Gaming & E-Sports.

The gaming industry
is growing rapidly

Gaming has arrived in the middle of society. It's not just male teenagers sitting in front of a console or playing with a smartphone. The trend is much more prevalent in all age groups and affects both men and women," Benedikt Kaufmann describes the development to Business Insiders. He writes for the investor magazine "Der Aktionär" and observes, among other things, the gaming industry. One trend in particular is clear: games are being played less and less on the computer or with a console, and more and more on the move - on a smartphone or tablet. In Germany, the market for game apps grew by 40 percent to 683 million euros in the first half of the year, according to figures from the Game association. Internationally, too, it is especially the games apps that are in great demand.


E-Sports is generally understood to mean the organized competitive play of video games. Some of the most popular e-sports games are CS:GO, League of Legends and Dota 2.

For the year 2021, market researchers forecast a worldwide market volume in the e-sports sector of around 1.65 billion US dollars.

The number of e-sports spectators worldwide is expected to rise from around 335 million in 2017 to more than 555 million in 2021. Prize money at e-sports tournaments has also been growing steadily for years. In 2018, the total prize money worldwide amounted to around 93 million US dollars. Of this, the event of the highest endowed tournament series "The International" alone accounted for around 21 million US dollars. More than a quarter of Internet users in Germany are familiar with e-sports and 18 percent have already watched an e-sports game.

In the fourth quarter of 2019, WM-POOL AG will participate in a start-up company active in the gaming and games development sector and provide consulting support.

In 2020, WM-POOL AG will concentrate on events and sponsor activities in the e-sports sector.


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