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DiGRA
Newzoo's 2016 estimate put global eSports revenues at roughly $463 million. The study cites this figure as broader market context.
The experience of physically attending live esports events in Australia is characterized by a unique blend of entertainment, education, socialization, and active support. This analysis, based on 19 semi-structured interviews and observations at major Australian events like IEM Sydney and OWC Sydney, explores the motivations and experiences of spectators in a market historically peripheral to global esports but now attracting significant international attention.
Spectators are drawn to live events for entertainment, fueled by compelling meta-narratives, thrilling gameplay, and the palpable energy of the crowd. This emotional contagion significantly heightens enthusiasm, distinguishing the live experience from remote viewing. Beyond entertainment, events serve as educational platforms, enabling attendees to enhance their game knowledge, observe professional strategies, and gauge their own skill levels. Commentary at these events is often tailored to the audience's expertise, further enriching the learning aspect.
Socialization is another critical component, as live events provide a physical space for strengthening existing online relationships, forging new connections with like-minded individuals, and engaging with the broader esports community. Finally, active support for the growth of esports in Australia is a strong motivator, allowing spectators to express sports-like fandom and contribute to the vibrant atmosphere. For instance, IEM Sydney attracted 7,000 daily attendees and 8 million online viewers in 2017, underscoring the significant engagement within this developing market. The global esports market was projected to reach $463 million in 2016, indicating the broader industry context for these localized experiences.
DiGRA · 2025