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eSport
1.
Source:Wikipedia,theFreeEncyclopedia/JacobWolf,ESPNStaffWriter What’seSports? eSport(alsoknownaselectronicsports,esports,e-sports,competitive(video)gaming, professional(video)gaming,orprogaming)areaformofcompetitionthatisfacilitatedby electronicsystems,particularlyvideogames;theinputofplayersandteamsaswellasthe outputoftheeSportssystemaremediatedbyhuman-computerinterfaces. Mostcommonly,eSportstaketheformoforganized,multiplayervideogame competitions,particularlybetweenprofessionalplayers.Themostcommonvideogame genresassociatedwitheSportsarereal-timestrategy,fighting,first-personshooter(FPS), andmultiplayeronlinebattlearena(MOBA).TournamentssuchasTheInternational,the LeagueofLegendsWorldChampionship,theEvolutionChampionshipSeriesandtheIntel ExtremeMastersprovidelivebroadcastsofthecompetition,andprizemoneyto competitors. SooninOlympicGames?SooninOlympicGames? WecouldseeesportsbecomeanofficialpartoftheOlympicGamesby2020.The Internationale-SportsFederation(IeSF),aSouthKoreanorganization,hasreceiveda responsefromtheInternationalOlympicCommittee(IOC)outliningtheprocessandnext stepstoallowesportstoberecognizedasanOlympicsport. eSport jareths.online
2.
ORLD IDE AUDIENCE Thereare2.2billionviewerswhohavea (high)interestinsports.Atthesametime, thereare2.1billiongamersworldwide. 56millionviewersarewatchingeSportson 58million“eSports-enthusiasts”in2012. 89million“eSports-enthusiasts”in2014 In2017145millioneSports-enthusiastsare expectedworldwide. 205millionviewersarewatchingeSports worldwide. 40%eSports-fanswhoarewatching competitiveeSportsarenotactiveplayers themselves.eSportsdeveloping“spectator”
ARKET Brandsareexpectedtospend$517million, brokendowninto: $155milliononadvertising, $266milliononsponsorship, $95milliononmediarights. Consideringtherapiddevelopmentof eSportscomparedtotraditionalsports, annualsaleswithinthenextfew yearscould exceed 1billionUSD. In2012,eSportsgeneratedarevenueof $130million $194millionin2014. in2017,$465millionareexpectedinsales. Source:Newzoo’sGlobalEsportsAudienceandRevenueModel “Esportsisnotonlygrowingexponentiallyasanew independentbusinessandindustry,it isalsoacceleratingtheconvergenceofvariousestablishedindustries.Forbrands,media, andentertainmentcompanies,esportsprovidesachancetocapitalizeonthefavorite pastimeofdigitalnativesandillennials:playinggamesandwatchinggamecontent. iththearrivaloflivestreamsandevents,gaminghasenteredtherealm ofbroadcasters andmediathatcannow applytheiradvertisingbusinessmodeltoamarketpreviouslyout ofreachforthem.” -Peterarman,CEOatNewzoo jareths.online
3.
Source:StatistaInc,Internetstatisticscompany/Newzoo’sGlobalEsportsAudienceandRevenueModel FACTS Coca-ColasponsorstheLeagueof Legends orldChampionships. Buffalo ild
ingsandArby's attachtheirnametoThe"ELeague,"a competition/realityshow that broadcastsgamesofCounter-Strike: GlobalOffensive. GeicoGeicohasa"pro-tip"serieson ajor LeagueGaming's LG.tv. RedBull,abrandsynonymouswith cutting-edgesportsmarketing,has madeamassivecommitmenttoesports. TheTheNBAannouncedapartnership withvideogamepublisherTake-Two InteractiveSoftwareInc.toform the NBA2KeLeague. TTwitch,receives2.1millionunique streamersamonth.It's84thonthe Alexarankingoftheworld'smost popularwebpages. $20millionprizepoolforthesixth InternationalDota2eSportstournament. AmazonacquiredTwitch(astreaming platform online)in2014fornearly$1 billion. LeagueofLegendsmadeover$1.6 billioninrevenuein2015. 269millionU.S.dollarswere generatedinUSAbyeSportindustry in2016. TheU.S.has18.7millioneSports enthusiastsandanother18.8million whoqualifyasoccasionalviewerstuning inonceamonth. orethanhalfofAmericaneSpo orethanhalfofAmericaneSportsfans areemployedfulltime,44%areparents and,38%arewomen. USA Some$Partnership jareths.online