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  • Number of pages : 30 pages
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  • Last update : 05/12/2021
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1 Panorama del mercado

1.1 Definición y alcance del estudio

El e-sport ("deporte electrónico" en francés) caracteriza la práctica en Internet de un videojuego en solitario o en equipo a través de un ordenador o una consola de videojuegos (sobre todo Xbox y Playstation). Los deportes electrónicos aparecieron en la década de 1980, pero ahora el sector se ha profesionalizado con muchos torneos importantes organizadas y reconocidas en todo el mundo, como la Convención Mundial de Esports (ESWC), el Juegos de la Liga Mayor (MLG) o el Liga profesional de ciberatletas por nombrar sólo las más conocidas.

La financiación de los deportes electrónicos profesionales corre a cargo de varios patrocinadores y marcas así como los ingresos de las competiciones de streaming. El ecosistema de los deportes electrónicos incluye muchos actores implicados que están llamados a ser interdependientes: los editores de videojuegos, los fabricantes de consolas, los organizadores de torneos, los locutores, los equipos profesionales y los patrocinadores.

El sistema de creación de valor el mercado de los deportes electrónicos es atípico, ya que se basa en diferentes fuentes de ingresos: ingresos publicitarios, ingresos posteriores a la retransmisión, ingresos por patrocinio, etc. Por tanto, el mercado de los deportes electrónicos tiene potencial para desarrollarse y evolucionar positivamente en los próximos años, con el crecimiento de los juegos en red en Internet. En Francia han surgido muchos jugadores profesionales, lo que atrae cada vez más a una clientela joven, generalmente menor de 30 años.

El mercado francés de los deportes electrónicos es el tercero de Europa y se espera que crezca mucho en los próximos años. Si el sector francés no es uno de los principales del mundo, cuenta sin embargo con algunos actores nacionales que están ganando terreno (tanto a nivel nacional como internacional).

 

List of charts

  • Size of the e-sports market
  • Breakdown of the e-sports market by geographic region
  • Sources of revenue for the e-sports market
  • Global e-sport audience trends
  • Breakdown of esports audience by type of spectator
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Latest news

FaZe Clan: the e-sport firm has lost 99% of its value in fifteen months - 24/10/2023
  • GameSquare will own 55% of the group consolidated with FaZe Clan after the merger.
  • FaZe Clan was valued at around $17 million at the time of the transaction.
  • Prior to this merger, FaZe Clan had been valued at $725 million when it went public in the summer of 2022, peaking at $1.45 billion a few days later.
  • Since then, they have lost 99% of their value in just over a year.
  • FaZe Clan posted a net loss of $168.5 million in 2022, $36.9 million in 2021 and $28.8 million in 2020.
  • FaZe Clan was launched in 2010 and has evolved from a collective focusing on the game Call of Duty to a major e-sports and entertainment company, including professional gamers, influencers, streamers and celebrities.
  • Former youtuber Richard "FaZe Banks" Bengtson will be appointed CEO of the FaZe Clan entity within the new group following the merger.
E-sport: Karmine Corp to join League of Legends Champions League - 20/10/2023
  • Launched in 2020, the French club will next year be part of the League of Legends European Championship (LEC), one of the world's most popular competitive video game franchises.
  • KCorp joins French team Vitality in this ten-club league.
  • The LEC operates on a paid franchise system. Teams are guaranteed a slot, and pay an entry fee to join the competition.
  • To join the LEC, Karmine Corp acquired the guaranteed slot from Danish club Astralis
  • This agreement values the Astralis slot at 25 million euros
  • The price of the guaranteed slot has risen from 10 million euros in 2010 to 35 million last year
  • Several million euros raised from French entrepreneurs.
  • K Corp employs around 50 people (including around 35 players)
  • The company is profitable and will generate revenues of 6 million euros this year, up 50% on 2022, with a target of 10 million by 2024.
  • By June 2022, the club had filled the Accor Arena in Paris with 12,000 people attending live matches.
  • In mid-September, KCorp drew 30,000 fans to the Paris La Défense Arena
E-sport: Karmine Corp sets up in Evry-Courcouronnes - 28/09/2023
  • Year Karmine Corp was founded: three years ago
  • Date of Karmine Corp's planned installation at "Les Arènes", a 3,000-seat venue in Evry-Courcouronnes (Essonne): summer 2024
  • Public investment in the renovation of the "Arènes": over 35 million euros
  • Karmine Corp plans around twenty events a year at the "Arènes
  • Number of fans who gathered at Paris La Défense Arena in September: 28,000
  • The Evry region has invested in e-sport with initiatives such as Evry Games City (launched four years ago) and the "Level-Up" curriculum (inaugurated earlier this year)
  • Karmine Corp events can last from 3 hours to several days
Microsoft's $70 billion takeover of Activision: the trial of the century - 02/07/2023
  • Microsoft wanted to buy Activision for around $70 billion.
  • Nearly forty countries, including those of the European Union, China and Japan, approved the deal.
  • Activision's market capitalization reached $65.3 billion
  • The FTC sued Microsoft in an attempt to block the deal.
  • Microsoft previously bought ZeniMax for $7.5 billion.
  • Development costs for high-end games such as "The Last of Us Part II" and "Horizon Forbidden West" cost $220 million and $212 million respectively.
  • In some years, these high-end games accounted for up to 15% of Sony Interactive Entertainment's profits.
  • Sony has negotiated exclusivity for the much-anticipated "Final Fantasy XVI", which is not planned for Xbox.
  • Activision's mobile revenues passed the $3.5 billion mark in 2020, representing almost 50% of its total sales
  • Microsoft's share of the mobile gaming market is just 0.3%.
France in global e-sport - 13/05/2023
  • The "Counter-Strike: Global Offensive" ("CS: GO") Major takes place in Paris for the first time, over a period of almost two weeks
  • 60,000 spectators are expected for the finals at the Accor Arena.
  • France hosted the League of Legends Worlds in 2019.
  • In September, the LEC and EMEA Masters finals of the League of Legends franchise will be held in Montpellier.
  • Launched in 2020, Karmine Corp filled the Accor Arena in Paris with 12,000 people attending live matches last June.
  • In early 2022, the Savvy Group, owned by Saudi Arabia's Public Investment Fund, acquired ESL Gaming and FACEIT for a combined $1.5 billion.
  • Saudi Arabia plans to invest nearly $40 billion in the video-game industry, part of which is to be devoted to e-sports.
Team Vitality: the French club that wants to win the Counter-Strike Major - 13/05/2023
  • Team Vitality launched in 2013.
  • Team Vitality, the only French club with an international dimension
  • 110 employees, including 40 professional players
  • Annual revenues of nearly €20 million
  • Objective of profitability in 2025.
  • Three fund-raising campaigns for a total of 50 million euros
  • Majority shareholder: Tej Kohli, via the Rewired.GG investment fund.

Companies quoted in this study

This study contains a complete overview of the companies in the market, with the latest figures and news for each company. :

Nintendo
Electronic Arts
Activision Blizzard
Youtube
Team Vitaly
Gamers Origin
GameWard
Karmine Corp
FaZe Clan

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