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What We Want: Esports

The esports economy has developed from being obscure and unmonitored 10 years ago, to now generating revenue of about $747 million.
This article is over 8 years old and may contain outdated information

The esports economy has developed from being obscure and unmonitored 10 years ago, to now generating revenue of about $747 million, according to SuperData Research. It’s estimated that the esports industry will exceed $1.9billion by 2018. These numbers may be optimistic; in reality, no one truly knows where esports will be in another 10years.  Everyone that is involved in esports might not agree where the direction of the scene is headed, but the few things we agree on hold true:

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  • We want to work in an industry that is not static.
  • We want to be constantly evolving and learning about new ways of thinking.
  • We want to build something that is constantly evolving and learning.
  • We want to work in a fun environment that is stimulating and always presenting new challenges.
  • We want to be able to use our skills and research to create new ways of thinking.
  • We want to work in an environment that allows room for growth.
  • We want to be able to explore new ideas and put them to use.
  • We want to make people say, “Why didn’t I think of that?”

In 2000, there were 12competitive gaming tournaments; by 2016, that number had dramatically increased to 540 and still counting. This includes the largest esports tournament to-date, The International 6, which had a prize pool of$20,770,460. This clearly shows a huge indication of the rate of growth in the industry and explains why so many other sectors are rushing to invest and integrate. 

All I have in this life is endurance. I won’t give up. Even if it all goes to shit and I fail, I keep going. – Thooorin

  If your industry is not progressing and changing daily, does it challenge you enough?Esports might be one of the youngest industries, but it’s proven we are not static and that we are continuously developing. Our industry is not perfect and we’ve had our own history of problems, such as match-fixing, but it’s proven to have transformed the scene for the better. The history of esports is incredibly fascinating, but it is surely nothing compared to what is around the corner. Fraser ‘Spazer’ House is the COO at GAMURS and can be contacted on Twitter @spazcraft. Esports or eSports? Let us know in the comments below.


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