Hack Into New Bus Revenue With Esports

Lexi Tucker
Posted on April 18, 2018

The crowd cheers for the winners of ESL One Katowice 2018, Virtus Pro (Photo Credit: Jeroen-Weimar, ESL)

The crowd cheers for the winners of ESL One Katowice 2018, Virtus Pro (Photo Credit: Jeroen-Weimar, ESL)

The May issue of LCT Magazine will include three pages of everything you need to know to score clients from a booming new business — esports, or video games as a sport. Before you snub it, take a look at the numbers. 

According to Newzoo, the leading provider of market intelligence covering the global games, esports, and mobile markets, it's estimated that global esports market revenue will reach $1.5 billion, while the total audience will encompass 589 million people by 2020. This audience includes not only people who will stream games from home on sites such as Twitch, the YouTube of video games owned by Amazon, but also those who buy tickets to attend these games in person.

So what do esports athletes and fans have to do with luxury ground transportation companies? Think about it. Do traditional sports teams need rides to their games? Don’t fans need to get to fields, rinks, and courts to cheer them on? There’s no difference simply because the sport is played in a digital realm.

Keep your eyes open for a detailed look at what team and event managers look for in getting people to games safely and comfortably.

Related Topics: building your clientele, bus market, client markets, esports, How To, luxury market trends, onboard amenities, Sales & Marketing, special events, sports team transportation

Lexi Tucker Senior Editor
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