Screens showing game action are displayed on stage during the grand final game between teams Tox and Splyce at the Halo World Championship finals in Seattle, Washington, U.S., on Sunday, April 15, 2018. E-sports revenue, consisting of merchandise, event tickets, sponsorships, advertising and media rights -- all beyond game sales -- is expected to rise at a 32.2% average annual rate in 2016-20 to $1.5 billion in 2020, according to Newzoo. Photographer: David Ryder/Bloomberg via Getty Images
{"Image ImageDescription": "Screens showing game action are displayed on stage during the grand final game between teams Tox and Splyce at the Halo World Championship finals in Seattle, Washington, U.S., on Sunday, April 15, 2018. E-sports revenue, consisting of merchandise, event tickets, sponsorships, advertising and media rights -- all beyond game sales -- is expected to rise at a 32.2% average annual rate in 2016-20 to $1.5 billion in 2020, according to Newzoo. Photographer: David Ryder/Bloomberg via Getty Images", "Image Copyright": "? 2018 Bloomberg Finance LP"}