CALL ON ➥8923113531 🔝Call Girls Hazratganj Lucknow best sexual service Online
YMS London 2015: Paris Davies, Pitch International - The Rise of eSports: A golden opportunity for youth-orientated brands
1.
2. WHAT IS eSPORTS?
eSports is the term used to describe the
world of competitive video gaming.
A bunch of lonely teenagers locked away
in dark rooms taking part in matches that
no one is interested in?
Not exactly……..
6. The gaming industry has
been growing at an
average of 10% year-on-
year and is on course to
surpass the music and film
industries combined.
SECTOR GROWTH
*Newzoo
7. GAMING PATHWAY
Mobile/Casual Gamer
Console & PC Enthusiasts
Online Players
Amateur Competitors
Semi-Professional
Eventers
Full-time
Professionals
The gaming universe is formed of a
number of different levels, starting
with the casual gamer and rising all
the way to the professional eSports
stars.
11. Video gaming is rapidly gaining ground on
the more traditional sports and compares
favourably with many of the most prestigious
events on the calendar
VIEWING FIGURES
UK
Football: Scotland v England 7,300,000 (ITV)
Six Nations England v Scotland 5,500,000 (BBC)
FA Cup Final 5,400,000 (ITV) & 250,000 (BTS1)
UEFA Champions League Final 4,900,000 (ITV) & 1,180,000 (SS1)
2011 Rugby World Cup Final 4,200,000 (ITV)
UEFA Champions League: Man U v
Olympiakos
3,600,000 (ITV)
England v India 1st Test 1,431,000 (SS2)
Gfinity G3 900,000 (unique viewers)
Heineken Cup Final 460,000 (SS2)
US Open Golf 446,000 (SS4)
Super League Grand Final 315,000 (SS1)
US Open Tennis Men’s Final 95,000 (SS3)
*Broadcast Audience Research Board
12. The UK eSports sector is fast approaching the
scale of traditional heartlands such as the
USA and South Korea.
The UK is the 5th largest games market in the
world and the 2nd largest games market in
Europe with an estimated 29.7 million regular
gamers. That represents almost 50% of the
UK population. Of this, 5.5 million are eSports
fans.
UK LANDSCAPE
*Global Sports Media Consumption Report
Premier
League Fans
20,512,000
Tennis Fans
17,307,000
F1 Fans
16,025,000
eSports Fans
5,500,000
13.
14. Males aged 16-34 make up the majority of
eSports enthusiasts in the US (43%) and
Western Europe (45%).
They are more likely than the average
gamer to be married, 52% versus 39%, and
have a full-time job, 71% versus 50%.
40% of eSports fans have a household
income of over £65,000
THIS IS MIKE
*Newzoo
15. As the popularity of eSports grows, so the
demographic is gradually widening - 31% of
eSports fans are now female.
& NOW…..
THIS IS MARY
Lilian Chen, Super Smash
Brothers Melee
*Newzoo
16. VALUBLE & SOCIAL
THEY ARE
The average eSports viewer
watches content19 times a
month, with a session length of
2.2 hours.
eSports is unique in having a
primary online broadcast
platform, offering brands a
revolutionary way of interacting
with consumers
eSports is inherently social and
ideally placed to drive
conversations and marketing
across Facebook, Twitter and
Instagram
This gives a total of 41.8 hours
per month, compared to the
average 22 hours per month
watched by UK football fans
*Newzoo, Global Sports Media Consumption Report
17. “The Super Bowl is a massively viewed event with 111+
million viewers every time it happens. But when you start to
layer on a gender and certain age split that we're very
interested in, it comes pretty far down. An audience [like] that
Riot (League of Legends) has created has actually eclipsed it
several fold. Viewership is growing in such an amazing way,
and unless you're in the games sphere it just doesn't
resonate.”
Matt Wolf
Coca Cola VP Gaming
22. SCALE OF OPPORTUNITY
Significant Audience
The Gfinity Championship will attract 50,000,000 views
worldwide over the season, with 25% from the UK.
Prized Demographic
Over half of eSports fans fall into the advertising
golden bracket of young, affluent males.
High Volume of Content
The Gfinity Championship will deliver over 900 hours of
premium content over seven months in 2015.
First Mover
This project represents the UK’s first and only
professional eSports league and offers a chance to
capitalize on a fast-growing sector