Are games free of charge “free to play” really so? Yes, the 2019 Review Year report of SuperData claims.
The esports industry has a whole has been valued over $1bn – and billions more in micro-markets such as esports betting.
There are various esports betting sites around such as;
Video gaming and interactive media in 2019 overall, up 4 per cent from last year, with a total sales of $120.1 billion. And most of the digital games acquired throughout the year come from free titles.
The “4 out of every 5 dollars” spending on digitized games, such as Honour of Kings and League of legends, was a free-to-play game. The battle of royale Fortnite generated the highest revenue among free-to-play games with $1.8 billion for the second consecutive year.
The hit title of Epic Games frequently introduces new content and accessories, making it easy for gamers to become customers. Although League is home to a larger player base, the players are even more likely to spend money on the royal struggle.
And mobile players continue to rake most cash in digital games with more than $64 billion, especially publishers that smartphone PC and console games. And it doesn’t seem that it will ever let go. Riot has plans to release the smartphones of Teamfight Tactics, Legends of Runeterra and Wild Rift. This will definitely help to improve the forecasts for the 2020 outlook in mobile esports games.
But not all games had the same performance rates. In 2019, premium revenue, such as Borderlands 3 and The Division 2 of Tom Clancy, dropped by five per cent. SuperData has fewer blockbuster releases than in 2018 and believes premium titles will come back in early 2020.