Europe – It´s time to take Esports seriously!
In 2019 the global esports market will exceed the billion-dollar revenue mark and grow +26,7%.
Global esports viewers will total 453,8 Million
The esports market is on track for additional growth in the coming years.
Newzoo estimates the esports market will reach 1.8 Billion by 2022.
That is great. But…wait a minute!
The USA is by far the largest esports market: 409 million revenue in 2019, 691 million in 2020.
China will generate 210 million in 2019, overtaking Western Europe as the 2nd in revenue.
Why Europe is behind?
Because Europe is still discussing if esports is a sport and professional players are athletes.
In countries like the USA, government and educational institutes are past this discussion.
They recognize, fund, support and regulate the esports industry. Since 2014 in the USA, more than 110 colleges and universities offer varsity esports programs.
In Europe? This year the first varsity esports program started in the UK…
What to do?
It is time we take esports seriously and take action!
Varsity esports programs are the best instrument to develop and regulate esports!
In Europe – We need one transorganizational Force
Europe is far behind in varsity esports programs and pro esports.
But…there is no transorganizational force to develop varsity esports programs at the high schools and universities and connect them to the stakeholders in the pro esports ecosystem.
In some European countries it is not easy to start varsity esports programs, especially when private funding of the program and scholarships is not allowed. Creative solutions are needed. For example – not start with a program but develop University teams, national and European leagues.