The COVID-19 Tournament Is Taking Gaming And Electronic Sports To New Heights

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Covid-19 completely dominated the globe as a whole. Businesses halted, economic activities came to a halt, and consumer spending in many sectors fell. Despite the destruction caused by the virus, the global eSports business has thrived. This is one industry that has done so. 

People were eager for any new form of entertainment they could get their hands on because social separation, office lockdowns, and other forms of entertainment had left them bored. Users’ participation in video games and electronic sports has surged as a result of the COVID-19 lockdowns.

According to the data, there has been an encouraging increase in playing time and sales, and the gaming business has been able to provide an amusing distraction for people who were confined to their houses. Several gaming companies and platforms saw an increase in overall income throughout the outbreak. 

Let’s take a look at the effects of COVID-19 on the gaming and esports industries, as well as what the future of both industries looks like. 

As a result of COVID-19, video games and competitive online gaming have grown in popularity

Unexpectedly, the lockdown has resulted in increased user engagement and the addition of new players to the base. It is anticipated that the worldwide video game market would be worth 159 billion dollars in 2020. This amount is about three times the money earned by the music industry and four times the revenue provided by the box office. 

The word “eSports” refers to organized multiplayer competitions that fall under the category of gaming and are predicted to grow into a billion-dollar business. For example, some League of Legends players seeksseeks out lol coaching with the assumption that it will help them become better players. 

During the pandemic, video game industry behemoths such as Microsoft, Nintendo, Twitch, and Activision stated in April 2020 that the number of subscribers to its game pass service (similar to Netflix but for video games) had reached 10 million. Furthermore, the company saw a 130 percent rise in the amount of time spent participating in multiplayer games. 

Nintendo stated that sales of its Switch device have increased by 24 percent. Nintendo’s newest game, “Animal Crossing: New Horizons,” has already sold 13.5 million copies. 

Twitch, the most popular video game broadcasting site, had 1.49 billion gaming hours watched in April 2020, a 50% increase since the ban. Not only did the engagement figures appear to be outstanding, but they also appeared to be attractive. 

Esports’ growing appeal as an alternative to traditional athletic competition 

Another trend that is becoming more visible is the mainstreaming of the eSports sector. Not only has the popularity of video games grown over time, but so has that of eSports. This is due to cable networks’ efforts to fill airtime previously devoted forto sports programming. Various television networks, including Fox, Fox Sports, NBC, ESPN, and ESPN 2, have played officially licensed video games of Major League Baseball, the National Basketball Association, the National Football League, FIFA, Formula One, and NASCAR during prime time in recent weeks. 

E-sports betting is gaining popularity alongside traditional sports betting. Bets on a range of eSports contests can be placed at several reputed online casinos and gambling sites. If you are looking for reviews or are interested in betting on eSports, you should go to trustworthy forums like AskGamblers to read reviews and suggestions of legitimate online casinos and betting services. 

The economic principle underlying the gaming business 

The primary thing accountable for the current amount of income in the gaming business is customer spending. Customers’ payments for software or hardware are the key source of revenue for the sector. However, the business paradigm that drives the gaming industry has experienced tremendous upheaval in recent years. 

According to statistics, today’s customers buy fewer video games overall, but they spend more time playing the games that they do possess. It transforms the business model from one focused on a single item to one based on recurring revenue generated by a loyal base of active users. Increasing the amount of engagement that each user has appears to be the industry’s current priority. 

In addition to creating video games that are as fascinating and enticing as possible, the industry is looking into the possibility of in-app money. Character improvements, expansion packs, new features and fascinating tools, and loot boxes are examples of downloadable content (think lottery for virtual items). 

In contrast, the financial model of eSports is very similar to that of professional sports, with the majority of money coming from broadcasting and advertising.

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Expect problems, delays, challenges, and compromises

Even if the image appears to be appropriate for the gaming industry, there are some challenges to overcome. To begin with, the pandemic has slowed the release dates of games such as “Valiant” since the makers were unable to complete the voice-over work due to the closure of recording studios. 

Another challenge that the industry faced was an increase in the amount of load placed on internet servers. Travel restrictions and freight delays are two additional issues for the industry. The production of Nintendo’s Switch system was halted due to issues with the supply chain caused by the virus’s lockdown. 

Another segment of the economy that has been affected by the outbreak is eSports. Because it is so reliant on live competitions, the eSports business has been severely impacted by the gaming industry’s plague. The bulk of esports competitions throughout the world have been postponed or canceled, and those that are still going on are doing so without the audience that gave eSports its significance. Let us take a step back and look at the larger picture, which includes current patterns as well as what appears likely to continue in the next few years. 

Cloud-based platforms and mobile games are becoming more popular

People’s desire to play video games, combined with advancements in gaming technology, bandwidth, and mobile internet, will speed the process of game distribution. This is achievable using mobile and cloud-based technology. This will make higher-quality games more available to the general public as well as non-professional gamers. 

Even the most popular titles are now available for download for usage on mobile devices. On the other side, cloud-based technology will allow gamers to play games that are streamed across several devices, frequently removing the need for any expensive equipment. 

Mobile gaming has already acquired significant traction; it accounts for approximately 48 percent of the money earned by the video game industry. This trend is expected to worsen in the coming years. 

Increasing the number of revenue-generating options available through subscription and free-to-play business models

Smaller games that may lack the marketing resources required to break into the mainstream in the absence of subscription models such as game pass services may find a stable path to monetization in the form of game passes. The demand for ultra-high-end gaming is likely to remain high. 

Subscription services such as Arcade, on the other hand, provide users with access to a wide library of video games. These games are typically playable without the need for more complex equipment. 

Furthermore, game developers can profit from free-to-play games without the trouble of convincing customers to make initial purchases. Instead, they enable opportunities to sell stuff within the game. 

Microsoft predicts that subscription gamers increase playtime by up to 40% when compared to free-to-play gamers. Buffet models are likely to increase consumption. It is no secret that during a recession, more individuals seek out less expensive forms of amusement. 

Increase its collaboration with various entertainment industries

Some video games become so successful that they penetrate the cultural conversation. An excellent example would be the concert held inside Epic Games’ Fortnite. This event featured Travis Scott and was watched by over 12 million gamers at the same time.

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