2. Media rights: This includes broadcast deals like the one between Riot Games and BAMTech, which is worth a reported $350 million over seven years. It also includes Twitch’s exclusive streaming deal with Blizzard for Overwatch League, which is reportedly worth at least $90 million over two years.
3. Game publisher fees: This is the money that game publishers like Riot Games or Blizzard charge tournament organizers in order to stage events based on their games. It’s a significant revenue stream for them, and it helps ensure that their games remain competitively viable for years to come.
The cost of running an esports team
Of course, with any business, there are costs associated with running an esports team. These can range from equipment and travel expenses to salaries for staff and players.
One of the largest expenses for any esports team is player salaries. The average salary for a League of Legends player in North America is $105,000, while the average salary for a Counter-Strike: Global Offensive player in Europe is $63,000. For teams that are just starting out, these salaries can be difficult to afford.
Other expenses can include travel to tournaments, accommodations, and equipment. Some tournaments have prize pools in the millions of dollars, so winning can be a big boost to any team’s finances. However, many teams do not win often enough to cover all their costs. This is one of the reasons why some teams are sponsored by organizations or companies – to help offset the cost of running the team.
So, are esports teams profitable? It depends. For some teams, they may be barely breaking even. For others, they may be making a significant profit. It really varies from team to team and game to game.
Are esports teams profitable?
Esport teams have to generate revenue to be profitable, and they do so in a few ways. The most common way for esports teams to make money is through sponsorships and partnerships. In order for an esports team to get sponsors, they need to have a large following and be able to bring in viewers. Other ways for esports teams to generate revenue include merchandise sales and winnings.
The profitability of esports teams
Esports teams are not immune to the same business challenges that face traditional sports teams. In fact, they face many of the same issues, such as the need to generate revenue, control costs, and ensure profitability.
There are a number of ways in which esports teams can generate revenue, including sponsorship deals, ticket sales, merchandise sales, and broadcast rights fees. However, the challenge for many teams is that these sources of revenue are not always reliable or predictable.
Sponsorship deals can be difficult to secure and often depend on the team’s performance. Ticket sales can be affected by a number of factors, such as the popularity of the game and the team’s position in the standings. Merchandise sales can be unpredictable because consumer tastes can change quickly. And broadcast rights fees can fluctuate depending on the popularity of the sport and the economic conditions of the media market.
The key to profitability for esports teams is to generate enough revenue to cover their expenses. This can be a challenge because there are a number of fixed costs associated with running an esports team, such as player salaries and travel expenses. In addition, many teams also incur variable costs, such as marketing expenses and facilities costs.
One way to control costs is to carefully manage player salaries. Many teams operate under a salary cap, which sets a limit on how much they can spend on player salaries. By staying under the salary cap, teams can ensure that they have enough money to cover their other expenses.
Another way to control costs is to carefully manage travel expenses. Travel is often one of the largest expenses for an esports team because players must travel to compete in tournaments. Teams can save money by carefully planning their travel schedules and selecting cost-effective travel options.
The future of esports profitability
The future of esports profitability is dependent on a number of factors, including the continued growth of the industry, the ability to attract mainstream sponsors, and the development of new revenue streams.
As the esports industry continues to grow, it is likely that more teams will become profitable. This is due to the increase in available prize money, as well as the growth of sponsorship and marketing opportunities.
To attract mainstream sponsors, esports teams need to focus on demonstrating their value. This can be done by highlighting their sporting achievements, as well as their ability to reach a wide audience through streaming platforms such as Twitch.
Finally, teams need to develop new revenue streams in order to become more profitable. One way of doing this is by selling exclusive content and merchandise to their fans.