eSports: Leading Tournaments, by prize pool
TournamentPrize pool,
in million USD
The International 202140.02
The International 201934.33
The International 201825.53
The International 201724.69
The International 201620.77
The International 202218.93
The International 201518.43
Fortnite World Cup Finals 2019 - Solo15.29
Riyadh Masters 202315.12
Fortnite World Cup Finals 2019 - Duo15.10
  • Region: Worldwide
  • Time period: as of Feb 2024
  • Published: Feb 2024

Data Analysis and Insights

Updated: Mar 27, 2024 | Published by: Statistico

Dominance of The International in eSports Prize Pools

The International tournaments overwhelmingly dominate the top eSports prize pools, holding seven spots out of the top ten. Notably, The International 2021 leads with a staggering prize pool of 40.02 million USD, marking it as the highest in the dataset. In contrast, other eSports tournaments outside of The International series, such as the Fortnite World Cup Finals 2019 and Riyadh Masters 2023, collectively contribute only three positions to the top ten, emphasizing The International's unmatched scale in prize offerings.

Yearly Growth of The International's Prize Pool

The International showcases a trend of increasing prize pools over the years, with a noticeable jump from 24.69 million USD in 2017 to 40.02 million USD by 2021. However, a slight decline is observed in 2022, with a prize pool of 18.93 million USD, suggesting variability in fundraising efforts or tournament organization strategies post-2021. This fluctuation indicates the dynamic nature of eSports tournament prize pool sizes, reflecting the evolving landscape of competitive gaming funding and sponsorship.

Fortnite World Cup's Impactful Entry

The Fortnite World Cup Finals in 2019 made a significant entry into the eSports scene with its solo and duo events. The solo event boasts a prize pool of 15.29 million USD, and the duo event is close behind with 15.10 million USD, ranking them as the 8th and 10th largest prize pools, respectively, in the data provided. Their presence underscores the wide appeal and financial backing of Fortnite, highlighting the game's ability to compete in the high-stakes realm of eSports tournaments alongside longstanding giants like The International.

Exclusive Dominance of Dota 2 and Fortnite

The dataset reveals an exclusive dominance of two games: Dota 2, represented by The International series, and Fortnite, represented by its World Cup Finals in 2019. Dota 2 tournaments alone account for 70% of the top ten prize pools, while Fortnite events make up 20%. The inclusion of the Riyadh Masters 2023 as the only other game/tournament in the list with a prize pool of 15.12 million USD further highlights the concentrated nature of high-value prize pools within a select few highly competitive and popular eSports games.

Comparative Analysis of Solo vs. Duo Prize Pools in Fortnite

An interesting observation from the Fortnite World Cup Finals 2019 is the minimal difference in prize pools between the solo and duo events, with the solo event just slightly higher at 15.29 million USD compared to 15.10 million USD for the duo event. This near parity showcases Fortnite's unique approach to equally valuing individual and team-based competition, a contrast to the common eSports trend where team-based tournaments often feature larger prize pools than their solo counterparts.

Frequently Asked Questions

Which tournament leads the top eSports prize pools and by how much?

The International 2021 holds first position with a remarkable prize pool of 40.02 million USD.

What is the trend of The International's prize pool over the years?

The prize pool of The International has generally increased over the years, from 24.69 million USD in 2017 to 40.02 million USD in 2021, but saw a decrease in 2022 marking down to 18.93 million USD.

Which games dominate the top ten eSports prize pools?

The top ten eSports prize pools are predominantly dominated by Dota 2 (accounting for 70%) and Fortnite (accounting for 20%).

Terms and Definitions

eSports, short for electronic sports, refers to the world of competitive, organized video gaming. This involves players, who can be professional or amateur, competing against each other either in teams or individually in various video game titles. Audiences can watch these competitions via live-streaming platforms or in person at events.

A prize pool refers to the total amount of money that will be distributed to the winning competitors of a tournament. The size of the prize pool can significantly vary; some tournaments offer modest amounts, while others, particularly high-profile ones, can offer prizes reaching into the millions.

Leading tournaments in eSports typically refer to the tournaments that either offer the largest prize pools, attract the biggest audiences, or bring together the top players or teams from around the world. Examples include The International, League of Legends World Championship, and Fortnite World Cup.

A pro player, or professional player, in the context of eSports is a gamer who plays on a professional level in eSports tournaments. They often belong to professional eSports teams and earn money through salaries, tournament winnings, and sponsorships.

Streaming platforms are digital services that allow for the broadcasting and viewing of video content in real-time, also known as streaming. In eSports, these platforms are used to broadcast tournaments and individual games, allowing fans worldwide to watch their favorite players and teams compete.

In the field of eSports, sponsorships are funding provided by a company to a team, player, or event in exchange for marketing opportunities. This can include logo placement on player jerseys, naming rights for a tournament, product placement, or advertisement spots during the live-streams of games.

Game title in eSports refers to the specific video game that players compete in during tournaments. Examples include games like Dota 2, League of Legends, Fortnite, and Counter-Strike: Global Offensive. Different game titles require different gaming skills and strategies.
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