eSport is a form of solo or multiplayer online video-game (*LAN-party), using either a computer or a console.
eSport took flight at the end of the 1980s with the arrival of the first multiplayer network games. The best players meet at world tournaments such as the Electronic Sports World Cup (ESWC)
Snapshot of Consumer Behaviors of March 2024-EOLiSurvey (EN).pdf
eSport in short! Opportunities & State of Art in one infographic - EnjoyDigitAll by BNP Paribas
1. by
eSport licenses match the various games that compose
the Game World Cup. Each license include their own
tournaments and communities. On top...
It is essential to understand that each eSport franchise operates differently, and that a
successful campaign will take that into account. We are talking about one of a kind
communication strategy. Each franchise has its own community of players and
spectators. It is not possible to reach all of them through a single game.
The typical spectator is mostly male.
Among the survey respondents, 24%
of men declare having watched video
games against only 12% of women.
The takings for the European eSport
market should reach $345 million
in 2018.
62% of French people consider
video games to be a positive
activity.
NUMBER OF VIDEO
GAMES PLAYERS
20%
12 MILLION
IN 1999
of the French
population
53%
33 MILLION
IN 2017
of the French
population
AVERAGE TIME SPENT
PLAYING PER WEEK
eSport is a form of solo or multiplayer online video-game
(*LAN-party), using either a computer or a console.
eSport took flight at the end of the 1980s with the
arrival of the first multiplayer network games.
The best players meet at world tournaments such as the
Electronic Sports World Cup (ESWC), the Major League
Gaming (MLG), the Cyberathlete Professional League (CPL),
or the Evolution Championship Series (EVO).
TO COMPARE...
12 HOURS
VIDEO GAMES
6.22 hours
MUSIC
5.32 hours
READING
3RD CULTURAL OBJECT
regarding turnover in 2017
TAKINGS POSITIVESPECTATOR
1 FOYER SUR 2
POSSÈDE UNE CONSOLE
AVERAGE AGE
21 YO
IN 1999
34 YO
IN 2017*
*73% of players aged 18-24. 11 2233
€
€ €
€
€
€
: most sold cultural
object in France un 2017.
THE MEDIAS, CELEBRITIES, AND COMPANIES GET MORE AND MORE INVOLVED IN eSPORT
Ashton
KUTCHER
Shaquille
O’NEAL
Alex
RODRIGUEZ
Steve
AOKI
WILL WE SEE ESPORT AT PARIS OLYMPIC GAMES 2024?
Participants to the survey were
asked if they thought that eSport
should be represented at the next
Paris Olympic Games, and they
were mostly against it.
14%
30%
56%56%
UNFAVORABLE
OPINIONS
14%
FAVORABLE
30%
UNDECIDED
Since July 1st 2017, the status of
eSport paid professional players is
regulated by the Decree n.972
of May 9, 2017.
Renewable 1 to 5-year
fixed-term contract with
no waiting period.
5
FRANCHISES
represent 85% of total number of hours of
eSport watched on Twitch in May 2017
(League of Legends, Dota 2, Counter-Strike:
Global Offensive, Hearthstone, and Overwatch).
70%
OF ESPORT SPECTATORS
only follow the content of one of
the three main franchises (League
of Legends, Counter Strike: Go,
and Dota 2).
$15
BILLION
that's how much Tencent - the biggest
video game specialised company
worldwide - is ready to invest in eSport
in the next 5 years.
League of Legends spectators are less
prone to follow other games.
93% of League of Legends (LoL) spectators use Facebook,
while 79% of Dota 2 spectators use WhatsApp.
89% of LoL spectators have a good
opinion of the brand Nike.
Designed by
by
Sources : "European eSports Market" study, Superdata 2016 - AFJV (French Association for Video Games):
Newzoom report, What Esports Brand Suits Yours Best, 2017 • SELL: French trade association of
entertainment software publishers, L’essentiel du jeu video, July 2017 • Wikipedia • Gamingtub.com
WHO ARE THE FRENCH
GAMERS ?
VIDEO GAMES
$
$$
$
$
$
$
$
$
$
$4.2 M
CALL OF DUTY 2018
$2.6 M
SMITE 2015
$2.5 M
HALO 2016
$24 M
DOTA 2 2017
$4.9 M
LEAGUE OF LEGENDS 2017
*A LAN-party is a gathering of people in the
intent of playing video games together on a
localy established network.
eSPORT, ON PAR WITH
OTHER SPORTS ?
A BRANDING OPPORTUNITY?
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