SuperData released its 2016 eSports Market Report, and the business is not slowing down. Highlights:
- Value: “Valuing the total eSports revenue at$892.8M in 2016E, year-over-year revenue growth is largely a result of more brands and advertisers entering the market.” SuperData adds: “Global revenue for the worldwide eSports market totals $892.8M in 2016E, up 19% YoY.”
- Where the revenue comes from: “Direct consumer revenue grew 36% YoY, as eSports enthusiasts spend $231M on tickets, merchandise and prize pool contributions, among others. Asia, worth $328M, still leads the market, but is giving way to North America and Europe.” SuperData adds: “Asia leads the current global eSports market with $328M in revenues, followed by North America ($275M) and Europe ($269M).”
- $1B is around the corner: “By 2018E, the market is set to reach $1.1B with the growth of direct revenue source sources such as betting sites and amateur tournament platforms.”
- Revenue: “Direct consumer revenue grew 36% YoY, as eSports enthusiasts spend $231M on tickets, merchandise and prize pool contributions, among others.”
- Lots of men: “eSports audiences are predominantly male (85%), and nearly half (46%) are between 18 and 25 years old.”
- Marketing & Media: “eSports are becoming more mainstream and that has attracted traditional media channels like TBS and ESPN. So far, fans have had to seek out platforms to watch tournaments and players, but now people can stumble upon eSports while flipping through channels. Even old-fashioned brands are taking notice and there is a growing interest in advertising to the coveted millennial male demographic on a medium they know well.”
- Audiences: “Over 213.8 people watch competitive gaming this year, and is on track to reach a global audience of 303M by 2019E.”
