Laserfiche WebLink
Appendix A – Recreation Trends Analysis <br />13 <br /> <br /> E SPORTS TRENDS <br /> <br />Esports (electronic sports) according to National Recreation and Park Association (January 2021- <br />Parks and Recreation Magazine) is the fastest-growing sport genre nationally and globally. <br />eGaming is a generic term to describe amusement or recreation using a standalone video game, <br />desktop computer or the internet with one of more players, while esports comprises organized, <br />multiplayer gaming events played in a competitive environment, often by professional gamers. <br />What’s more, spectators watch esports in person or via online channels, such as YouTube and <br />Twitch. <br /> <br />Esports have grown in popularity in 2020 as the COVID pandemic has curtailed youth team sports <br />activities. According to accredited Gold Medal parks and recreation agencies (Westerville, OH, <br />South Suburban Parks and Recreation – Denver and Excelsior Springs Missouri where Esports rooms <br />have been built) the pandemic has proven eSports really belongs in parks and recreation. With <br />traditional field and indoor sports suspended, teens have few recreational outlets and eSports <br />address an important need for youth. The inclusion accessibility aspect of esports is an important <br />benefit for youth. <br /> <br />In 2019, global annual esports revenues crossed $1 billion — a steep rise from $130 million just <br />seven years ago, according to Newzoo: Esports Insider. A report from Goldman Sachs, titled <br />“Esports: From Wild West to Mainstream,” projects total esports monetization will reach $3 <br />billion by 2022. To put that in perspective, the NBA’s 30 teams combined generated $7.4 billion <br />in 2017. Recognizing the potential of this genre, that same year, the NBA, in a joint venture with <br />Take-Two Interactive, introduced its own esports league, titled NBA 2K League, and the Wall <br />Street Journal estimates this sponsorship to be valued at $1.1 billion over seven years. <br /> <br />Along with that, Newzoo’s 2018 Global ESports Market Report projects an estimated audience of <br />more than 550 million viewers by 2021, which translates into a 200 percent growth in viewership <br />in merely five years since 2016. <br /> <br />According to Newzoo January 22, 2021 trends report, Esports will continue to grow in 2021 during <br />the pandemic and traditional sports will increasingly look to Esports efforts, especially as they <br />stay consistent or decrease in participation rates. <br />