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FEATURING A COMPARATIVE ANALYSIS OF
AMERICAN SPORTS & ESPORTS
WHY SPORTS & BRANDS
WANT TO BE IN ESPORTS
FREE DATA REPORT
OCTOBER 2016
“Gaming is what every
traditional sports league is
desperate to become:
young, global, digital, and
increasingly diverse.”
– ESPN Magazine
Our global esports
consumer research
involved more than
60,000
invite-only respondents
from 27 countries
INTRO: ESPORTS INSIGHTS FOR BRANDS
WORLD’S LARGEST ESPORTS CONSUMER RESEARCH PROJECT FOR BRANDS
3
Three years ago, when we started researching,
modelling, and reporting on the esports landscape, our
clients were primarily game publishers or companies
with a direct interest in gaming. This has changed
enormously over the past years. Not only do we find
ourselves working for almost all global digital media
and hardware companies, but our subscribers now
include some of world’s biggest sports clubs and
venues, telecom service providers, broadcast media,
and consumer brands.
This illustrates how games are leading the media and
entertainment business toward a new future that it has
more in common with than not. Games bring innovation
to tech and consumer business models, as well as the
ability to engage with and actively involve the younger
generations. Traditional and digital media bring experi-
ence in providing advertisers with an effective commu-
nication platform. Ultimately, it’s about matching
consumers and brands. This is exactly what our global
esports consumer research does.
SEGMENTATION FOR BRANDS
Each brand uses its own segmentation of its target consumers.
Using 200+ variables in our consumer insights, we can match
our data to any segmentation, enabling brands to size and
profile the opportunity for their involvement in esports.
MAIN RESEARCH TOPICS
Demographics
Lifestyle
Media behavior
Mobile preferences
Local media brands
Esports engagement
Game behavior
AMERICAS EUROPE SOUTHEAST ASIA REST OF APAC
UNITED STATES
CANADA
BRAZIL
MEXICO
UNITED KINGDOM
GERMANY
FRANCE
NETHERLANDS
BELGIUM
SPAIN
ITALY
SWEDEN
TURKEY
POLAND
RUSSIA
SINGAPORE
MALAYSIA
PHILIPPINES VIETNAM
THAILAND
INDONESIA
CHINA
SOUTH KOREA
JAPAN
TAIWAN
AUSTRALIA
ARGENTINA
Pieter van den Heuvel
Head of Esports
WHY SPORTS AND BRANDS
WANT TO BE IN ESPORTS
KEY FACTS &
TRENDS1
4
WHY SPORTS & BRANDS WANT TO BE IN ESPORTS
THREE KEY REASONS WHY MEDIA, BRANDS, AND SPORTS ARE EMBRACING ESPORTS AND DRIVING GROWTH
SPORTS TEAMS
INVESTING INTO ESPORTS
ESPORTS TEAMS
LEADING ESPORTS GROWTH
MAINSTREAM BRANDS
SPONSORING ESPORTS
BROADCAST MEDIA
REPORTING ON ESPORTS
1. REACHING THE
UNREACHABLES:
THE MILLENNIALS
2. GAMES HAVE
BECOME A GLOBAL
SPECTATOR SPORT
3. A MULTIBILLION
DOLLAR BUSINESS IN
THE MAKING
If esports would generate as much
revenues per fan as the NBA, it
would be a
$2.5Bnbusiness today, or 5 times what it is now
Of all the 200+ million
Occasional Viewers and Esports
Enthusiasts worldwide,
40%do not play the games they watch
Among US men aged 21 to
35, esports is as popular as
baseball & ice hockey:
22%watch esports frequently
5
THE CURRENT STATE OF ESPORTS: MATURING
6
THREE KEY DEVELOPMENTS DRIVING ESPORTS GROWTH AND PROFESSIONALIZATION
ESPORTS AUDIENCE
NOW AND IN 2019
ESPORTS REVENUES
NOW AND IN 2019
2016
148M
2019
215M
2016
144M
2016
212M
ENTHUSIASTS
OCCASIONAL
VIEWERS
ENTHUSIASTS
OCCASIONAL
VIEWERS
2016
$493M
2019
$1.1Bn
PER FAN
$3.3
PER FAN
$5.2
TOTAL REVENUES
REVENUES
PER FAN
TOTAL REVENUES
REVENUES
PER FAN
CAGR
+17%
CAGR
+37%
1. EVENTS GROW
BIGGER AND BIGGER
2. LOCAL LEAGUES
EXPLODE
3. INDUSTRY
PROFESSIONALIZES
Prize money
$20M
Unique viewers
36M
Attendees
100K
Employees
>350
Anti-cheating
body
Accepted as
official athletes
A NATURAL MATCH
AMERICAN
SPORTS &
ESPORTS
2
7
AMERICAN SPORTS & ESPORTS EMBRACE
8
NEW INVESTMENTS AND PARTNERSHIPS HIT THE NEWS ON A DAILY BASIS
26 SEPTEMBER 2016 | SOURCE: MASHABLE 27 SEPTEMBER 2016 | SOURCE: MASHABLE
POPULARITY OF (E)SPORTS BY AGE
AMONG MALE MILLENNIALS | AMERICAN SPORTS* AND ESPORTS**
*Includes Americans who have indicated that they have viewed the sport in the past three months.
**Includes Americans who have indicated that they watch esports content at least once per month (Esports Enthusiasts).
Derived from Newzoo’s Esports Consumer Insights performed in 27 countries.
76%
of Esports Enthusiasts
state that their esports
viewing is taking away
from hours they used to
spend on viewing sports
65%
of Esports Enthusiasts in
the US actively uses
Instagram vs. 44% of
online population
9
0%
10%
20%
30%
40%
50%
60%
70%
AMERICAN FOOTBALL
BASKETBALL
BASEBALL
ICE HOCKEY
ESPORTS
OF ALL MALE
MILLENNIALS
22%WATCHES
ESPORTS
21-3510-20 36-50 51-65
POPULARITY OF (E)SPORTS BY AGE
AMONG ALL MILLENNIALS | AMERICAN SPORTS* AND ESPORTS**
10
0%
10%
20%
30%
40%
50%
60%
10-20 21-35 36-50 51-65
BASEBALL
ICE HOCKEY
ESPORTS
*Includes Americans who have indicated that they have viewed the sport in the past three months.
**Includes Americans who have indicated that they watch esports content at least once per month (Esports Enthusiasts).
Derived from Newzoo’s Esports Consumer Insights performed in 27 countries.
AMERICAN FOOTBALL
BASKETBALL
OF ALL
MILLENNIALS
15%WATCHES
ESPORTS
56%
of American football
viewers are over
the age of 35
vs. 27% for esports
58%
of Esports Enthusiasts
in the US have a very
positive brand
attitude toward Nike
vs. 42% of gamers
BASKETBALL VS. ESPORTS FANS: AGE & OVERLAP
11
AGE/GENDER SPLIT FOR BASKETBALL FANS AND ESPORTS ENTHUSIASTS* | US | AGE 10 - 65 | 2016
79.9M
ALL FREQUENT US
BASKETBALL VIEWERS
US ESPORTS ENTHUSIASTS THAT DO
NOT WATCH BASKETBALL
M10-20
M21-35
M36-50
M51-65
F10-20
F21-35
F36-50
F51-65
12%
38%
17%
4%
9%
15%
6%
53%
Aged 21-35
13%
17%
18%
13%
8%
11%
10%
8%
29%
Aged 21-35
*Esports Enthusiasts defined by viewing professional esports at least once a month.
Source: Newzoo 2016 Esports Consumer Insights
US ESPORTS ENTHUSIASTS THAT
ALSO WATCH BASKETBALL
+
BASKETBALL ONLY FANS ESPORTS & BASKETBALL FANS ESPORTS ONLY FANS
9.6M 10.3M
FOOTBALL VS. ESPORTS FANS: AGE & OVERLAP
12
AGE/GENDER SPLIT FOR FOOTBALL FANS AND ESPORTS ENTHUSIASTS* | US | AGE 10 - 65 | 2016
110.2M
ALL FREQUENT US
FOOTBALL VIEWERS
US ESPORTS ENTHUSIASTS THAT DO
NOT WATCH FOOTBALL
M10-20
M21-35
M36-50
M51-65
F10-20
F21-35
F36-50
F51-65
16%
37%
14%
2%
8%
16%
7%1%
53%
Aged 21-35
10%
13%
18%
14%
8%
12%
13%
11%
25%
Aged 21-35
*Esports Enthusiasts defined by viewing professional esports at least once a month.
Source: Newzoo 2016 Esports Consumer Insights
US ESPORTS ENTHUSIASTS THAT
ALSO WATCH FOOTBALL
+
ALL FOOTBALL FANS ESPORTS & FOOTBALL FANS ESPORTS ONLY FANS
8.7M 11.3M
BASEBALL VS. ESPORTS FANS: AGE & OVERLAP
13
AGE/GENDER SPLIT FOR BASEBALL FANS AND ESPORTS ENTHUSIASTS* | US | AGE 10 - 65 | 2016
43.1M
ALL FREQUENT US
BASEBALL VIEWERS
US ESPORTS ENTHUSIASTS THAT DO
NOT WATCH BASEBALL
M10-20
M21-35
M36-50
M51-65
F10-20
F21-35
F36-50
F51-65
12%
38%
17%
4%
9%
15%
6%
51%
Aged 21-35
*Esports Enthusiasts defined by viewing professional esports at least once a month.
Source: Newzoo 2016 Esports Consumer Insights
US ESPORTS ENTHUSIASTS THAT
ALSO WATCH BASEBALL
+
ALL BASEBALL FANS ESPORTS & BASEBALL FANS ESPORTS ONLY FANS
6.6M 13.4M
13%
17%
18%
13%
8%
11%
10%
8%
28%
Aged 21-35
ICE HOCKEY VS. ESPORTS FANS: AGE & OVERLAP
14
AGE/GENDER SPLIT FOR ICE HOCKEY FANS AND ESPORTS ENTHUSIASTS* | US | AGE 10 - 65 | 2016
36.6M
ALL FREQUENT US
ICE HOCKEY VIEWERS
US ESPORTS ENTHUSIASTS THAT DO
NOT WATCH ICE HOCKEY
M10-20
M21-35
M36-50
M51-65
F10-20
F21-35
F36-50
F51-65
18%
35%
14%
4%
8%
14%
8%
49%
Aged 21-35
10%
15%
24%
15%
8%
12%
8%
8%
28%
Aged 21-35
*Esports Enthusiasts defined by viewing professional esports at least once a month.
Source: Newzoo 2016 Esports Consumer Insights
US ESPORTS ENTHUSIASTS THAT
ALSO WATCH ICE HOCKEY
+
ALL ICE HOCKEY FANS ESPORTS & ICE HOCKEY FANS ESPORTS ONLY FANS
3.5M 16.5M
POPULARITY AMONG
ESPORTS ENTHUSIASTS
FACTS ON &
FOR BRANDS3
15
© Newzoo
THE DIGITAL NATIVE ESPORTS ENTHUSIAST
16
IDENTIFYING, PROFILING, AND SIZING THE MATCH WITH BRANDS | US
PROFILES WITH LOCAL
BRANDS ALSO AVAILABLE
FOR 26 OTHER COUNTRIES
35% has subscription
vs. 13% of online population
22% watches
vs. 13% of online
population
52% has a subscription
vs. 29% of online population
65%
actively uses
vs. 44% of online
population
17% played in the
past 3 months
vs 5% of gamers
58% has very
positive brand attitude
vs. 42% of gamers
30% has
very positive
brand attitude
vs. 19% of gamers
42% owns an iPhone
vs. 38% of online population
39%
played in the
past 3 months
vs. 17% of gamers
20% streams
through Twitch
vs. 3% of gamers
39% has a
subscription
vs. 28% of online
population
46% uses Google Play
vs. 44% of online population
35% owns a
Samsung phone
vs. 31% of online
population
ESPORTS CONSUMER INSIGHTS TOPICS (I)
17
AVAILABLE FOR 27 INDIVIDUAL COUNTRIES | 2016
Frequency - streaming games to
Twitch, YouTube and YouTube
Gaming
Frequency - streaming games to
Douyu and Huya (China only)
Frequency - publishing video game
content on YouTube, YouTube
Gaming, Facebook and Mobcrush
Frequency - publishing video game
content on Douyu and Huya (China
only)
Frequency - watching pre-recorded
video games on YouTube, YouTube
Gaming, Facebook and Mobcrush
Frequency - watching pre-recorded
video games on Douyu and Huya
(China only)
Type of game content watched
Frequency - watching esports
ESPORTS
The variables below can be used to
analyze the Esports Enthusiast,
Occasional Esports viewer and
gamers involved in Esports. All the
Esports variables are shown below:
Esports awareness & involvement
Watch live streamed content of
video games
Watch pre-recorded content of
video games
Stream live content of playing
video games
Publish pre-recorded content of
playing video games
Frequency - watching game video
streams on Twitch, YouTube and
YouTube Gaming
Frequency - watching game video
streams on Douyu and Huya (China
only)
DEMOGRAPHICS
Gender
Age
Education*
Income
Work situation
Home situation
Hobbies and general interests
Sports watched
Sports practiced
MEDIA, RETAIL &
TECHNOLOGY
Time spent on various activities
(using internet, reading, listening to
music, watching TV/video, social
networks, online shopping)
Purchase of prepaid cards for
online credit or (virtual) products
Mobile phone brand
Mobile network operator*
Social networks used*
TV channels watched*
Online shopping websites used*
Stores visited*
Digital media subscriptions
(Spotify, Netflix, HBO, Google Play
Music, Individual Twitch
channel/Twitch Turbo, Amazon
Prime streaming services, Apple
Music)
Bet or wager online for real money
in relation to sports
Bet or wager online for real money
in relation to esports
Brand attitude (Nvidia, AMD, Intel,
HP, HTC, Samsung, Amazon,
Google, Pepsi, Coca Cola, Red Bull,
Heineken, Monster)
*Country-specific topics.
ESPORTS CONSUMER INSIGHTS TOPICS (II)
AVAILABLE FOR 27 INDIVIDUAL COUNTRIES | 2016
PC / LAPTOP
Favorite genres on PC/Laptop
PC/Laptop Franchises (e.g. World of Tanks,
World of Warcraft, Smite, Starcraft,
CrossFire, Dota 2, League of Legends)
CONSOLE
Favorite genres on console
Console Franchises (e.g. Call of Duty, FIFA,
NFS, Assassin’s Creed, Battlefield, Dragon
Age, Grand Theft Auto, Just Dance)
*Country-specific topics.
39%
of Esports Enthusiasts
in the US uses AT&T
as mobile service
provider
vs. 28% of online
population
18
GAME BEHAVIOR
Total number of (non-)gamers
Players per market segment:
Play frequency per market segment
Time spent playing on PC/Laptop and Console
Money spent on gaming hardware
Ownership of all peripheral types & brand ownership
Source to discover new games
Ownership of video capture hardware (e.g. Elegato,
Hauppauge)
Gamers segmentation - Casual, Midcore, Core
PAYMENT BEHAVIOR
Money spent on PC/Laptop and Console
Payment methods on PC/Laptop
MOBILE
Mobile franchises (e.g. Candy Crush Saga, Game of War,
Vainglory, Angry Birds, MARVEL Contest of Champions)
Interest in playing co-operative and competitive mobile games
YOUR PARTNER IN ESPORTS INTELLIGENCE
THREE SERVICES THAT CAN HELP YOU BE SUCCESSFUL IN THE ESPORTS MARKET
19
The ultimate way to understand consumer
behavior related to esports on a global and local
level. More than 200 variables can be used to
perform segmentation and analysis that suit your
product and brand. Client brands are integrated
in the research effort. Starting at $3,900/yr.
AMERICAS EUROPE SOUTHEAST ASIA REST OF APAC
UNITED STATES
CANADA
BRAZIL
MEXICO
UNITED KINGDOM
GERMANY
FRANCE
NETHERLANDS
BELGIUM
SPAIN
ITALY
SWEDEN
TURKEY
POLAND
RUSSIA
SINGAPORE
MALAYSIA
PHILIPPINES VIETNAM
THAILAND
INDONESIA
CHINA
SOUTH KOREA
JAPAN
TAIWAN
AUSTRALIA
ARGENTINA
3. ESPORTS CONSUMER
INSIGHTS FOR BRANDS
1. ESPORTS TRENDS &
MARKET PROJECTIONS
2. ESPORTS FRANCHISE
POPULARITY TRACKER
The authoritative report on global esports. The
annual and quarterly update reports, in
combination with an online dashboard with
audience and revenue projections, ensure that you
keep up in this fast-moving space.
Subscribe for $6,900/yr.
The popularity of game franchises differs greatly
per territory. Newzoo tracks and reports monthly
on the game behavior of 12 million PC game
enthusiasts in the Western world. This is
combined with day-to-day tracking of Twitch
activity. Starting at $4,900/yr.
ARE YOU AN ESPORTS TEAM?
We have a special relationship with several of the world’s
top esports teams. To know more about how we support
esports teams, contact Newzoo’s head of esports, Pieter van
den Heuvel.
CONTACT
Pieter van den Heuvel
Head of Esports
pieter@newzoo.com
Wybe Schutte
VP Business Development
wybe@newzoo.com

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Why Sports and Brands Want to Be in ESports

  • 1. FEATURING A COMPARATIVE ANALYSIS OF AMERICAN SPORTS & ESPORTS WHY SPORTS & BRANDS WANT TO BE IN ESPORTS FREE DATA REPORT OCTOBER 2016
  • 2. “Gaming is what every traditional sports league is desperate to become: young, global, digital, and increasingly diverse.” – ESPN Magazine
  • 3. Our global esports consumer research involved more than 60,000 invite-only respondents from 27 countries INTRO: ESPORTS INSIGHTS FOR BRANDS WORLD’S LARGEST ESPORTS CONSUMER RESEARCH PROJECT FOR BRANDS 3 Three years ago, when we started researching, modelling, and reporting on the esports landscape, our clients were primarily game publishers or companies with a direct interest in gaming. This has changed enormously over the past years. Not only do we find ourselves working for almost all global digital media and hardware companies, but our subscribers now include some of world’s biggest sports clubs and venues, telecom service providers, broadcast media, and consumer brands. This illustrates how games are leading the media and entertainment business toward a new future that it has more in common with than not. Games bring innovation to tech and consumer business models, as well as the ability to engage with and actively involve the younger generations. Traditional and digital media bring experi- ence in providing advertisers with an effective commu- nication platform. Ultimately, it’s about matching consumers and brands. This is exactly what our global esports consumer research does. SEGMENTATION FOR BRANDS Each brand uses its own segmentation of its target consumers. Using 200+ variables in our consumer insights, we can match our data to any segmentation, enabling brands to size and profile the opportunity for their involvement in esports. MAIN RESEARCH TOPICS Demographics Lifestyle Media behavior Mobile preferences Local media brands Esports engagement Game behavior AMERICAS EUROPE SOUTHEAST ASIA REST OF APAC UNITED STATES CANADA BRAZIL MEXICO UNITED KINGDOM GERMANY FRANCE NETHERLANDS BELGIUM SPAIN ITALY SWEDEN TURKEY POLAND RUSSIA SINGAPORE MALAYSIA PHILIPPINES VIETNAM THAILAND INDONESIA CHINA SOUTH KOREA JAPAN TAIWAN AUSTRALIA ARGENTINA Pieter van den Heuvel Head of Esports
  • 4. WHY SPORTS AND BRANDS WANT TO BE IN ESPORTS KEY FACTS & TRENDS1 4
  • 5. WHY SPORTS & BRANDS WANT TO BE IN ESPORTS THREE KEY REASONS WHY MEDIA, BRANDS, AND SPORTS ARE EMBRACING ESPORTS AND DRIVING GROWTH SPORTS TEAMS INVESTING INTO ESPORTS ESPORTS TEAMS LEADING ESPORTS GROWTH MAINSTREAM BRANDS SPONSORING ESPORTS BROADCAST MEDIA REPORTING ON ESPORTS 1. REACHING THE UNREACHABLES: THE MILLENNIALS 2. GAMES HAVE BECOME A GLOBAL SPECTATOR SPORT 3. A MULTIBILLION DOLLAR BUSINESS IN THE MAKING If esports would generate as much revenues per fan as the NBA, it would be a $2.5Bnbusiness today, or 5 times what it is now Of all the 200+ million Occasional Viewers and Esports Enthusiasts worldwide, 40%do not play the games they watch Among US men aged 21 to 35, esports is as popular as baseball & ice hockey: 22%watch esports frequently 5
  • 6. THE CURRENT STATE OF ESPORTS: MATURING 6 THREE KEY DEVELOPMENTS DRIVING ESPORTS GROWTH AND PROFESSIONALIZATION ESPORTS AUDIENCE NOW AND IN 2019 ESPORTS REVENUES NOW AND IN 2019 2016 148M 2019 215M 2016 144M 2016 212M ENTHUSIASTS OCCASIONAL VIEWERS ENTHUSIASTS OCCASIONAL VIEWERS 2016 $493M 2019 $1.1Bn PER FAN $3.3 PER FAN $5.2 TOTAL REVENUES REVENUES PER FAN TOTAL REVENUES REVENUES PER FAN CAGR +17% CAGR +37% 1. EVENTS GROW BIGGER AND BIGGER 2. LOCAL LEAGUES EXPLODE 3. INDUSTRY PROFESSIONALIZES Prize money $20M Unique viewers 36M Attendees 100K Employees >350 Anti-cheating body Accepted as official athletes
  • 8. AMERICAN SPORTS & ESPORTS EMBRACE 8 NEW INVESTMENTS AND PARTNERSHIPS HIT THE NEWS ON A DAILY BASIS 26 SEPTEMBER 2016 | SOURCE: MASHABLE 27 SEPTEMBER 2016 | SOURCE: MASHABLE
  • 9. POPULARITY OF (E)SPORTS BY AGE AMONG MALE MILLENNIALS | AMERICAN SPORTS* AND ESPORTS** *Includes Americans who have indicated that they have viewed the sport in the past three months. **Includes Americans who have indicated that they watch esports content at least once per month (Esports Enthusiasts). Derived from Newzoo’s Esports Consumer Insights performed in 27 countries. 76% of Esports Enthusiasts state that their esports viewing is taking away from hours they used to spend on viewing sports 65% of Esports Enthusiasts in the US actively uses Instagram vs. 44% of online population 9 0% 10% 20% 30% 40% 50% 60% 70% AMERICAN FOOTBALL BASKETBALL BASEBALL ICE HOCKEY ESPORTS OF ALL MALE MILLENNIALS 22%WATCHES ESPORTS 21-3510-20 36-50 51-65
  • 10. POPULARITY OF (E)SPORTS BY AGE AMONG ALL MILLENNIALS | AMERICAN SPORTS* AND ESPORTS** 10 0% 10% 20% 30% 40% 50% 60% 10-20 21-35 36-50 51-65 BASEBALL ICE HOCKEY ESPORTS *Includes Americans who have indicated that they have viewed the sport in the past three months. **Includes Americans who have indicated that they watch esports content at least once per month (Esports Enthusiasts). Derived from Newzoo’s Esports Consumer Insights performed in 27 countries. AMERICAN FOOTBALL BASKETBALL OF ALL MILLENNIALS 15%WATCHES ESPORTS 56% of American football viewers are over the age of 35 vs. 27% for esports 58% of Esports Enthusiasts in the US have a very positive brand attitude toward Nike vs. 42% of gamers
  • 11. BASKETBALL VS. ESPORTS FANS: AGE & OVERLAP 11 AGE/GENDER SPLIT FOR BASKETBALL FANS AND ESPORTS ENTHUSIASTS* | US | AGE 10 - 65 | 2016 79.9M ALL FREQUENT US BASKETBALL VIEWERS US ESPORTS ENTHUSIASTS THAT DO NOT WATCH BASKETBALL M10-20 M21-35 M36-50 M51-65 F10-20 F21-35 F36-50 F51-65 12% 38% 17% 4% 9% 15% 6% 53% Aged 21-35 13% 17% 18% 13% 8% 11% 10% 8% 29% Aged 21-35 *Esports Enthusiasts defined by viewing professional esports at least once a month. Source: Newzoo 2016 Esports Consumer Insights US ESPORTS ENTHUSIASTS THAT ALSO WATCH BASKETBALL + BASKETBALL ONLY FANS ESPORTS & BASKETBALL FANS ESPORTS ONLY FANS 9.6M 10.3M
  • 12. FOOTBALL VS. ESPORTS FANS: AGE & OVERLAP 12 AGE/GENDER SPLIT FOR FOOTBALL FANS AND ESPORTS ENTHUSIASTS* | US | AGE 10 - 65 | 2016 110.2M ALL FREQUENT US FOOTBALL VIEWERS US ESPORTS ENTHUSIASTS THAT DO NOT WATCH FOOTBALL M10-20 M21-35 M36-50 M51-65 F10-20 F21-35 F36-50 F51-65 16% 37% 14% 2% 8% 16% 7%1% 53% Aged 21-35 10% 13% 18% 14% 8% 12% 13% 11% 25% Aged 21-35 *Esports Enthusiasts defined by viewing professional esports at least once a month. Source: Newzoo 2016 Esports Consumer Insights US ESPORTS ENTHUSIASTS THAT ALSO WATCH FOOTBALL + ALL FOOTBALL FANS ESPORTS & FOOTBALL FANS ESPORTS ONLY FANS 8.7M 11.3M
  • 13. BASEBALL VS. ESPORTS FANS: AGE & OVERLAP 13 AGE/GENDER SPLIT FOR BASEBALL FANS AND ESPORTS ENTHUSIASTS* | US | AGE 10 - 65 | 2016 43.1M ALL FREQUENT US BASEBALL VIEWERS US ESPORTS ENTHUSIASTS THAT DO NOT WATCH BASEBALL M10-20 M21-35 M36-50 M51-65 F10-20 F21-35 F36-50 F51-65 12% 38% 17% 4% 9% 15% 6% 51% Aged 21-35 *Esports Enthusiasts defined by viewing professional esports at least once a month. Source: Newzoo 2016 Esports Consumer Insights US ESPORTS ENTHUSIASTS THAT ALSO WATCH BASEBALL + ALL BASEBALL FANS ESPORTS & BASEBALL FANS ESPORTS ONLY FANS 6.6M 13.4M 13% 17% 18% 13% 8% 11% 10% 8% 28% Aged 21-35
  • 14. ICE HOCKEY VS. ESPORTS FANS: AGE & OVERLAP 14 AGE/GENDER SPLIT FOR ICE HOCKEY FANS AND ESPORTS ENTHUSIASTS* | US | AGE 10 - 65 | 2016 36.6M ALL FREQUENT US ICE HOCKEY VIEWERS US ESPORTS ENTHUSIASTS THAT DO NOT WATCH ICE HOCKEY M10-20 M21-35 M36-50 M51-65 F10-20 F21-35 F36-50 F51-65 18% 35% 14% 4% 8% 14% 8% 49% Aged 21-35 10% 15% 24% 15% 8% 12% 8% 8% 28% Aged 21-35 *Esports Enthusiasts defined by viewing professional esports at least once a month. Source: Newzoo 2016 Esports Consumer Insights US ESPORTS ENTHUSIASTS THAT ALSO WATCH ICE HOCKEY + ALL ICE HOCKEY FANS ESPORTS & ICE HOCKEY FANS ESPORTS ONLY FANS 3.5M 16.5M
  • 16. © Newzoo THE DIGITAL NATIVE ESPORTS ENTHUSIAST 16 IDENTIFYING, PROFILING, AND SIZING THE MATCH WITH BRANDS | US PROFILES WITH LOCAL BRANDS ALSO AVAILABLE FOR 26 OTHER COUNTRIES 35% has subscription vs. 13% of online population 22% watches vs. 13% of online population 52% has a subscription vs. 29% of online population 65% actively uses vs. 44% of online population 17% played in the past 3 months vs 5% of gamers 58% has very positive brand attitude vs. 42% of gamers 30% has very positive brand attitude vs. 19% of gamers 42% owns an iPhone vs. 38% of online population 39% played in the past 3 months vs. 17% of gamers 20% streams through Twitch vs. 3% of gamers 39% has a subscription vs. 28% of online population 46% uses Google Play vs. 44% of online population 35% owns a Samsung phone vs. 31% of online population
  • 17. ESPORTS CONSUMER INSIGHTS TOPICS (I) 17 AVAILABLE FOR 27 INDIVIDUAL COUNTRIES | 2016 Frequency - streaming games to Twitch, YouTube and YouTube Gaming Frequency - streaming games to Douyu and Huya (China only) Frequency - publishing video game content on YouTube, YouTube Gaming, Facebook and Mobcrush Frequency - publishing video game content on Douyu and Huya (China only) Frequency - watching pre-recorded video games on YouTube, YouTube Gaming, Facebook and Mobcrush Frequency - watching pre-recorded video games on Douyu and Huya (China only) Type of game content watched Frequency - watching esports ESPORTS The variables below can be used to analyze the Esports Enthusiast, Occasional Esports viewer and gamers involved in Esports. All the Esports variables are shown below: Esports awareness & involvement Watch live streamed content of video games Watch pre-recorded content of video games Stream live content of playing video games Publish pre-recorded content of playing video games Frequency - watching game video streams on Twitch, YouTube and YouTube Gaming Frequency - watching game video streams on Douyu and Huya (China only) DEMOGRAPHICS Gender Age Education* Income Work situation Home situation Hobbies and general interests Sports watched Sports practiced MEDIA, RETAIL & TECHNOLOGY Time spent on various activities (using internet, reading, listening to music, watching TV/video, social networks, online shopping) Purchase of prepaid cards for online credit or (virtual) products Mobile phone brand Mobile network operator* Social networks used* TV channels watched* Online shopping websites used* Stores visited* Digital media subscriptions (Spotify, Netflix, HBO, Google Play Music, Individual Twitch channel/Twitch Turbo, Amazon Prime streaming services, Apple Music) Bet or wager online for real money in relation to sports Bet or wager online for real money in relation to esports Brand attitude (Nvidia, AMD, Intel, HP, HTC, Samsung, Amazon, Google, Pepsi, Coca Cola, Red Bull, Heineken, Monster) *Country-specific topics.
  • 18. ESPORTS CONSUMER INSIGHTS TOPICS (II) AVAILABLE FOR 27 INDIVIDUAL COUNTRIES | 2016 PC / LAPTOP Favorite genres on PC/Laptop PC/Laptop Franchises (e.g. World of Tanks, World of Warcraft, Smite, Starcraft, CrossFire, Dota 2, League of Legends) CONSOLE Favorite genres on console Console Franchises (e.g. Call of Duty, FIFA, NFS, Assassin’s Creed, Battlefield, Dragon Age, Grand Theft Auto, Just Dance) *Country-specific topics. 39% of Esports Enthusiasts in the US uses AT&T as mobile service provider vs. 28% of online population 18 GAME BEHAVIOR Total number of (non-)gamers Players per market segment: Play frequency per market segment Time spent playing on PC/Laptop and Console Money spent on gaming hardware Ownership of all peripheral types & brand ownership Source to discover new games Ownership of video capture hardware (e.g. Elegato, Hauppauge) Gamers segmentation - Casual, Midcore, Core PAYMENT BEHAVIOR Money spent on PC/Laptop and Console Payment methods on PC/Laptop MOBILE Mobile franchises (e.g. Candy Crush Saga, Game of War, Vainglory, Angry Birds, MARVEL Contest of Champions) Interest in playing co-operative and competitive mobile games
  • 19. YOUR PARTNER IN ESPORTS INTELLIGENCE THREE SERVICES THAT CAN HELP YOU BE SUCCESSFUL IN THE ESPORTS MARKET 19 The ultimate way to understand consumer behavior related to esports on a global and local level. More than 200 variables can be used to perform segmentation and analysis that suit your product and brand. Client brands are integrated in the research effort. Starting at $3,900/yr. AMERICAS EUROPE SOUTHEAST ASIA REST OF APAC UNITED STATES CANADA BRAZIL MEXICO UNITED KINGDOM GERMANY FRANCE NETHERLANDS BELGIUM SPAIN ITALY SWEDEN TURKEY POLAND RUSSIA SINGAPORE MALAYSIA PHILIPPINES VIETNAM THAILAND INDONESIA CHINA SOUTH KOREA JAPAN TAIWAN AUSTRALIA ARGENTINA 3. ESPORTS CONSUMER INSIGHTS FOR BRANDS 1. ESPORTS TRENDS & MARKET PROJECTIONS 2. ESPORTS FRANCHISE POPULARITY TRACKER The authoritative report on global esports. The annual and quarterly update reports, in combination with an online dashboard with audience and revenue projections, ensure that you keep up in this fast-moving space. Subscribe for $6,900/yr. The popularity of game franchises differs greatly per territory. Newzoo tracks and reports monthly on the game behavior of 12 million PC game enthusiasts in the Western world. This is combined with day-to-day tracking of Twitch activity. Starting at $4,900/yr. ARE YOU AN ESPORTS TEAM? We have a special relationship with several of the world’s top esports teams. To know more about how we support esports teams, contact Newzoo’s head of esports, Pieter van den Heuvel. CONTACT Pieter van den Heuvel Head of Esports pieter@newzoo.com Wybe Schutte VP Business Development wybe@newzoo.com