Are you an Esports player and doesn’t know the future of Esports in the coming year? This article will help you understand the future trends of Esports and how you can do better in streaming in 2022.
Streaming as a form of media is becoming more popular than ever before. It is expected to grow by 1,330% in 2022. Specifically, with the growth of esports, the industry will grow to $2 billion in 2022 and make over 3 million regular participants, according to Newzoo’s February 2017 report.
An Esports player would want to know the future of streaming in the coming year to help understand the new trends and additions in the market to stay active and perform better in Esports against opponents.
Esports Industry Growth
This growth has created a massive demographic shift as industries are expanding their market segments by catering specifically towards participation in these forms of media and Spin Sports. Many discussions surround the future of streaming popular esports games on YouTube.
With Sony’s purchase of Twitch for $970 million, it will greatly enhance their presence. YouTube will remain a major player in their own right and a major investor in technology like the recently released Virtual Reality product called the Google Spotlight.
Esports is progressing rapidly, and so are the yearly estimates for the industry’s growth. Expected to grow by an annual average of 24% from 2018 to 2022, esports viewership will reach an estimated 1.1 billion people in 2022 – up from 236 million in 2017.
Mobile gaming is about to become a hot topic as the industry is projected to grow $50 Billion by 2022. Mobile esports will eventually be a fixture in every college campus worldwide as a sport played and enjoyed by millions; it’s already a reality in South Korea, where there are different universities like SNU and KAIST that offer leagues for students who are interested in mobile gaming.
It is the way forward has already affected the global community. Mobile games are already reaching a bigger audience than PC or Console games in countries like China and North America.
Esports and Traditional Sports
As the eSports industry continues to grow along with Spin Sports and attract both spectators and investors, we can expect many changes in traditional sports and esports. The global eSports economy is forecasted to reach $1.5 billion by 2020 with over 400 million players, but there has been a recent pushback from traditional sports leagues who fear that their athletes will lose popularity as the generations shift.
Electronic Arts announced this year that they would be hosting their first Madden NFL world championship in 2020 with a $1 million prize pool, which is one example of how electronic sports organizations are trying to appeal to the younger demographic.
Esports is still a relatively new industry and has been met with skepticism by many due to the lack of physicality compared to traditional sports, but there are numerous benefits for the younger generations that cannot be found in traditional sports.
Naturally, these opinions differ from their parents, who grew up watching only major league games on television. A recent Nielsen report showed that the average U.S. consumer age 25-34 spends 32 hours per week watching traditional TV and only 6 hours watching online video. It is a stark contrast to the younger generations, who spend much more time on digital devices than other generations.
Other than that, like Esports, online sports betting is becoming more popular among the younger generations, and http://lines.com/ can help you kickstart your sports betting. You can support your favorite team online and also get profit from it.
Big Changes are Coming
In 2021, you witnessed so much delay in game releases and new Esports announcements, which affected everyone in the market. But, now that everything is coming to normal, you will witness new trends in 2022 and will be valuable for years to come. Here are some of the upcoming trends that are going to profit the coming generation:
- Subscription gaming will get more competition as to oppose Microsoft and Sony in the market.
- Cloud Gaming will see if it can withstand the current wave or vanish as it is getting more popularity with passing days.
- VR and AR are on the rise, and with the new announcement of Metaverse, these two have more potential to rise than others.
- Crypto has made a point for the potential for the gaming industry with the new spike in the NFT market, and we will see how it will pan out for the gaming industry.
Co-Streaming and Brand Marketing
Co-streaming has been becoming a more popular trend over the past few years, and brands are scrambling to harness its potential for increased market share. A study done by TV Branding and Social Media agency YOOX revealed that, in their IQ survey of 2,000 co-streamers, 32% said they had found their way there from one of their favorite brands.
An additional 42% stated that they were familiar with at least one brand which was co-streaming on Twitch. tv or Mixer. tv because it is where they are most frequently exposed to new content coming from exciting other channels, which is why nearly all (95%) saw great potential for partnership opportunities.
Co-streaming is simply a way for brands to capitalize on popular live streams by joining in on the fun and adding some of their flair to the community. It brings in new potential viewers who can be introduced to a brand first. 80% of respondents said they had discovered new brands through their favorite channels’ co-streams.
Today, millions still enjoy watching players compete in traditional games from their couches, but in 2022 companies are only focused on creating live streams for streaming services and esports tournaments for viewers to watch on TV.
This shift has been a long time coming, and as we move into this future, it will be imperative that organizations like the National Collegiate Athletic Association (NCAA) find ways for traditional sports teams to make money off streamers who play their games or that universities can adapt their content creation methods so that they can keep up with the demand from viewers.