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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……..
THE REALITY
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
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.
Players
Teams
Training
Rules
Referees
Commentators
OF THE 21st CENTURY
Commercial
Tournaments
Broadcasters
Sponsors
Stadiums
Viewers
OF THE 21st CENTURY
DRIVEN BY
FANS
The International 2014
Prize Fund
$10,912,852
League of Legends Final
October 4, 2013
32 Million
Online Viewers
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
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
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
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
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
“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
GAMES
Sport
Simulator
Abbreviation
Fifa 15
Combat
First Person
Action
Abbreviation
COD
Fantasy
Strategy
Abbreviation
SC2
Fantasy
Strategy
Abbreviation
HS
Combat
First Person
Action
Abbreviation
CS:GO
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
Thank You

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YMS London 2015: Paris Davies, Pitch International - The Rise of eSports: A golden opportunity for youth-orientated brands

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  • 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……..
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  • 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.
  • 8. Players Teams Training Rules Referees Commentators OF THE 21st CENTURY Commercial Tournaments Broadcasters Sponsors Stadiums Viewers
  • 9. OF THE 21st CENTURY DRIVEN BY FANS
  • 10. The International 2014 Prize Fund $10,912,852 League of Legends Final October 4, 2013 32 Million Online Viewers
  • 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
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  • 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
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  • 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