eSports, the new sector that is taking over that is not so new

eSports or electronic sports is a thriving industry that, although it may seem like it, is not exactly new.

You hear vaguely about them, but not everyone knows what they are, nor do they have too much coverage in traditional media, despite the number of followers they amass. To find information about them, you often have to consult specialized publications or follow social networks.

eSports or electronic sports is a thriving industry that, although it may seem like it, is not exactly new. Already in the eighties and nineties, mass and television video game competitions were held in the United States, although they were quite specific.From 1982 to 1984, a show called Starcade was even broadcast, with 133 episodes in which the contestants tried to outdo themselves by obtaining better scores in arcade games. However, professionalization came from the other side of the planet at the beginning of the 21st century. The increase in broadband connections in South Korea greatly influenced the fact that there were more and more network players, and so in the year 2000 the country's Ministry of Culture and Tourism promoted the creation of the Korean e-Sports Association, an organization to promote and regulate electronic sports in Asian territory. This trend, which involved professional teams with their own players on staff, the tax market, coaches, routines, competitions, etc. has been slow to reach Europe, but the boom has been quite big in recent years 4-5 years old.

An industry worth more than $1 billion

According to a Newzoo study, revenues from the global eSports market will grow to 1.1 billion dollars during this 2020 financial year, representing a year-on-year growth of almost 16%. Last year, the figure rose to 951 million dollars. The report also estimates that during this year some 822 million revenues (about three-quarters of the entire market) will come from media rights and sponsorships.The audience for eSports also continues to grow. Newzoo estimates that in 2020 it has risen to 495 million people worldwide, 11.7% more than the previous year.The eSports industry has had a hard time taking off outside of Asia, considering that it is more than two decades old. However, it can be said that it is reaching a certain maturity. Proof of this is that growth is being concentrated in some emerging countries such as those in Southeast Asia, India or Brazil.Spain has become a small power for eSports, with internationally recognized clubs, world stars and even its own reality television.A few weeks ago, Top Gamers Academy premiered, a program that is broadcast on Neox and Twitch. In it, well-known YouTubers, gamers and streamers live together for 8 weeks while training in games such as Fortnite, Gran Turismo and Clash Royale. The show is not receiving very good reviews from the community of eSports lovers, as it is seen as an attempt to adapt a world to television in a way that only works on the Internet.

Spanish Esports Startups

Some of the Spanish startups dedicated to the esports sector that currently sound the most in the ecosystem are:

Streamloots, a platform that allows creators of esports content to earn income through interactions with their followers. The company has been on the hunt to close three rounds of funding to date and in the last capital increase, an injection of 800,000 euros led by the renowned Samaipata investment fund was achieved. Gamerswalk, a tool that offers live broadcasts of esports competitions. The last round he raised was 600,000 euros and was led by the founder of the company Carbures, Rafael Contreras. EgoGames, a platform that allows gamers to earn money playing mobile phone games. The startup has raised nearly 300,000 euros. The founder of Pepephone Pedro Serrahina participated in the round.