While eSports grew
consistently from 2010 to 2013, the market really took off in 2014. Driven by
the rapid growth of streaming video and rising prize purses from increased
sponsorship and crowdfunding, eSports grew significantly year-over-year in
participants, viewers, revenue, and tournaments. The number of eSports
tournaments worldwide more than tripled from 430 in 2013 to 1,485 in 2014.
These 1,485 tournaments were viewed by more than 100 million viewers worldwide.
eSports is especially
attractive to sponsors because it provides a way to target an especially
valuable consumer, the engaged PC gamer who spends more on hardware and
software than the average gamer. This is similar to the highly attractive
audience who watches golf on television, as sports networks are able to command
a premium for advertising because golf viewers are a high spend audience.
The following graph
shows the average amount of money PC gamers spent on their current gaming
system and peripherals. Gifts and factory-included peripherals are counted as
$0, which contributes to the low average peripheral spend for eSports
non-participants.
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