The once-booming e-sports industry is now crashing.
E-sports — the elite level of video game competition where individuals or professional teams compete in everything from first-person shooters, such as Call of Duty, to sports titles, like Madden NFL — surged in popularity during the pandemic. Despite the games themselves generating billions in sales annually, interest in watching people play them has waned as people are no longer stuck in their homes with limited entertainment options.
And finding a way to monetize the substantial audience that still exists remains a conundrum. As a result, many investment firms that backed e-sports teams and organizations are pulling out, while some organizations have decided to discontinue fielding teams.
The Wilf family, who own the Minnesota Vikings, began their venture into the e-sports industry in 2019 with Version1 e-sports, which the Wilfs back through their investment fund based in New York. In April, the Wilfs announced plans to re-evaluate the company, including a possible merger. Last week, the Wilfs decided to cease fielding competitive teams through Version1 and relinquished the operating rights of their most-valuable Call of Duty League team to Berlin-based G2 Esports. Wilf Innovative Sports and Entertainment (WISE) Ventures is now a shareholder of that venture.
A course correction is unfolding in the e-sports industry, said Kevin Hitt, senior e-sports writer for the Sports Business Journal, a publication focused on the business dealings of sport organizations, including competitive video gaming.
Venture-capital funds and sports organizations threw cash into the industry, "thinking e-sports was a viable investment vehicle that is the biggest new thing," Hitt said. That led to "a lot of inflated valuations in e-sports," that didn't pay dividends.
"Now we're here with a bunch of jaded investors that were sold a bill of goods that didn't come to fruition," Hitt said.
Eyes but no dollar signs
In 2021, video gaming content reached a peak of 9.7 billion hours watched globally as people focused on devices and streaming after the shutdowns of in-person events and the stoppage of major league and collegiate sports.