Online gaming and eSports has risen dramatically in popularity over the last 5 years, and a recent survey of 500 gamers by has looked into which country has the gamers that earn the most so far in 2020.

Gamers That Earn The Most

Using, the top 500 players in 2020 so far were used for analysis. The number of players representing each country was counted, and the total prize money earned so far noted. They have determined that 90 of the top 500 eSports highest earning gamers of 2020 so far are from the USA.

  • Brazilian gamers will earn the most by the end of 2020 – an average estimated £89,612.66 each!
  • Denmark takes second place, with an average estimated total of £86,646.60 per gamer
  • Renowned for their skills in online gaming, China only places in eighth – gamers will earn £63,073.59 on average

Based on this they’ve done some predictions for the highest earners for 2021 also.

Immersive Experience

Taking advantage of the increase in awareness and Bayes Esports have developed the “Esports Widgets”. They enable the curation of the data through official sources, computer vision and 24/7 manual monitoring. Thus, the media can display complete 2D visualisations (replays) live and during the game, with representation of player positions and trajectories of objects. This was previously only possible after the game (not in real time).

For an entertaining live experience, different visualizations and perspectives on site and within the live streams are essential. The “Esports Widgets” provide esports fans with the modern look and feel to which audiences have grown accustomed. Visuals and pop ups within the interactive technology provide deep insight into every esports match

new esports data widgets 2020

Gaming is Good For You

While not quite the same as competitive eSports, recently published studies add significant new evidence that the brain training exercises in casual games may provide a new path for treating schizophrenia. Schizophrenia is one of the most challenging and costly forms of mental illness to treat. All three studies used brain exercises from Posit Science, the maker of BrainHQ exercises and assessments.

The researchers reported that, to their knowledge, this is the first study of online training with an active control to show improvement in social cognition and the largest such study conducted with a remote intervention.

As published in Schizophrenia Bulletin, the TRuSST Study found that a remotely-administered computerized intervention can improve social cognition in people with schizophrenia. The researchers randomized 147 patients at medical centers in San Francisco, Los Angeles, Chicago, and Minneapolis into an intervention group training on game-like brain exercises from Posit Science and a control group training on computer games, such as crossword puzzles and solitaire. The study found that training on the exercises for only 28 hours over the course of 3 months significantly improved performance on standard assessments of social cognition, as compared to the control group.