ESPORTS
Newzoo_Free_2017_Global_Esports_Market_Report
Newzoo_Free_2017_Global_Esports_Market_Report
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FREE 2017 <strong>ESPORTS</strong> MARKET REPORT<br />
PRIZE MONEY<br />
GLOBAL<br />
Total prize money in 2016 reached $93.3 million, up from $61.0 million in 2015, or +52.9% year on year. Looking<br />
only at the major events with prize pools above $5000, total prize money reached $81.5 million, up from $54.7<br />
million in 2015, or +49.0% year on year. The largest prize pool was awarded by The International with a record<br />
$20.8M, or 22% of the global total. For the first time, the League of Legends World Championship allowed<br />
consumer contributions, driving prize money to more than $5 million. Both events were held in North America,<br />
resulting in a 56% share of global prize money generated from this region.<br />
MAJOR EVENT PRIZE MONEY<br />
SPLIT PER REGION | GLOBAL | 2016<br />
0.4%<br />
1%<br />
12%<br />
4%<br />
6%<br />
0.2%<br />
7%<br />
1%<br />
13%<br />
$93.3M<br />
NORTH AMERICA<br />
CHINA<br />
LATIN AMERICA<br />
EASTERN EUROPE<br />
MIDDLE EAST & AFRICA<br />
56%<br />
SOUTHEAST ASIA<br />
SOUTH KOREA<br />
WESTERN EUROPE<br />
REST OF ASIA<br />
OCEANIA<br />
93.3M<br />
61.0M<br />
PRIZEMONEY DEVELOPMENT<br />
GLOBAL | 2005-2016<br />
36.0M<br />
19.8M<br />
3.6M 4.4M<br />
6.1M 6.4M<br />
3.5M<br />
5.2M<br />
9.7M<br />
13.1M<br />
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016<br />
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