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Efootball is seeing a great boost: How it has become a business ?

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The COVID-19 outbreak has significantly impacted engagement and spending levels in 2020 and reshaped the gaming industry.

The lockdowns in the first half of 2020 affected nearly everyone’s way of working, and game studios were no exception.

It is expected that the games market will continue to rise in the following years, exceeding $200 billion at the end of 2023. By then, Newzoo forecasts the games market to grow with a +7.2% CAGR between 2019 and 2023 to $204.6 billion.

Daily online content consumption around the world has risen since the start of the COVID-19 pandemic, doubling on average from 3 hours 17 minutes to 6 hours 59 minutes.

Increased content consumption also created the demand for fast and high-quality content formats in the betting industry.

And today, efootball games gain momentum because it’s the most snowballing game among esports.

The number of views EsportsBattle has significantly increased in 2020: from 4M in June to 22M in December. According to EsportsBattle estimates, it’s expected that by 2023 it will exceed 100M.

Stable and numerical broadcasts of esports events that boosted the gaming, esports and betting markets began to enjoy particular popularity.

Moreover,  fast commercial 24/7 tournaments of ESportsBattle attract the attention of bettors in more than 150 countries and meet the industry’s need for fast content. Platform’s product ESportsBattle Football is one of the most popular efootball tournaments in the world. Organizers hold up to 4 events simultaneously and more than 10K matches/month with up to 10 minutes average duration each.

It is worth mentioning that the grand total of matches per 2020 was more than 225k, although in 2019 this figure represented almost 63k.

George Miller started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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