E-sports An Alternative Future for Televised Sports?
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The 20,000 foot view: E-sports continue to gain attention, with more brands seeking to enter the space populated as it is by a succession of new leagues, competitions and teams. But for all the hype, e-sports has not yet managed to deliver the scale of audience that the market activity warrants. This does not mean that e-sports will fail to meet expectations, but rather that the path to success may differ from that being currently followed. Traditional sports may feel little meaningful threat in the near term, but as Gen Z ages, they may find distinctions between televised sports and watching gamers play increasingly irrelevant.
Key findings:
-
of consumers attend e-sports events, a figure that varies little by market and that has been relatively flat since 2016
- The of that watch games videos represent addressable market for e-sports
- Gaming video are to gaming what televised are to live sports
- E-sports need build an organic base of event communities to drive longer-term of larger events
- A key is how e-sports will perform a live sport compared to
- IOC president Bach rejected e-sports’ consideration for Olympics in September 2018
- As Gen games fans age, current delineations televised sports and e-sports will less
Companies and brands mentioned in this report: Amazon, Audi, AT+T, BBC, Caffeine, Coca Cola, eNations Cup, ESPN, FIFA, Fortnite, Geico, Google, FIFA, IOC, Live Nation, McLaren, NBA, NBA League, Ninja, Stadia, Sky, The Olympics, Tfue, The World Series, Twitch, Visa, YouTube