eSports viewership is doubling year-over-year, with the average viewer watching over 10 times per month for an average session length of 2.2 hours.
02
Total eSports prize money increased by 350% over the four-year period ending in 2013, with top events like The International 2013 awarding $2,874,381.
03
eSports enthusiasts are significantly more valuable to publishers than the average gamer, with 22% of enthusiasts identified as 'big spenders' compared to only 8% of the general gaming population.
04
The core eSports demographic is young and affluent, with 59% of enthusiasts falling into the 21–35 age range and 75% of German enthusiasts holding full-time employment.
05
Major non-endemic brands including Intel, Red Bull, and Coca-Cola are actively investing in eSports to reach the 18–34 male demographic.
06
Game publishers are increasingly using eSports as a primary marketing vehicle, with companies like Wargaming investing $8 million in 2013 and projecting over $10 million in 2014.
07
eSports events are achieving massive scale, evidenced by the League of Legends Season 3 World Championship, which drew 8.5 million concurrent viewers and sold out its 18,000-seat venue in one hour.
Insights
01
eSports viewership is doubling year-over-year, with the average viewer watching over 10 times per month for an average session length of 2.2 hours.
02
Total eSports prize money increased by 350% over the four-year period ending in 2013, with top events like The International 2013 awarding $2,874,381.
03
eSports enthusiasts are significantly more valuable to publishers than the average gamer, with 22% of enthusiasts identified as 'big spenders' compared to only 8% of the general gaming population.
04
The core eSports demographic is young and affluent, with 59% of enthusiasts falling into the 21–35 age range and 75% of German enthusiasts holding full-time employment.
05
Major non-endemic brands including Intel, Red Bull, and Coca-Cola are actively investing in eSports to reach the 18–34 male demographic.
06
Game publishers are increasingly using eSports as a primary marketing vehicle, with companies like Wargaming investing $8 million in 2013 and projecting over $10 million in 2014.
07
eSports events are achieving massive scale, evidenced by the League of Legends Season 3 World Championship, which drew 8.5 million concurrent viewers and sold out its 18,000-seat venue in one hour.