The NHL needs esports, and EA sports also needs the NHL Jerseys Cheap. Following the five major European football leagues and the NBA, the North American Ice Hockey Professional League NHL has also begun to deploy sports e-sports events.

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The NHL announced a partnership with EA sports to host the first best fake nhl jerseys Gaming World Championship (2018 NHL Gaming World Championship). According to the location of NHL broadcasters NBC, Sportsnet and Viasat, the game will be divided into three major regions: the United States, Canada and Europe. The qualifiers will start on March 24, and the three major division champions will be decided in May, and the championship will be held in Las Vegas in June.

The NHL, which has fallen into a bottleneck period, has been in constant action recently: expanding its army to 31 teams in Las Vegas in 2016, launching the event in China in 2017, and now actively embracing e-sports.

According to the statistics agency Statista, the NHL’s revenue in 2016 was $4.1 billion, ranking the bottom of the four major leagues. The NFL leads the pack with $13 billion, followed by MLB with $9 billion and the NBA with $5.8 billion. In terms of broadcast revenue, compared with the NFL’s 9-year $39.6 billion, the NBA’s 9-year $24 billion, and the MLB’s 9-year $12.4 billion, the NHL’s contract with NBC is only $2 billion over 10 years, which is a drop in the bucket.

At the same time, the trend of an aging North American audience is also detrimental to the long-term development of the league. According to a report by sports business media SBJ, the median age of NHL viewers has increased by 16 years since 2000, the largest increase of any sporting event. Among the young audiences that are constantly losing, those who switch to video games occupy the mainstream. Therefore, embracing e-sports and launching the game world championship has also become the only way for the NHL to catch up.

How hot is e-sports? According to statistics from Dutch market research firm Newzoo, the total revenue of the global e-sports market in 2017 will increase by 41.3% year-on-year, from $493 million in 2016 to $696 million. By 2020, the revenue of this market will exceed 1.5 billion US dollars, and the audience will reach as many as 600 million. In addition, e-sports has been included in the official competition of the 2022 Hangzhou Asian Games, and the prospect of entering the Olympic Games is also worth looking forward to.

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