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Coronavirus (COVID-19) disease pandemic effect on the eSports industry - statistics & facts
Key insights
- Share of sports industry companies worldwide that engage with eSports
- 61%
Detailed statistics
Sports industry eSports involvement worldwide 2020
- Top reason for increased eSports investment worldwide
- Continued growth of online streaming platforms
Detailed statistics
Reasons for increase in investment in eSports worldwide in 2021
- Potential loss in fan spending revenue in the U.S. sports industry during COVID-19
- 3.25bn USD
Detailed statistics
COVID-19: sports industry revenue loss 2020
Editor’s Picks Current statistics on this topic
Current statistics on this topic
Related topics
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Economic impact
6
- Basic Statistic COVID-19: effect on revenue from sports industry worldwide 2020
- Basic Statistic COVID-19: U.S. public opinion on the impact on the sports industry 2020
- Premium Statistic Sports industry eSports involvement worldwide 2020
- Premium Statistic Future investment in eSports worldwide in 2021
- Premium Statistic Reasons for increase in investment in eSports worldwide in 2021
- Basic Statistic MTG: quarterly year-over-year sales growth 2019-2023
Economic impact
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Basic Statistic
COVID-19: effect on revenue from sports industry worldwide 2020
COVID-19: effect on revenue from sports industry worldwide 2020
Effect of the coronavirus (COVID-19) pandemic on sports industry revenue worldwide in 2020 (in billion U.S. dollars)
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Basic Statistic
COVID-19: U.S. public opinion on the impact on the sports industry 2020
COVID-19: U.S. public opinion on the impact on the sports industry 2020
How much do you think the coronavirus has had a positive or negative impact on the sports industry?
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Premium Statistic
Sports industry eSports involvement worldwide 2020
Sports industry eSports involvement worldwide 2020
Engagement with eSports among sports industry companies worldwide as of August 2020
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Premium Statistic
Future investment in eSports worldwide in 2021
Future investment in eSports worldwide in 2021
Expected level of investment and deal activity in eSports in H1 2022 according to industry professionals worldwide as of October 2021
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Premium Statistic
Reasons for increase in investment in eSports worldwide in 2021
Reasons for increase in investment in eSports worldwide in 2021
Reasons for increased investment in eSports according to industry professionals worldwide as of October 2021
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Basic Statistic
MTG: quarterly year-over-year sales growth 2019-2023
MTG: quarterly year-over-year sales growth 2019-2023
Annual change in sales of Modern Times Group from 1st quarter 2019 to 4th quarter 2023
Viewers
4
Viewers
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Premium Statistic
eSports awareness in Europe 2020-2022
eSports awareness in Europe 2020-2022
Awareness of eSports in Europe from 2020 to 2022
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Premium Statistic
COVID-19: eNASCAR iRacing Pro Invitational Series Race 1 viewers 2020
COVID-19: eNASCAR iRacing Pro Invitational Series Race 1 viewers 2020
Number of viewers of the first eNASCAR iRacing Pro Invitational Series race during the coronavirus (COVID-19) pandemic in the United States in March 2020 (in 1,000s)
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Premium Statistic
eNASCAR iRacing Pro Invitational Series Race 1 average viewers 2020-2021
eNASCAR iRacing Pro Invitational Series Race 1 average viewers 2020-2021
Number of viewers of the eNASCAR iRacing Pro Invitational Series Race 1 in the United States in 2020 and 2021 (in 1,000s)
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Premium Statistic
CS:GO ESL Pro League Finals viewership 2022
CS:GO ESL Pro League Finals viewership 2022
Peak viewers of the CS:GO ESL Pro League Finals worldwide from 2016 to 2022 (in 1,000s)
Fan interest
5
- Premium Statistic eSports fans increase in eSports interest during COVID-19 in the U.S. in 2020, by age
- Premium Statistic eSports interest levels in the U.S. 2022
- Premium Statistic COVID-19: preferred sports programming alternative as of March 2020
- Premium Statistic COVID-19: comfort level going to a sporting event among eSports fans U.S. 2021
- Premium Statistic COVID-19: eNASCAR iRacing Pro Invitational Series Twitter activity 2020
Fan interest
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Premium Statistic
eSports fans increase in eSports interest during COVID-19 in the U.S. in 2020, by age
eSports fans increase in eSports interest during COVID-19 in the U.S. in 2020, by age
Increase in interest in eSports since the start of the coronavirus (COVID-19) pandemic among eSports fans in the United States as of September 2020, by age
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Premium Statistic
eSports interest levels in the U.S. 2022
eSports interest levels in the U.S. 2022
Level of interest in learning about eSports in the United States as of October 2022
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Premium Statistic
COVID-19: preferred sports programming alternative as of March 2020
COVID-19: preferred sports programming alternative as of March 2020
Preferred alternative content to live sports during the coronavirus (COVID-19) pandemic in the United States as of March 2020
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Premium Statistic
COVID-19: comfort level going to a sporting event among eSports fans U.S. 2021
COVID-19: comfort level going to a sporting event among eSports fans U.S. 2021
Public comfort level with going to a sporting event during the coronavirus (COVID-19) pandemic among eSports fans in the United States as of May 2021
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Premium Statistic
COVID-19: eNASCAR iRacing Pro Invitational Series Twitter activity 2020
COVID-19: eNASCAR iRacing Pro Invitational Series Twitter activity 2020
Twitter engagements during the first eNASCAR iRacing Pro Invitational Series race during the coronavirus (COVID-19) pandemic in the United States in March 2020 (in 1,000s)
eSports events
6
- Premium Statistic eSports events remote watching in the U.S. 2022
- Premium Statistic COVID-19: iRacing user growth 2020
- Basic Statistic Olympic Virtual Series eSports expected viewership U.S. 2021
- Basic Statistic Olympic Virtual Series eSports expected viewership UK 2021
- Basic Statistic Olympic Virtual Series most popular event U.S. 2021
- Premium Statistic First eSport event experienced during COVID-19 pandemic South Korea 2020
eSports events
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Premium Statistic
eSports events remote watching in the U.S. 2022
eSports events remote watching in the U.S. 2022
Frequency of watching eSports remotely in the United States as of October 2022
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Premium Statistic
COVID-19: iRacing user growth 2020
COVID-19: iRacing user growth 2020
Increase in users of iRacing during the coronavirus (COVID-19) pandemic worldwide as of March 2020
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Basic Statistic
Olympic Virtual Series eSports expected viewership U.S. 2021
Olympic Virtual Series eSports expected viewership U.S. 2021
Likelihood of watching the Olympic Virtual Series eSports events in the United States as of April 2021
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Basic Statistic
Olympic Virtual Series eSports expected viewership UK 2021
Olympic Virtual Series eSports expected viewership UK 2021
Likelihood of watching the Olympic Virtual Series eSports events in the United Kingdom (UK) as of April 2021
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Basic Statistic
Olympic Virtual Series most popular event U.S. 2021
Olympic Virtual Series most popular event U.S. 2021
Most popular virtual sports in the Olympic Virtual Series eSports events in the United States as of April 2021
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Premium Statistic
First eSport event experienced during COVID-19 pandemic South Korea 2020
First eSport event experienced during COVID-19 pandemic South Korea 2020
Share of respondents that experienced their first eSports event during the coronavirus (COVID-19) pandemic in South Korea in 2020
Twitch
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Premium Statistic
COVID-19: Twitch hours watched 2020
COVID-19: Twitch hours watched 2020
Number of hours watched on Twitch as a result of the coronavirus (COVID-19) pandemic worldwide from January to March 2020
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Premium Statistic
COVID-19: Twitch user increase 2020
COVID-19: Twitch user increase 2020
Number of users on Twitch as a result of the coronavirus (COVID-19) pandemic worldwide as of March 2020
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Premium Statistic
COVID-19: Twitch and YouTube Gaming viewership increase March 2020
COVID-19: Twitch and YouTube Gaming viewership increase March 2020
Increase in viewership on Twitch and YouTube Gaming as a result of the coronavirus (COVID-19) pandemic worldwide as of March 2020
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Premium Statistic
COVID-19: Twitch first-time download increase 2020
COVID-19: Twitch first-time download increase 2020
Increase in first-time downloads of Twitch as a result of the coronavirus (COVID-19) pandemic worldwide as of March 2020, by country
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