The 2016 Global Esports Market Report provides a comprehensive analysis of the burgeoning esports economy, identifying it as a transformative force in the video game industry. The primary thesis posits that esports is shifting gaming from a personal activity to a spectator sport, creating significant monetization opportunities for publishers, brands, and media companies. By evolving games into entertainment brands, the industry is successfully engaging a highly valuable, difficult-to-reach demographic that traditional media increasingly fails to capture.
Key findings highlight rapid financial and audience growth. The global esports economy reached $325 million in 2015, with projections indicating continued acceleration. The total esports audience is expanding, driven by a 13.3% year-over-year increase in enthusiasts. Revenue per enthusiast is also rising, climbing from $2.20 in 2014 toward a projected $6.00 by 2019. This growth is supported by a surge in non-endemic brand sponsorships and increased investment from media rights, merchandise, and ticket sales.
The report covers a global scope, with specific data points across North America, Europe, Asia-Pacific, and other regions. The methodology relies on a multi-layered approach, integrating complex databases, predictive modeling, and result validation through primary consumer research across 26 countries. By profiling esports awareness and engagement across 100+ variables, the analysis characterizes the audience as high-earning, tech-savvy, and more likely to spend on digital subscriptions, mobile gaming, and hardware than the general online population. Ultimately, the findings suggest that the esports market is maturing into a sustainable, high-value ecosystem that demands a specialized marketing approach distinct from traditional gaming audiences.