An Overview of Take-Two Interactive Software’s Foray into eSports


Dec. 4 2020, Updated 10:53 a.m. ET

Over 92,000 teams competed

The finals of Take-Two Interactive Software’s (TTWO) maiden NBA 2K16 eSports tournament on PlayStation 4 (SNE) and the Xbox One (MSFT) were held on June 1, 2016. The teams competed in Los Angeles, vying for a $250,000 grand prize and a trip to the NBA Finals.

In this tournament, over 92,000 teams competed in more than 2 million games. The playoffs and championship rounds were broadcast on Twitch (AMZN).

Take-Two Interactive stated, “We very pleased with our initial foray into the emerging wall of eSports, and we will continue to explore ways to leverage our properties, and to engage and reward our loyal fans.”

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The eSports market expected to reach $1 billion

According to SuperData Research, the total global eSports market was valued at $748 million at the end of 2015. Its YoY (year-over-year) revenue growth is driven by an increase in advertising as well as more brands entering the segment.

The global eSports market is expected to reach $1 billion in 2017. Approximately one-third of the eSports fans in the United States (IWB) participate in online amateur tournaments. As the number of players increases, the number of sites has also increased, leading to saturation in the eSports market.

The next big thing in this market is expected to be the mobile eSports space, where audiences have increased by 19% YoY in the US.


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