Facts about Gaming & eSports
Definition eSports
eSports (or electronic sport) stands for video games in competition. At the most professional level, eSports is played by so-called pro-gamers who take part in professionally organised competitions - all over the world. Each video game has different rules and formats. However, most eSports competitions are played in teams competing against each other, not with single players. There are many games that are played in competition mode and by semi-professional or full-professional players. In particular, the games played on smartphones are expected to shape the eSports of the future.
Counter Strike, League of Legends and FIFA shape eSports
Today, eSports is characterized mainly by three genres: real-time strategy games, first-person shooters and sports simulations. The most influential first-person shooter is "Counter-Strike". The game has the longest eSports history. In various editions since the late 1990s, the game principle has not changed: Terrorists try to place a bomb at certain locations and the anti-terrorists try to prevent this. This game is not only about shooting, but also about good teamwork, tactics and communication skills.
"League of Legends" is the most important eSports title of our time. With a total of 99.6 million unique viewers who watched the finals of the World Cup, this multiplayer online battle arena (MOBA) game is at the forefront of eSports. Like most MOBAs, League of Legends is played from a bird's eye view with two teams of five teams competing against each other in a virtual battle arena.
EA Sports most famous game "FIFA", is the most played video game of all time and simulates the football game. FIFA is also a popular and much played game in the field of eSports. Despite its game sales and community, FIFA has a hard time becoming one of the top games in eSports. Nevertheless, there are several competitions throughout the year; the highlight is the FIFA Interactive World Cup.
Companies and eSports
Companies and eSports
More and more companies are investing in eSports - also in Switzerland. They set up or buy their own clubs and sign individual players or entire teams. Sports clubs have also discovered eSports. FC Basel, FC St. Gallen and FC Winterthur, among others, have eSportsmen and women under contract. They not only play FIFA, but also other eSports titles.
Top 10* of the Swiss population's most-played games
- FIFA 19
- Call of Duty: Black Ops IV
- Minecraft
- Fortnite
- World of Warcraft
- Counter Strike: Global Offensive
- Super Smash Bros. Ultimate
- Street Fighter V
- League of Legends
- Rocket League
*Excerpt, complete list in eSports 2019 study.
Top 10* of the most watched games of the Swiss population
- Fortnite
- FIFA 19
- Call of Duty: Black Ops IV
- Minecraft
- League of Legends
- Counter Strike: Global Offensive
- Arena of Valor
- World of Warcraft
- Atlas
- Brawl Stars
*Excerpt, complete list in eSports 2019 study.
eSports Study 2019 | Facts & Figures
33.9 percent of all Swiss are gamers
33.9 percent of the Swiss population play video games at least once a week, and more than one in ten play video games every day. People prefer to gaming on smartphones, PCs and PlayStations 4.
eSports in Switzerland
- 30.6% of Swiss people know exactly what eSports is.
- For 27.6% of the Swiss population, eSports is a serious sport.
- 7.2% of those who are actively involved in eSports can imagine insuring their game avatar.
- 5.5% of Swiss people watch eSports without playing it themselves.
- On average, 11 hours a week are spent on gaming and eSports.
- eSporters and gamers spend CHF 1,270 on gaming equipment.
Outlook
It will be exciting to see how eSports is developing in Switzerland, but also worldwide. Today, eSports on TV is still a marginal phenomenon. This is likely to change in the next few years - also because the younger population is very interested in the topic.
In addition to the revenue and marketing potential, the development of eSports itself will also continue. In the Asian market, for example, the smartphone is already a central tool in eSports. When will this become established worldwide? How will the games develop overall? How rapidly will the popularity of eSports develop across all sections of the population? And how will eSports establish itself in the world? Of course, we will stay on the ball.
Publisher
The eSports Switzerland 2019 study was produced and published by the Marketing Management Institute of the ZHAW School of Management and Law. Partners in the study are UPC, TCS, SESF and the Baloise Group.