The German eSports market is projected to reach approximately 130 million Euros by 2020. This represents an average annual growth of around 27 percent.
eSports in Germany faces significant hurdles due to a lack of official recognition as a sport. Fifty other countries already acknowledge and promote it.
Page 23 of the reportThe 2018 coalition agreement pledged to support eSports as its own sport with club and association rights. The Foreign Office eased entry requirements for non-EU eSports athletes in August 2018.
Page 7 of the reportSponsoring, advertising, media rights, ticketing, and merchandising are key revenue streams for eSports. Global revenues from media rights, sponsoring, and advertising alone are projected to be around 897 million US dollars in 2019.
Red Bull has been sponsoring athletes and events for over 10 years. Amazon acquired Twitch for nearly one billion US dollars in 2014, and Twitch secured Overwatch League streaming rights for 90 million US dollars.
Professional eSports requires strategic thinking, planning, reaction speed, precise timing, and execution. It also requires ethical values like teamwork and fair play, distinguishing it from casual gaming.
Editorial 6 01 Einleitung 8 02 Geschichte des eSports 14 Interview mit Alexander Müller, Gründer und Geschäftsführer beim eSports-Team SK Gaming 03 Status quo von eSports 22 Interview mit Melek Balgün, freie Moderatorin und eSports-Expertin Interview mit Alexander Jobst, Vorstand Marketing und Kommunikation, FC Schalke 04 Interview mit Toan Nguyen, Executive Director und Partner bei ...
game – Verband der deutschen Games-Branche e. V.