Esports is a high-value marketing channel with a projected 297 million enthusiasts by 2022, featuring a core demographic where 39% are aged 21–35 and 43% report high household incomes.
02
Sponsorship activity is accelerating rapidly, with deal volume in Q1 2019 already surpassing the total volume recorded during the same period in 2018.
03
Major franchised leagues including the LEC, LCS, and OWL generated over 33.9 million live viewership hours in early 2019, demonstrating significant audience scale.
04
Non-endemic sectors such as music, cosmetics, telecommunications, and oil and gas remain underrepresented, offering clear opportunities for brand entry.
05
Successful brand activations, such as Shell’s in-game power-ups or State Farm’s analyst desk, prioritize integrating the brand's value proposition directly into the gameplay or viewer experience.
06
Brands must navigate potential conflicts between league-level and team-level agreements to ensure a cohesive and effective sponsorship strategy.
Insights
01
Esports is a high-value marketing channel with a projected 297 million enthusiasts by 2022, featuring a core demographic where 39% are aged 21–35 and 43% report high household incomes.
02
Sponsorship activity is accelerating rapidly, with deal volume in Q1 2019 already surpassing the total volume recorded during the same period in 2018.
03
Major franchised leagues including the LEC, LCS, and OWL generated over 33.9 million live viewership hours in early 2019, demonstrating significant audience scale.
04
Non-endemic sectors such as music, cosmetics, telecommunications, and oil and gas remain underrepresented, offering clear opportunities for brand entry.
05
Successful brand activations, such as Shell’s in-game power-ups or State Farm’s analyst desk, prioritize integrating the brand's value proposition directly into the gameplay or viewer experience.
06
Brands must navigate potential conflicts between league-level and team-level agreements to ensure a cohesive and effective sponsorship strategy.