The German eSports market is projected to reach approximately 130 million Euros by 2020, representing an average annual growth of around 27 percent.
02
Despite its growing relevance, eSports in Germany faces significant hurdles due to a lack of official recognition as a sport, unlike 50 other countries (including EU states like Austria, Netherlands, and Sweden) that already acknowledge and promote it.
03
The German government, through the 2018 coalition agreement, has pledged to support eSports as its own sport with club and association rights, and the Foreign Office eased entry requirements for non-EU eSports athletes in August 2018, yet full equality with traditional sports is still missing.
04
Sponsoring, advertising, media rights, ticketing, and merchandising are key revenue streams for eSports, with global revenues from media rights, sponsoring, and advertising alone projected to be around 897 million US dollars in 2019.
05
Major non-endemic companies like Red Bull (sponsoring athletes and events for over 10 years) and Amazon (acquiring Twitch for nearly one billion US dollars in 2014) are heavily invested in eSports, with Twitch securing Overwatch League streaming rights for 90 million US dollars.
06
Professional eSports demands high performance from athletes, requiring strategic thinking, planning, reaction speed, precise timing, and execution, alongside ethical values like teamwork and fair play, distinguishing it from casual gaming.
07
Around 10 million gamers in Germany are interested in joining an eSports club, and 63% of 16-24 year olds in Germany believe eSports in the Olympics could attract more young viewers.
Insights
01
The German eSports market is projected to reach approximately 130 million Euros by 2020, representing an average annual growth of around 27 percent.
02
Despite its growing relevance, eSports in Germany faces significant hurdles due to a lack of official recognition as a sport, unlike 50 other countries (including EU states like Austria, Netherlands, and Sweden) that already acknowledge and promote it.
03
The German government, through the 2018 coalition agreement, has pledged to support eSports as its own sport with club and association rights, and the Foreign Office eased entry requirements for non-EU eSports athletes in August 2018, yet full equality with traditional sports is still missing.
04
Sponsoring, advertising, media rights, ticketing, and merchandising are key revenue streams for eSports, with global revenues from media rights, sponsoring, and advertising alone projected to be around 897 million US dollars in 2019.
05
Major non-endemic companies like Red Bull (sponsoring athletes and events for over 10 years) and Amazon (acquiring Twitch for nearly one billion US dollars in 2014) are heavily invested in eSports, with Twitch securing Overwatch League streaming rights for 90 million US dollars.
06
Professional eSports demands high performance from athletes, requiring strategic thinking, planning, reaction speed, precise timing, and execution, alongside ethical values like teamwork and fair play, distinguishing it from casual gaming.
07
Around 10 million gamers in Germany are interested in joining an eSports club, and 63% of 16-24 year olds in Germany believe eSports in the Olympics could attract more young viewers.