2. Gaming industry
Considered by some as a curiosity in the mid-1970s, the computer and video
game industries have grown from focused markets to mainstream.
25 bln
62%
game industry posted strong sales in
2013, generating nearly $25 billion in
revenue
of gamers play games with others, either in-person
or online
Electronic sports (eSports) is a term for organized video
game competitions, especially between professionals. Related
terms include competitive gaming, professional gaming,
and cybersport
3. Facts about gaming industry
The average age of game players is:
35
The average age of the most frequent game
purchaser who buys computer and video games.
30
Under 18 yo
43%
77%
of gamers who play with others do so at least
one hour per week
18-35 years
of game players believe that computer and video
games give them the most value for their money.
36+ years
Gender
Gamers who are playing more video games than they did
three years ago are spending less time:
Male
58%
playing
board games
49%
watching
TV
47%
going to
the movies
44%
watching
movie
Female
4. Some facts about eSports
eSports very popular in following countries:
Most popular eSport disciplines:
Biggest eSports tournaments:
Average eSports event collects a large number of viewers online. The International 3
tournament collected 22 mln viewers with online peak 1mln within 4 days event.
In fact, a lot of gamers concentrated in CIS, but there is no big tournaments in
Russia. There is a big auditory which is not covered by any advertiser. We
should remember that gaming community is very closed but very loyal to any
advertiser which provide great journey to pro players and them as a viewers.
5. *clientname* support traditional sports but how about eSports?
VIDEO about eSports
<выбрать вдохновляющее видео>
We have a fantastic opportunity to earn the respect of the audience, and at the same
time show that the *clientn* looking to the future, where eSports will be on par with
the usual sports. Our slogan is “client slogan” and I believe that eSports tournament is
a great way to show non-traditional way to communicate with audience.