While revenues for Esports aren’t “there” yet, males 18-34 sure are, and we know what that means
Over the past few years, esports have taken the gaming world by storm. Although China accounts for 57% of worldwide esports viewership, according to IHS Markit, the market in Europe has gained a lot of attention recently for its rapid growth.In the run-up to this week’s Wargaming.net 2017 World of Tanks Grand Finals in Moscow, one of the event’s sponsors, PayPal, commissioned SuperData Research to investigate the esports marketplace in 12 countries in Europe. The May 2017 study found that revenues derived from esports in the region totaled $301 million in 2016, and are expected to reach nearly $346 million in 2018.
Full Article: Esports Revenues in Europe to Reach $346 Million in 2018 – eMarketer
We’ve all heard about the demise of traditional broadcast media and the loss of the coveted 18-24 age demographic by advertisers being the main culprit dwindling TV advertising revenues. Of course, those following our Connected Society and Content is King themes know, it’s certainly not because that age group is spending LESS time in front of screens. They’re just in front of different screens, or in some cases, the same screen just not watching traditional programming.
A year or so ago we wrote about Madison Square Garden being sold out for an eSports event (it certainly wasn’t for a Knicks NBA Finals game). And then in April we shared how the University of Utah had created an e-Sports “varsity” program — essentially an intercollegiate gaming program.
As we all know, where the eyeballs are is where the advertisers will head. And once the ad dollars pour in we’ll see rapid expansion of the genre.