2016 eSports Market Report
Valuing the total eSports revenue at $892.8M in 2016E, year-over-year revenue growth is largely a result of more brands and advertisers entering the market. Direct consumer revenue grew 36% YoY, as eSports enthusiasts spend $231M on tickets, merchandise and prize pool contributions, among others. Asia, worth $328M, still leads the market, but is giving way to North America and Europe. By 2018E, the market is set to reach $1.1B with the growth of direct revenue source sources such as betting sites and amateur tournament platforms.
In the past year, we’ve been working together with both our publisher clients and brand owners to map out the market for competitive gaming and help them identify key areas and opportunities. In addition to mapping out the overall market and its trends, the Spring 2016 eSports Report breaks down the revenue distribution between direct consumer monetization (e.g., fantasy and betting sites, merchandise) and indirect revenue (e.g., advertising) as well as
Key findings include:
- Over 213.8 people watch competitive gaming this year, and is on track to reach a global audience of 303M by 2019E.
- Global revenue for the worldwide eSports market totals $892.8M in 2016E, up 19% YoY.
- Asia leads the current global eSports market with $328M in revenues, followed by North America ($275M) and Europe ($269M).
- Direct consumer revenue grew 36% YoY, as eSports enthusiasts spend $230M on tickets, merchandise and prize pool contributions, among others.
- eSports audiences are predominantly male (85%), and nearly half (46%) are between 18 and 25 years old.
- How do I understand the opportunity of eSports for me?
- What are the largest opportunities for myself and different kinds of companies?
- Who is the eSports audience, and how do I target that audience?
- How is the market going to change over the next few years, and how will I strategize to adapt?
This is a one time e-report download with no recurring updates. This purchase is for a single purchase.