ESTN
  • 1.0 - Introducing ESTN
  • The Platform
    • 2.0 - The Opportunity
      • 2.1 - Market Size Overview
      • 2.2 - Esports Revenue Streams
      • 2.3 - Viewership Ecosphere
      • 2.4 - Growth Opportunities
    • 3.0 - Revenue Streams
      • 3.2 - Scaling & Projections
    • 4.0 - The Problem in Esports
    • 5.0 - The Solution is ESTN
    • 6.0 - The ESTN Platform
    • 7.0 - Dual-Tier Reward Structure
    • 8.0 - Blockchain Recordkeeping
    • 9.0 - UPR Ranking System
    • 10.0 - Pathway To The Pros
    • 11.0 - ESTN Roadmap
    • 12.0 - Success Metrics
  • The NFTs
    • 12.1 - Vault Box
    • 12.2 - ESTN Seats as NFTs
    • 12.3 - Utility and Benefits
    • 12.4 - Commemorative Coin
  • The Token
    • 13.0 - About the Token
    • 13.1 - Token Distribution
    • 13.2 - "Team Token" Launches
    • 13.3 - The Token's Utility
    • 13.4 - Staking | The "DSO Pool"
  • Other
    • 20.0 - Important Legal Notices
    • 21 - Appendix
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  1. The Platform

2.0 - The Opportunity

This is eSPORTS

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Last updated 3 years ago

There is a new kind of sport that could be bigger than football, basketball, and baseball combined. In fact, the industry that makes it possible is already larger than the entire worldwide sports market. This is eSPORTS, the first truly universal sport, where anyone can play and compete. Building the ecosystem that can bring gamers together for fair and challenging play, regardless of skill level and location, is an enormous opportunity that can change the world.

We have built that ecosystem today. Will you join us?

The term “eSports” is characterized by regional or international video gaming events in which professional and amateur players compete against each other. In 2021, the global eSports market was valued at just over $1.08 billion U.S. dollars, an almost 50 percent increase from the previous year. Additionally, the eSports industry's global market revenue was forecast to grow to as much as $1.62 billion U.S. dollars in 2024. Asia and North America currently represent the largest eSports markets in terms of revenue, with China alone accounting for almost 1/5 of the market.