Part of the debate – in the Senedd at 3:08 pm on 8 May 2019.
Now, e-sports have been around for as long as the video-game industry itself, and collectively refer to competitive video-game play by professional and amateur gamers. Back in the early 1990s, it existed simply through a group of friends sitting around a Sega Mega Drive or Nintendo 64 console. But in recent years, growth in the gaming audience and player engagement has elevated e-sports into mainstream culture as a legitimate professional sport with a massive global following. We've all heard of the League of Legends, Call of Duty, FIFA and Halo 5. In 2018, Goldman Sachs estimated that the global monthly audience for e-sports is 167 million people, and that by 2022, it's estimated the audience will reach 276 million, or to put it in perspective, similar in size to the US NFL today. Other estimates claim that e-sports has $900 million of annual revenue—that's the revenue of the sport—and 380 million viewers globally. So, we can see the scale of the industry by whatever measure we choose to take, and there is some dispute just about its current size because it is growing so quickly.