Market research is still relatively uncovered in esports. Sure, companies like Newzoo and SuperData have released solid work and gained some good reputation already. But a firm like Deloitte sharing its insights on our industry is a level-up. Regarded as one of the so called ‘Big Four’, Deloitte stands right beside PwC, EY and KPMG. In other words: The world-renowned professional service networks, offering audits, consulting, assurance, tax advice and much more for the biggest brands on the globe.

Their report “eSports: Bigger and smaller than you think” predicts a $500 million global revenue in 2016, up 25 per cent from 2015. Deloitte also states esports will “likely have an audience of regular and occasional viewers of close to 150 million people.” For comparison: Newzoo predicted that the esports economy will generate $465 million in 2017, while SuperData calls a total worldwide market of 1,131.37 million in 2016.

[perfectpullquote align=”full” cite=”” link=”” color=”” class=”” size=””]”People often under-estimate the global annual market size as being in the millions of dollars only. Conversely, eSports advocates overestimate the current market size, believing annual revenues are already in the billions, and comparable to major league sports,” Duncan Stewart, Director of research at Deloitte Canada and co-author of the study explains.[/perfectpullquote]

A notable evaluation. The hard-headed assessment goes on with taking away the argument, that gaming entertainment by streaming stars like PewDiePie is actually not contributing to esports at all.

[perfectpullquote align=”full” cite=”” link=”” color=”” class=”” size=””]”Some are linking the popularity of online video game-related content to eSports. However, Deloitte Global does not believe that there is a direct correlation between online video gaming success and eSports. The most popular online content is not about watching elite gamers competing. Instead, the content is about entertainment.”[/perfectpullquote]

Deloitte author Stewart suggests an interesting comparison to traditional sports, when it comes to the difference between pro-players and entertainers.

[perfectpullquote align=”full” cite=”” link=”” color=”” class=”” size=””]”So far, much of the online gaming audience is more comparable to fans of the Harlem Globetrotters (people who are entertainers, who happen to play basketball) rather than to fans of a successful pro basketball team who plays to win a championship.”[/perfectpullquote]

Even though Stewart is skeptical towards some of the figures circulating the esports industry, he admits that a comparison to many traditional sports is obvious.

[perfectpullquote align=”full” cite=”” link=”” color=”” class=”” size=””]”Even if eSports’ revenues were to triple between 2016 and 2020 (to $1.5 billion), they would only be one percent of global sports revenues of over $150 billion. But eSports does reach tens of millions of people on a regular basis, and over a hundred million occasionally. As such, it is comparable to many traditional sports that have large audiences, big sponsors and interesting demographics.”[/perfectpullquote]

All told, the Deloitte study tries to offer a realistic approach to growth, viewership, and demographic figures in the esports industry. Whatever statistics you may believe or not, one thing is for sure: the Big Four have arrived in esports. That’s a success on its own.

Watch Duncan Stewart and Paul Lee (both Deloitte) talk about the study.