Fortnite World Cup success: How women, teenagers are changing the billion dollar worldwide gaming industry

In digital gaming, the US tops the chart with 274 million internet population playing different kinds of online games followed by China.

'Bugha' wins Fortnite World Cup

American teenager Kyle Giersdorf won $3 million on July 28 after taking the top prize in a tournament in New York for the popular online video game Fortnite.

Giersdorf, 16, from Pennsylvania, was one of at least 100 players competing for the $30 million prize money, as the booming popularity of video and online games has drawn top-dollar investments and fueled the emerging professional sport.

Playing under the name "Bugha," Giersdorf won the solo finals portion of the Fortnite World Cup by scoring 59 points, 26 more than his nearest competitor "psalm," according to the Fortnite World Cup Leaderboard, posted on the game's website.

(Photograph:AFP)

Billion dollar industry

Launched in 2017, Fortnite's popularity has helped Epic Games reach a $15-billion-valuation last year, according to a report. It competes with other games like Electronic Arts Inc's Apex Legends and Tencent Holdings Ltd's PlayerUnknown's Battlegrounds.

Global revenues from esports, or professional video game competitions, will hit $1.1 billion in 2019, up 27 per cent since last year, thanks to ballooning revenues from advertising, sponsorship and media rights, according to a report released earlier in 2019. 

Overall, the global video and electronic games market, excluding revenues from esports, will generate $152.1 billion in 2019, up 9.6 per cent over last year, according to a report by gaming analytics firm Newzoo.

(Photograph:AFP)

Video game craze

Epic Games Fortnite's creators have spent a whopping $100 million on the inaugural event, including staging 10 weeks of qualifying culminating in this weekend's tournament.

The three-day tournament, Epic Games, gave out $30 million in prize money.

The computer and video-game industry has grown from focused markets to mainstream. They took in about $9.5 billion in the US in 2007, 11.7 billion in 2008, and 25.1 billion in 2010 (ESA annual report).
 

(Photograph:AFP)

Tournament currently underway

During Sunday's final, the crown jewel of the tournament, three players in addition to Bugha also became millionaires: "Psalm" ($1.8 million), "Epikwhale" ($1.2 million) and Kreo ($1.05 million), all Americans.

Argentinian player Thiago Lapp, alias "King," made a splash at only 13 years old. He just missed the million-dollar mark ($900,000) and finished fifth, employing an ultra-aggressive style that helped him eliminate 21 competitors over six matches, the best after Bugha (23).

On the other hand, in the World Cup tournament, Rocket League WGN  North American championship is back which assures a winning cash prize of $20,000.

The seven online qualified teams and one Open Live Qualifier team is supposed to play in Grand Finals at FAN EXPO CANADA on August 24 and 25.

(Photograph:AFP)

Bright future

The online sports gaming industry is witnessing a bright future across the world with millions of youth engaged in excelling distinguished video games.

Due to the accelerated growth in the smartphone market, online gaming has become easily accessible to the innumerable people with many gaming startups cropping up regularly.

Gaming formats play a vital role in alluring the users, the latest craze of mobile games has come into existence with the introduction of real-world games on smartphones. 

(Photograph:Zee News Network)

Top eSports prize money

Fortnite, which is free to play, has 250 million users worldwide. Similarly, there are several other games in which people go ga ga with high rewards and jaw-dropping prize money. 

The top games which have big money rewards include Dota 2 which gives away prize money of $41.2 million followed by Counter-Strike: Global Offensive which has rewards  $22.7 million to the winner; Fortnite ranks third in the list.

The growing public interest in watching, streaming, recording, playing, and winning has led to advertisers, developers, and markets where professional gamers are finally starting to out-earn several professional sports athletes at the top of their industry.

(Photograph:AFP)

Half of population involved

A new industry study from Spil Games said that 1.2 billion people are now playing games worldwide, with 700 million of those online. This population includes the majority of teenagers and adolescents who are fascinated by the online gaming industry. 

According to the study, 44 per cent of the world’s online population are gamers. Netherlands-based Spil Games also noted the “the rising power of women and mothers within the online gaming sector,” citing that 73 per cent of Turkish women aged 35-to-44 play online games.

Women tend to like a puzzle, quiz and word games, while girls prefer cooking, dress-up and pet caring games. Boys and men, meanwhile, like racing, sports, and action games.

(Photograph:Zee News Network)

US on top followed by China

In the Fortnite World Cup, attendees filled about two-thirds of the Arthur Ashe stadium, which has a seating capacity of 23,000.

In the arena of digital gaming, United States of America tops the chart with 274 million internet population playing different kinds of online games. It is then followed by China with an internet population of 901 million.
 

(Photograph:AFP)

Indian online sports games

The digital gaming industry has boomed exponentially with the growing appetite for online gaming in India.

The Indian mobile games market is projected to hit the $1.1billion mark by the end of next year and the number of gaming users is expected to reach 628 million.

One of the most widely followed is cricket-based "Dream11" which is India's biggest sports game with a fast growing user base of over 2 crore sports fans.

It is played with mastery over sports knowledge and skills.

Another cricket gaming outfit "My Circle" allows amazing rewards and huge cash prizes.

(Photograph:Zee News Network)