Growth of the Esports Industry & Future Trends to Watch in 2024

Some people try to prove that it is not a sport because it does not involve physical activity, but millions of people, mostly young people, around the world do not think so. Gaming, that is, playing video games, is no longer just a hobby for a small group of young guys. This is a huge industry that will soon become more relevant than any traditional sport that involves burning calories.

The gaming industry is growing rapidly, with more than 70 million people worldwide watching e-sports competitions. Professional computer game players, the so-called E-spores, earn millions of dollars. The gaming industry has outsmarted even the film and music industries with its earnings.

That playing games in eSport is no longer just a hobby or entertainment is also proven by the fee earned by professional players. Namely, many eSport players have earned money in their careers over a million dollars, and their number is growing rapidly. The highest-paid players are Dota 2 though the game is not the most popular or most played, followed by players of League of Legends, CounterStrike, Call of Duty, etc.111 But success in video games is hard work just like in any other sport. Professional players who have signed for clubs often have the minimum number of hours they have to play usually exceeds 40 hours per week, and some clubs like Team Liquid (League of Legends) encourage their players to a minimum of 50 hours per week. But to achieve professional success, players often admit that they knew to play 12-14 hours a day, and some continue to do so after the set goal. They are players most often located in common houses that provide them with everything they need, and for more successful teams are often taken care of by a large staff just like with the stars of the others sports. Learn more on

Source: Red Bull

Specifics of the gaming industry

We can compare the gaming industry to any entertainment industry, such as music. However, there is a difference in the fact that, using modern technology in the music industry, you get a professional product with the assistance of only one person, while the gaming industry requires more equipment and labor. This dynamism makes publishers, who finance developers, much more important than in the music industry.


The positive impact of video games on people

There are numerous attempts to apply video games in everyday life that have ended positively. For example, we have the application of video games in encouraging children to be healthy habits, and how to treat asthma or diabetes; use of golf video a game that helped students overcome the force they use, and self-control in general. An increasing expansion of online games and the participation of a large number of players from different countries influenced multiculturalism, and the potential desire of people to learn a new language in order to better understand teammates. Furthermore, games encourage certain logical thinking, which acquires and improves logical skills, quick thinking, analyzing, and making decisions under pressure which can certainly be used in everyday life. Mapping, ie coping of an individual, is often mentioned in a space that can certainly be developed in video games by remembering paths or maps with the aim of greater success in the same. In addition to psychic, players acquire motor and spatial skills, and the precision that is certainly needed in video games.

Nowadays a time when a large number of players are connected online, the positive impact of videogames can also be experienced in a way of cooperation, or greater success in the game if the players collaborate, and this can be applied in real life as well.

What brings us the future?

The future of sports looks extremely bright. Sports are no longer just a hobby or a way of killing time. Although not yet widespread, players can now play on university teams, major in esports in college, and make a professional career out of playing esports games. In the future, all of this is likely to become far more mainstream – especially as more big brands get involved and invest more in the industry – and the esports industry will start to take the traditional sports industry more seriously in fandom, events, games, and more.

The world of sports is not immune to controversies that, in addition to the negative impact on the health of competitors, are also associated with addiction, signing extremely unfavorable contracts for young players, working and living in extremely poor conditions on player farms, and a kind of doping through the use of drugs to increase concentration and stress reduction.

Still, it’s an industry that is extremely potent, attractive, and tailored to a generation accustomed to watching content with a lot more information and action than classic sport offers. It is dominant on the roadsides of the internet and is still insufficiently regulated and consolidated, which is to be expected to change as it becomes more popular.

Source: Los Angeles Times

In five years, sports can become among the five most popular in the world. Trends are in their favor, and young talented individuals often change those real arenas with virtual ones.

By all indications, further growth in the video game industry should not come into question, but in what direction it will develop is the real question. Although they currently dominate the market of mobile games, and this trend is overlooked and in the coming years, the development of technology can affect it, just as it used to be before. There are realistic expectations that the further development of technology will bring VR closer, that is virtual reality to video game users, but many developers do not expect such developments within five years. Predictions are that large companies in the industry of video games will not rush with the introduction of yet insufficiently customized technology for video games so as not to negatively affect a particular game, franchise, or business the whole company.