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All you need to know about esports industry development

In 2020, the professional esports competition Counter-Strike: Global Offensive (CS: GO) was watched by about 568,000 viewers. It was the season 12 finale, and the fan base has remained unchanged. So, last year’s finals of the 15th and 16th seasons saw the maximum audience — 413,000 and 509,000 people, respectively.
The exact value of the esports market can be challenging to quantify, although it is projected to reach $5.74 billion by 2030.
Interesting is the fact that until now, despite the insane popularity of esports tournaments and content, there are certain stereotypes in the industry:
â— Â Â Â Some people continue to believe that esports represent some threat and exert an antisocial influence.
â— Â Â Â Many audiences think that only children or teenagers can be interested in esports.
Such judgments hinder the full development of the industry. But in most cases, stereotypes disappear when a quality product appears on the market, generating interest from tournament organizers and consumers of esports content.
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