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The burgeoning
evolution of eSports
From the fringes to front
and center
Consumer Intelligence Series
Competitive gaming has been around
almost as long as video games
themselves. Initially, much of the
competition centered around friends
challenging each other in a game of
Pinball. But this quickly transitioned
to organized tournaments beyond just
arcade games. The Space Invaders
Championship held by Atari in 1980
was the first large-scale video game
competition, attracting more than
10,000 participants across the United
States.1
This tournament, and the
others that have followed, set the
stage for what would ultimately
become eSports.
Some four decades later, has eSports
finally reached its tipping point? We
believe so.
For this survey, we defined eSports as
organized video game competitions
involving, for example, fighting (e.g.,
Mortal Kombat), first-person shooter
(e.g., Call of Duty), multiplayer online
battle arena (MOBA) tournaments
(e.g., League of Legends), or massively
multiplayer online (MMO) games
(e.g., World of Warcraft).
What is
eSports?
1
Digital Spy, “Gaming Like a Pro: An Overview of the
eSports Scene,” February 5, 2012.
PwC | The burgeoning evolution of eSports | 1
Shaking off the
social stigma
A negative stigma has long been
associated with the act of playing video
games: enthusiasts lack maturity,
motivation, sociability. Telling someone
you spent the weekend slaving over
your gaming console would make it
seem as though you’d sat alone in a
basement for three days partaking in
a slightly shameful activity. Yet, a slow
but steady shift has occurred over the
years, pushing the act of gaming closer
towards acceptance.
In the early 2000’s, the free-to-play
model made gaming more accessible,
which in turn delivered increased
interest from consumers and
publishers. With more people playing,
the gaming giants had the incentive to
invest in more entertainment. Pile on
the inventions of streaming and social
media, and you have a tipping point of
awareness and legitimization.
34%
57%
18-24 year olds
Self-identified
hardcore gamers
Highest awareness of eSports:
The not-so-secret
community
Social media has arguably been
the most powerful catalyst for the
mainstreaming of eSports. The chatter
started small in online forums, but this
medium was stunted by fragmentation
and limited availability. It wasn’t until
the world became more connected—
via the Internet and social media—
that the gaming community could
unite and flourish. Through Twitter
and Facebook, gaming enthusiasts
were finally unified and could
interact with one another seamlessly,
while remaining anonymously if
they preferred.
Enter Twitch in 2011 and eSports
finally had a home. Purchased for
nearly $1 billion by Amazon in 2014—
to shock and awe from media outlets
everywhere—Twitch helped transform
eSports from the ugly stepchild to
the star quarterback. Billing itself as
the first and largest social network
for video game fans, Twitch.tv is the
epicenter of the gaming movement we
see today. Last year alone, according
to Twitch, its users streamed 241
billion minutes of video—or 459,000
years’ worth.
Base: Total respondents when accounting for full sample before quota terminations
(n=2105); Q11. Are you aware of/have you heard of the term “eSports”?
“eSports is another
genre that can’t be
easily dismissed as
an underground
‘niche,’ or a mere
subset of the gaming
genre.”
– Chad Gutstein, CEO of
Machinima
2 | The burgeoning evolution of eSports | PwC
(CES) with a $50,000 “CS:GO”
tournament that feeds into a $2.4
million prize pool for 2016.
•	 March 2016: Yahoo! Inc.
announces the launch of
Yahoo eSports, a “new premier
destination for delivering
professional eSports coverage
across major games and events,
coupled with a comprehensive
product experience.”3
A global movement
eSports’ roots can be traced back
to South Korea, which pioneered
the space and has one of the most
established eSports organizations to
date. It’s taken the world some time to
catch up, but now that it has, we can
expect massive growth in involvement
and profitability. Says David Stern,
former commissioner of the National
Basketball Association, “An important
characteristic of eSports is the
combination of its Asian roots moving
into North America and Europe
with their installed infrastructure of
consoles and enthusiastic base of video
gamers. Just like social media, it’s a
global phenomenon without borders.”
The global eSports economy continues
to surge ahead, with revenue expected
to hit $463 million this year—a 43%
jump from 2015.4
The US is leading this global market
with a 38% share of revenues,
according to figures from research
firm Newzoo.5
Company CEO Peter
Warman forecasts the US will maintain
its lead and generate $175 million in
eSports revenue this year from online
advertising, sponsorships, media
rights, merchandise, tickets, and
additional publisher investment.
From trendy to mainstream
eSports is big . . . and getting bigger.
After years of slow and steady growth
under the radar, we now have a
phenomenon the country can no
longer ignore or question. The game’s
stardom continues to reach new
heights. Below are just a few of its most
recent notable accomplishments:
•	 August 2013: The League of
Legends Finals live competition sells
out LA’s Staples Center to more than
10,000 spectators
•	 September 2014: A small private
university in Chicago—Robert
Morris University—begins offering
scholarships to videogame players.
•	 Early 2016: Turner Sports
president Lenny Daniels says the
network will cover eSports “just
like it covers traditional sports like
Major League Baseball, the NBA,
and the NCAA Final Four.”2
•	 January 2016: ESPN launches a
specific eSports vertical.
•	 January 2016: Turner Sports
officially enters the eSports arena
at the Consumer Electronics Show
2
Fortune, Here’s why eSports is coming soon to a TV near you,” September 28, 2015.
3
Yahoo press release, “Yahoo Launches New Experience Dedicated to Esports,” March 2, 2016.
4, 5
Newzoo, “2016 Global Esports Market Report,” January 25, 2016.
From ugly stepchild to
star quarterback
Today, social media remains the
mainstay for eSports chatter. Twitter,
RedditNews, blogs, and forums have
all been created specifically to cover
the competition, with topics ranging
from game play to QAs with eSports’
most sought-after celebrities.
And much like the industry itself, the
growth in conversation about eSports
is increasing steadily. During our
3-month social listening campaign, we
uncovered a total of 278,000 mentions
of eSports. November 2015 yielded
fewer than 5,000 mentions. A scant
two months later—by January 2016—
that number had spiked ninefold to
more than 45,000 (driven in large
part by ESPN’s announcement of a
dedicated eSports vertical on TV).
Conversation took place mainly on
Twitter, with a small but significant
portion on forums.
“An important characteristic of eSports is
the combination of its Asian roots moving
into North America and Europe with their
installed infrastructure of consoles and
enthusiastic base of video gamers. Just like
social media, it’s a global phenomenon
without borders.”
– David Stern, former commissioner of the National Basketball Association
PwC | The burgeoning evolution of eSports | 3
A new world: growing
up gaming
Today, kids are being born into a world
where playing video games can be
as strategic as a quantitative math
problem. As the competition continues
to attract more attention and money, it
is moving out of the shadows, landing
squarely front and center for new
generations of enthusiasts.
July 2015 saw the launch of a new
Gen Y-focused live-action sitcom
from Disney XD: Gamer’s Guide to
Pretty Much Everything. The show
follows a young boy named Conor,
a professional video game player
who goes by the name of Kid Fury.
In November 2015, the show was
renewed for a second season.
Growing pains: is eSports
even a sport?
The gaming community has fought
long and hard for legitimacy in the
sports world. Take, for example,
ESPN’s recent investment in eSports.
While many fans were excited about
the national platform, equally as many
X Games fans claimed that eSports,
while competitive, are not legitimate
sports or “action sports.” Despite the
controversy among the community,
ESPN moved forward with its decision.
Says David Stern, former commissioner
of the National Basketball Association,
“Of course it is a ‘sport.’ It fills arenas
and stadia, has an OTT network built
on it (Twitch), and there is a robust
market in team purchases that seems
to be developing.”
Blaine Graboyes, CEO of eSports
arcade machine maker GameCo,
agrees. “There’s no question that
eSports is a ‘sport’ in the same sense as
football or baseball. eSports viewership
exceeds top traditional sporting events
such as the World Series and NBA
Final. eSports athletes are receiving
the same visa and drug testing as
traditional athletes. Sports stars such
as Shaq and A-Rod are investing in
eSports. A decade from now eSports
will have continued its growth and be
on par with today’s traditional sports.”
The eSports community recognizes they
have a long road ahead: to continue
educating the public on why their sport
is indeed, a real sport. It’s entirely
possible, though, that the growth or
success of eSports won’t be tied to
whether or not it’s acknowledged as a
sport, but rather whether the eSports
value pool is on par with traditional
sports and other sectors.
All the angst and uncertainty
notwithstanding, eSports has already
proven itself a worthy competitor. It’s
here to stay.
“The rise of social media,
live streaming, and
expanded distribution
options for broadcasts
of top level competition
have enabled eSports to
break down geographical
barriers in a way that
many traditional sports
have struggled with.”
– Mike Sepso, Senior Vice President of
Activision Blizzard Media Networks
4 | The burgeoning evolution of eSports | PwC
Survey overview and
study objectives
Through PwC’s ongoing Consumer
Intelligence Series, we gain directional
insights on consumer attitudes and
behaviors in the rapidly changing
media and technology landscape. This
report summarizes key findings from a
757-respondent survey6
conducted in
March 2016. The goal of this research
was to study the eSports landscape.
Specific objectives were to explore:
•	 Overall awareness level of eSports
•	 Who the eSports consumer is and
how they are interacting with
the sport
•	 Frequency of eSports interaction
and the change year-over-year (past
and future)
•	 Types of gaming content
that’s winning over the
eSports community
•	 Motivators behind eSports
viewership and participation
•	 Monetary implications derived
from eSports
•	 Likelihood of future eSports
involvement among current non-
consumers and deterrents/barriers
to doing so
How do we define eSports in
this survey?
What clarifies as an “eSport” is still in
question; even those entrenched in the
industry dispute various definitions
and parameters. For this survey,
we defined eSports as: Organized
video game competitions involving,
for example, fighting (e.g., Mortal
Kombat), first-person shooter (e.g.,
Call of Duty), multiplayer online battle
arena (MOBA) tournaments (e.g.,
League of Legends), or massively
multiplayer online (MMO) games
(e.g., World of Warcraft).
6
Demographics—56% male, 44% female
19% of sample: 18-24 years old
44% of sample: 25-34 years old
24% of sample: 35-49 years old
13% of sample: 50-64 years old
Census representation for ethnicity and race.
“Someone who puts
in hours of practice
a day, competes
against the best
in the world, and
has to endure
the pressure of a
massive fanbase
dissecting their
strategy certainly
deserves the title of
‘athlete’ to me.”
– Brian Selander, EVP of
Whistle Sports
PwC | The burgeoning evolution of eSports | 5
Key findings
The growth of eSports
Becoming a household name
•	 Total awareness jumped to 30% after a definition of eSports was given.
•	 Overall awareness was notably higher, unaided and aided, among millennials
and those who identified themselves as hardcore gamers.
How did you first learn about eSports?
Word-of-mouth was the primary awareness driver for all eSports consumers. It was
also the highest source of awareness for self-identified casual and new gamers.
For hardcore gamers, however, they first learned about eSports from online
gaming communities and other online user-generated sites (e.g. reddit).
Base: Total respondents when accounting for full sample before quota terminations
(n=2105); Q11. Are you aware of/have you heard of the term “eSports”?
Watcher, players, or both
20% of those surveyed are involved with eSports as watchers, players, or both.
Base: Total respondents when accounting for full sample before quota terminations
(n=2105); Q13. Have you ever watched and/or participated in an eSports event/
competition?
No involvement Involvement
No involvement
80%
Watch only
12%
Watch 
participate
6%
Participate only
2%
Do you know what eSports is?
Unaided, 15% of our survey respondents were aware of eSports.
P18-24
34%
15%
Total
respondents
Caucasian/
White
African
American
Asian Hardcore
gamer
Hispanic/
Latino
P25-34
25%
14% 14%
18%
23%
57%
7%
P35+
“A decade from now
eSports will be on
par with today’s
traditional sports.”
– CEO of eSports arcade machine
maker, GameCo, Inc.
6 | The burgeoning evolution of eSports | PwC
What does the eSports consumer look like?
A woman’s game, too
22% of women surveyed say they’re involved with eSports
vs. 18% of men. While this difference is relatively small, it
could indicate an early trend that women are just as, if not
more engaged with eSports than their male counterparts.
eSports
Consumer
vs
Non-eSports
Consumer
•	 Gender neutral
•	 Median age: 28
•	 69% P18-34
•	 Racially diverse
•	 More likely to own various tech devices (desktop
computer, connected TV, connected device, etc.)
•	 Spends more time in front of screens, whether gaming
or streaming video content
•	 Gender neutral
•	 Median age: 34
•	 55% P18-34
•	 Skews white
•	 Much less active on social media
•	 Less likely to invest in sports (i.e. buying tickets to a
Football game)
•	 Much less likely to play fantasy sports
“For success in
eSports, it’s critical to
recognize that today’s
‘average’ gamer is
not the stereotype of
a male teen in their
parents’ basement.”
– Cinnamon Booth, COO of
GameCo, Inc.
PwC | The burgeoning evolution of eSports | 7
The eSports viewer
Viewership on the rise
•	 Among total eSports viewers, 1 in 5 watch weekly.
•	 The eSports consumer averages 19 days of viewing per year.
•	 Asian and Hispanic viewers tend to watch more frequently (27 days and 23
days, respectively).
•	 Self-identified hardcore gamers watch most of all (averaging 32 days per year).
Traditional devices—laptop and desktop computers—win the game
•	 	57% of respondents who have watched an eSports competition have done so
on a laptop or desktop computer. This is more than any other device, making
traditional computers the preferred method of viewership.
•	 Laptop and desktop computers are even more popular among Asians (79%),
18-24 year olds (73%) and males (67%).
•	 Gaming consoles are being used more frequently among females (60%) and
hardcore gamers (56%).
Desktop or laptop computer
57%
Smartphone
26%
Gaming console
46%
Television
32%
Tablet
24%
In-person (live event)
12%
Base: Total eSports viewers (n=373); Q16. How does
the amount of eSports you currently watch compare
to how much you watched a year ago?
More
Is viewership up vs. a year ago?
Same
Less
36%
45%
19%
Base: Total eSports viewers (n=373); Q17. From the list below, please tell us how/
where you’ve watched eSports gaming/competitions (select all that apply).
8 | The burgeoning evolution of eSports | PwC
First-person shooter
rocks content
•	 First-person shooter games are the
#1 watched genre in eSports among
viewers, regardless of age, gender, or
type of gamer.
•	 Multiplayer online battle arena
competitions run a close second
for 18-24 year olds (47%), who are
significantly more likely to watch
the genre more than any other
age bracket.
Base: Total eSports viewers (n=373); Q18. Which of the below eSports genres do you
usually watch?
Base: Total eSports viewers (n=373), Male eSports viewers (n=217), Women eSports viewers (n=156), P18-24 eSports viewers
(n=89), P25-34 eSports viewers (n=169); Q23. From the list of reasons below, please select the ONE that best describes why you
watch eSports gaming/competitions.
0%
10%
20%
30%
I enjoy watching
my favorite
games being
played at the
highest level
I enjoy watching
competitions
Total eSports viewers Male Female P18-24 P25-34
I learn ways to
get better at the
video game I
like playing
I am interested
in the game
My friends are
watching/I feel
comfortable with
the eSports
community
I get to watch the
best players in
the world
I can follow all of
my favorite
players
Why watch eSports?
Boom, Boom, Pow!
63% 37%
28% 5%
36%
First person shooter Multiplayer online
battle arena
Massively multiplayer
online games
Other
Fighting
Men like competition; women enjoy social interaction
•	 We see some of the biggest gender differences here. Men appear to be watching eSports from a competitive lens—they not
only enjoy watching their favorite games being played at the highest level, but they also watch competitions to improve
their own game.
•	 Women, on the other hand, appear to watch for enjoyment—they truly enjoy watching the game and the social aspect that
comes along with the competitions.
PwC | The burgeoning evolution of eSports | 9
The eSports player
Almost half play once per month
•	 Among total eSports players, nearly half (42%) are playing at least once
per month.
•	 Respondents spend slightly less time per year participating in eSports events
(17.5 days) than watching them (19 days).
•	 Directionally, men are playing slightly more often than women.
In-home competitions rule the day
•	 Playing in one’s home versus in person at an event is more convenient,
especially for those players living in small towns or in areas where live games
are not easily accessible. So it’s not surprising that in-home competitions are
most prevalent.
•	 Home also provides a safe space for new eSports gamers, or those players
who are shy; eSports players who classify themselves as casual or new gamers
overwhelmingly choose home as their only location to play (79%).
•	 Directionally, self-identified hardcore gamers are most likely to play outside
the home, with 60% saying they’ve played in person at a live event. Base: Total eSports players (n=170); Q33.
Have you participated in eSports gaming
competitions at home, in person at a live
event, or both?
Total eSports players
70%
At home only
18%
In person at
a live event
12%
Both at home
and in person
at a live event
First-person shooter games win again
•	 	eSports competitors overwhelmingly play first-person shooter games more than
any other type of game (62%).
•	 	The similarities between the types of games played and those watched end
there, however:
Base: Total eSports players (n=170), Total eSports viewers (n=373); Q35. Which of the
below genres have you participated in? Please select all that apply.
First-person
shooter
62% 63%
48%
31%
28% 28%
37%36%
Fighting Massively
multiplayer online
games (MMO)
Multiplayer
online battle
arena (MOBA)
Gaming genres
Play Watch
0%
20%
40%
60%
80%
100%
10 | The burgeoning evolution of eSports | PwC
The business of eSports
Who’s playing the game?
With competitive gaming seeing rapid,
triple-digit growth, opportunities
abound—and companies industry-
wide are taking notice. Agencies,
advertisers, live event companies and
sporting venues are just some of the
businesses aligning with eSports.
The appeal to investors surpasses the
game itself, relying heavily on the
passionate audience who’s watching.
On Twitch.tv, an estimated 70% of all
viewers are under the age of 35—our
sample mirrored this, at 68% under
the age of 35 among those who have
ever watched a competitive game. Not
only is this age bracket appealing, but
it’s become harder and harder to reach
millennials on traditional platforms like
linear television. Moreover, TV viewers
can sometimes be passive; eSports
viewers tend to be highly engaged.
Base: Total respondents (n=757), eSports Gamers [ever engaged with eSports] (n=418), Non-eSports gamers (n=339); Q10. How much
do you estimate you spend per year on video games (including consoles, games, accessories, DLC, subscriptions, events, etc.)? If you
do not pay but someone else pays for you, please count that as well.
The eSports consumer
eSports consumers spend more overall
•	 	Survey respondents spend, on average, $245 on video
games per year—this includes but is not limited to the
purchase of consoles, games, accessories, subscriptions
and events.
•	 	The eSports consumer, however, spends more—their
annual spending, on average, tops $300.
Average $ spent on gaming/year
Total
respondents
Non-eSports
consumers
eSports
consumers
$245
$163
$309
So who’s entered the partnership
arena with eSports? Players, teams
and leagues make up the bulk of the
current investment pie, but it won’t be
long before we see further expansion
into non-traditional partnerships.
Below is a small snapshot of the
eSports partnership playing field:
•	 Agencies: Agencies are clamoring
to represent players and leagues as
sponsorship money continues to
skyrocket.
•	 Brands: Consumer beverages,
finance companies, auto
manufacturers, the list goes on.
Brands are sponsoring and/or
partnering with players, leagues,
teams, and more.
•	 Fantasy: Traditional fantasy
sporting companies are betting on
eSports, allowing consumers to bet
on the competitive game much like
they would any other sport.
•	 Hardware: More attention and
money is being paid to creating
gaming equipment (think:
controllers, keyboards, etc.) that is
specifically designed for eSports.
•	 Linear: Television networks are
beginning to broadcast eSports on
the big screen.
•	 Mobile: Mobile apps are popping
up to provide fans with news, stats,
and live scoring coverage.
•	 Publishers: Gaming companies
continue to acquire, partner,
innovate and create in the space.
•	 Tech: Tech companies are
backing eSports in more ways
than one; recently, a well-known
company signed on for a long-term
deal to provide demonstrations
and product sales at numerous
eSporting events.
•	 VR: Much attention is being paid
to the convergence of eSports
and virtual reality; venture
capitalists agree this marks huge
growth potential.
PwC | The burgeoning evolution of eSports | 11
Base: Total respondents (n=757), eSports Gamers [ever engaged with eSports] (n=418),
Non-eSports gamers (n=339); Q10. How much do you estimate you spend per year on
video games (including consoles, games, accessories, DLC, subscriptions, events, etc.)?
If you do not pay but someone else pays for you, please count that as well.
Spotlight: Live events
The gaming industry always pushes the boundaries of what’s deemed
“entertainment,” so live events are a natural progression for this growing
competition and its cult fan base. Some might think that eSports may still have
to prove themselves in this space—while gaming competitions have been around
for decades selling out a live arena still sounds far-fetched. However, eSporting
events have passed the proof-of-concept phase and entered the big leagues.
The signs of success are clear:
•	 More than 70 million people watch competitive gaming (that’s 10 million
more than the population of the UK).8
•	 Riot’s League of Legends tournament in 2014 sold out Seoul’s second-largest
arena (a stadium that once hosted the 2002 FIFA World Cup).
•	 Prizes for winning tournaments are nudging $10 million+.
•	 More people watched the League of Legends championships in 2015 than the
World Series or the NBA finals.9
7
TechCrunch, “Twitch’s Users Watch More Video In a
Month, On Average, Than Typical YouTube Users Do,”
February 11, 2016.
8 
SuperData, “The worldwide eSports market reaches
134 million viewers,” May 4, 2015.
9
ESPN, “‘League of Legends’ ratings top NBA Finals,
World Series clinchers,” December 3, 2014.
Is eSports poised for digital domination?
Most of the companies investing in eSports are forming digital partnerships;
the streaming of eSports represents a market ripe with value.
And opportunity: Nearly one out of every five (18%) of our respondents
who has watched an eSports competition has paid a subscription fee to do so.
Additionally, consider these numbers:
•	 334 million—the total cumulative daily unique impressions of the League of
Legends 2015 World Championships (up from 288 million in 2014).
•	 421.6 minutes—the amount of programming minutes gamers view per
month on Twitch.tv (far higher than YouTube’s 291 monthly minutes).7
The digital world is an eSports ally that will continue to surge upwards.
Companies looking to join the fray should find their niche while the competition
is still segmented enough to enter.
Decision drivers for attending
an event
Most important drivers
23%
14%
Location
VIPTickets
Timeofyear
Paneldiscussion
Genre
Price
11% 11%
16%
11%
Least important drivers
12 | The burgeoning evolution of eSports | PwC
The future of eSports
Interest in eSports among current consumers will
remain strong
•	 The majority of current eSports consumers will
either increase or maintain their level of involvement
in the coming year, both in viewership (83%) and
participation (72%).
Can I just watch?
•	 More respondents who are not currently involved with
eSports are interested in watching a gaming competition
in the future (one-third) than in participating (26%) in a
competition.
•	 Lack of interest is heavily tied to content, either to watch
or play. Lack of awareness appears to be another huge
barrier, but that’s changing.
Base: Total eSports viewers (n=373), total eSports players
(n=170); Q16. How does the amount of eSports you currently
watch/play compare to how much you watched/played a year
ago and how much you intend to watch/play in the future?
Base: Respondents not currently involved with eSports
(n=339); Q38. How would you rate your level of interest in
watching and/or participating in the future?; Q39. Please select
up to three reasons from the below that best describe why
you are not that interested in watching and/or participating in
eSports competitions.
Watch
26%
More
29%
More
57%
Same
43%
Same
17%
Les
28%
Less
How does current eSports behavior compare to
future intent?
Participate
Top 3 reasons behind lack of future interest
I’m not interested
in the games
they’re playing
62%
32%
23%
54%
35%
32%
Barriers to view
Barriers to participate
I was not aware of
eSports before
this survey
I’m not aware when/
where the broadcasts
are taking place
I’m not interested
in the games
they’re playing
I was not aware of
eSports before
this survey
I don’t think I’m good
enough/don’t think I
can win
PwC | The burgeoning evolution of eSports | 13
Implications
1.The eSports consumer
represents a vast source
of untapped potential for
companies to build relationships
and market new products. Seen
as not-quite-mainstream for many
years, these fans—male and
female—are passionate, loyal, and
willing to spend money on what
they enjoy.
2.Though growing, overall
awareness is still low. A third
of our survey respondents said
they didn’t watch or participate
in eSports because they were
unaware of its existence,
representing another vast
untapped source, this time of
potential future customers. Going
beyond major cities to smaller
markets might well yield a new
customer base. As could new
games. Look beyond the typical
gamer to those who know nothing
about eSports today. Showcase
eSports as a new source of
entertainment.
3.The mystique surrounding
eSports sometimes intimidates
new and beginner players
who don’t think they’re good
enough to participate. Offer a
variety of levels and the ability to
play anonymously.
4.eSports is a market ripe with
value, especially digitally.
Though growing, live events
still represent a small piece of
the eSports pie. Given location
restrictions and other limitations,
live attendance will require
demand to be aggregated from
wide geography, which will place
pressure on admission fees. For
now, save live events for premium
content—championships vs.
league play. To scale, focus should
be placed on digital distribution,
which is a platform that can scale
quickly with demand.
5.eSports fandom and loyalty
are heavily tied to the content
itself, unlike traditional sports
where fans tend to follow
specific teams or players.
What game is being played
vs. who is playing. Consider
this notion when marketing or
sponsoring tournaments.
6.Revenue opportunities abound,
from online advertising and
sponsorships to media rights,
merchandise, tickets, and
additional publisher investment
(money invested by publishers that
is not recouped directly through its
eSports activities). It’s time to take
the plunge.
© 2016 PwC. All rights reserved. PwC refers to the US member firm or one of its subsidiaries or affiliates, and may sometimes refer to the PwC network. Each member firm is a
separate legal entity. Please see www.pwc.com/structure for further details.
155522-2016. Rr.
pwc.com/CISeSports
For more information on this
research, the PwC Consumer
Intelligence Series, or how digital
transformation is shaping
the entertainment and media
industries, please contact one of
our specialists:
Deborah Bothun
deborah.k.bothun@pwc.com
(616) 471 9048
Matthew Lieberman
matthew.lieberman@pwc.com
(213) 217 3326
Additional information is also available on:
pwc.com/cis

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PwC Consumer Intelligence eSports

  • 1. pwc.com/CISeSports The burgeoning evolution of eSports From the fringes to front and center Consumer Intelligence Series
  • 2. Competitive gaming has been around almost as long as video games themselves. Initially, much of the competition centered around friends challenging each other in a game of Pinball. But this quickly transitioned to organized tournaments beyond just arcade games. The Space Invaders Championship held by Atari in 1980 was the first large-scale video game competition, attracting more than 10,000 participants across the United States.1 This tournament, and the others that have followed, set the stage for what would ultimately become eSports. Some four decades later, has eSports finally reached its tipping point? We believe so. For this survey, we defined eSports as organized video game competitions involving, for example, fighting (e.g., Mortal Kombat), first-person shooter (e.g., Call of Duty), multiplayer online battle arena (MOBA) tournaments (e.g., League of Legends), or massively multiplayer online (MMO) games (e.g., World of Warcraft). What is eSports? 1 Digital Spy, “Gaming Like a Pro: An Overview of the eSports Scene,” February 5, 2012.
  • 3. PwC | The burgeoning evolution of eSports | 1 Shaking off the social stigma A negative stigma has long been associated with the act of playing video games: enthusiasts lack maturity, motivation, sociability. Telling someone you spent the weekend slaving over your gaming console would make it seem as though you’d sat alone in a basement for three days partaking in a slightly shameful activity. Yet, a slow but steady shift has occurred over the years, pushing the act of gaming closer towards acceptance. In the early 2000’s, the free-to-play model made gaming more accessible, which in turn delivered increased interest from consumers and publishers. With more people playing, the gaming giants had the incentive to invest in more entertainment. Pile on the inventions of streaming and social media, and you have a tipping point of awareness and legitimization. 34% 57% 18-24 year olds Self-identified hardcore gamers Highest awareness of eSports: The not-so-secret community Social media has arguably been the most powerful catalyst for the mainstreaming of eSports. The chatter started small in online forums, but this medium was stunted by fragmentation and limited availability. It wasn’t until the world became more connected— via the Internet and social media— that the gaming community could unite and flourish. Through Twitter and Facebook, gaming enthusiasts were finally unified and could interact with one another seamlessly, while remaining anonymously if they preferred. Enter Twitch in 2011 and eSports finally had a home. Purchased for nearly $1 billion by Amazon in 2014— to shock and awe from media outlets everywhere—Twitch helped transform eSports from the ugly stepchild to the star quarterback. Billing itself as the first and largest social network for video game fans, Twitch.tv is the epicenter of the gaming movement we see today. Last year alone, according to Twitch, its users streamed 241 billion minutes of video—or 459,000 years’ worth. Base: Total respondents when accounting for full sample before quota terminations (n=2105); Q11. Are you aware of/have you heard of the term “eSports”? “eSports is another genre that can’t be easily dismissed as an underground ‘niche,’ or a mere subset of the gaming genre.” – Chad Gutstein, CEO of Machinima
  • 4. 2 | The burgeoning evolution of eSports | PwC (CES) with a $50,000 “CS:GO” tournament that feeds into a $2.4 million prize pool for 2016. • March 2016: Yahoo! Inc. announces the launch of Yahoo eSports, a “new premier destination for delivering professional eSports coverage across major games and events, coupled with a comprehensive product experience.”3 A global movement eSports’ roots can be traced back to South Korea, which pioneered the space and has one of the most established eSports organizations to date. It’s taken the world some time to catch up, but now that it has, we can expect massive growth in involvement and profitability. Says David Stern, former commissioner of the National Basketball Association, “An important characteristic of eSports is the combination of its Asian roots moving into North America and Europe with their installed infrastructure of consoles and enthusiastic base of video gamers. Just like social media, it’s a global phenomenon without borders.” The global eSports economy continues to surge ahead, with revenue expected to hit $463 million this year—a 43% jump from 2015.4 The US is leading this global market with a 38% share of revenues, according to figures from research firm Newzoo.5 Company CEO Peter Warman forecasts the US will maintain its lead and generate $175 million in eSports revenue this year from online advertising, sponsorships, media rights, merchandise, tickets, and additional publisher investment. From trendy to mainstream eSports is big . . . and getting bigger. After years of slow and steady growth under the radar, we now have a phenomenon the country can no longer ignore or question. The game’s stardom continues to reach new heights. Below are just a few of its most recent notable accomplishments: • August 2013: The League of Legends Finals live competition sells out LA’s Staples Center to more than 10,000 spectators • September 2014: A small private university in Chicago—Robert Morris University—begins offering scholarships to videogame players. • Early 2016: Turner Sports president Lenny Daniels says the network will cover eSports “just like it covers traditional sports like Major League Baseball, the NBA, and the NCAA Final Four.”2 • January 2016: ESPN launches a specific eSports vertical. • January 2016: Turner Sports officially enters the eSports arena at the Consumer Electronics Show 2 Fortune, Here’s why eSports is coming soon to a TV near you,” September 28, 2015. 3 Yahoo press release, “Yahoo Launches New Experience Dedicated to Esports,” March 2, 2016. 4, 5 Newzoo, “2016 Global Esports Market Report,” January 25, 2016. From ugly stepchild to star quarterback Today, social media remains the mainstay for eSports chatter. Twitter, RedditNews, blogs, and forums have all been created specifically to cover the competition, with topics ranging from game play to QAs with eSports’ most sought-after celebrities. And much like the industry itself, the growth in conversation about eSports is increasing steadily. During our 3-month social listening campaign, we uncovered a total of 278,000 mentions of eSports. November 2015 yielded fewer than 5,000 mentions. A scant two months later—by January 2016— that number had spiked ninefold to more than 45,000 (driven in large part by ESPN’s announcement of a dedicated eSports vertical on TV). Conversation took place mainly on Twitter, with a small but significant portion on forums. “An important characteristic of eSports is the combination of its Asian roots moving into North America and Europe with their installed infrastructure of consoles and enthusiastic base of video gamers. Just like social media, it’s a global phenomenon without borders.” – David Stern, former commissioner of the National Basketball Association
  • 5. PwC | The burgeoning evolution of eSports | 3 A new world: growing up gaming Today, kids are being born into a world where playing video games can be as strategic as a quantitative math problem. As the competition continues to attract more attention and money, it is moving out of the shadows, landing squarely front and center for new generations of enthusiasts. July 2015 saw the launch of a new Gen Y-focused live-action sitcom from Disney XD: Gamer’s Guide to Pretty Much Everything. The show follows a young boy named Conor, a professional video game player who goes by the name of Kid Fury. In November 2015, the show was renewed for a second season. Growing pains: is eSports even a sport? The gaming community has fought long and hard for legitimacy in the sports world. Take, for example, ESPN’s recent investment in eSports. While many fans were excited about the national platform, equally as many X Games fans claimed that eSports, while competitive, are not legitimate sports or “action sports.” Despite the controversy among the community, ESPN moved forward with its decision. Says David Stern, former commissioner of the National Basketball Association, “Of course it is a ‘sport.’ It fills arenas and stadia, has an OTT network built on it (Twitch), and there is a robust market in team purchases that seems to be developing.” Blaine Graboyes, CEO of eSports arcade machine maker GameCo, agrees. “There’s no question that eSports is a ‘sport’ in the same sense as football or baseball. eSports viewership exceeds top traditional sporting events such as the World Series and NBA Final. eSports athletes are receiving the same visa and drug testing as traditional athletes. Sports stars such as Shaq and A-Rod are investing in eSports. A decade from now eSports will have continued its growth and be on par with today’s traditional sports.” The eSports community recognizes they have a long road ahead: to continue educating the public on why their sport is indeed, a real sport. It’s entirely possible, though, that the growth or success of eSports won’t be tied to whether or not it’s acknowledged as a sport, but rather whether the eSports value pool is on par with traditional sports and other sectors. All the angst and uncertainty notwithstanding, eSports has already proven itself a worthy competitor. It’s here to stay. “The rise of social media, live streaming, and expanded distribution options for broadcasts of top level competition have enabled eSports to break down geographical barriers in a way that many traditional sports have struggled with.” – Mike Sepso, Senior Vice President of Activision Blizzard Media Networks
  • 6. 4 | The burgeoning evolution of eSports | PwC Survey overview and study objectives Through PwC’s ongoing Consumer Intelligence Series, we gain directional insights on consumer attitudes and behaviors in the rapidly changing media and technology landscape. This report summarizes key findings from a 757-respondent survey6 conducted in March 2016. The goal of this research was to study the eSports landscape. Specific objectives were to explore: • Overall awareness level of eSports • Who the eSports consumer is and how they are interacting with the sport • Frequency of eSports interaction and the change year-over-year (past and future) • Types of gaming content that’s winning over the eSports community • Motivators behind eSports viewership and participation • Monetary implications derived from eSports • Likelihood of future eSports involvement among current non- consumers and deterrents/barriers to doing so How do we define eSports in this survey? What clarifies as an “eSport” is still in question; even those entrenched in the industry dispute various definitions and parameters. For this survey, we defined eSports as: Organized video game competitions involving, for example, fighting (e.g., Mortal Kombat), first-person shooter (e.g., Call of Duty), multiplayer online battle arena (MOBA) tournaments (e.g., League of Legends), or massively multiplayer online (MMO) games (e.g., World of Warcraft). 6 Demographics—56% male, 44% female 19% of sample: 18-24 years old 44% of sample: 25-34 years old 24% of sample: 35-49 years old 13% of sample: 50-64 years old Census representation for ethnicity and race. “Someone who puts in hours of practice a day, competes against the best in the world, and has to endure the pressure of a massive fanbase dissecting their strategy certainly deserves the title of ‘athlete’ to me.” – Brian Selander, EVP of Whistle Sports
  • 7. PwC | The burgeoning evolution of eSports | 5 Key findings The growth of eSports Becoming a household name • Total awareness jumped to 30% after a definition of eSports was given. • Overall awareness was notably higher, unaided and aided, among millennials and those who identified themselves as hardcore gamers. How did you first learn about eSports? Word-of-mouth was the primary awareness driver for all eSports consumers. It was also the highest source of awareness for self-identified casual and new gamers. For hardcore gamers, however, they first learned about eSports from online gaming communities and other online user-generated sites (e.g. reddit). Base: Total respondents when accounting for full sample before quota terminations (n=2105); Q11. Are you aware of/have you heard of the term “eSports”? Watcher, players, or both 20% of those surveyed are involved with eSports as watchers, players, or both. Base: Total respondents when accounting for full sample before quota terminations (n=2105); Q13. Have you ever watched and/or participated in an eSports event/ competition? No involvement Involvement No involvement 80% Watch only 12% Watch participate 6% Participate only 2% Do you know what eSports is? Unaided, 15% of our survey respondents were aware of eSports. P18-24 34% 15% Total respondents Caucasian/ White African American Asian Hardcore gamer Hispanic/ Latino P25-34 25% 14% 14% 18% 23% 57% 7% P35+ “A decade from now eSports will be on par with today’s traditional sports.” – CEO of eSports arcade machine maker, GameCo, Inc.
  • 8. 6 | The burgeoning evolution of eSports | PwC What does the eSports consumer look like? A woman’s game, too 22% of women surveyed say they’re involved with eSports vs. 18% of men. While this difference is relatively small, it could indicate an early trend that women are just as, if not more engaged with eSports than their male counterparts. eSports Consumer vs Non-eSports Consumer • Gender neutral • Median age: 28 • 69% P18-34 • Racially diverse • More likely to own various tech devices (desktop computer, connected TV, connected device, etc.) • Spends more time in front of screens, whether gaming or streaming video content • Gender neutral • Median age: 34 • 55% P18-34 • Skews white • Much less active on social media • Less likely to invest in sports (i.e. buying tickets to a Football game) • Much less likely to play fantasy sports “For success in eSports, it’s critical to recognize that today’s ‘average’ gamer is not the stereotype of a male teen in their parents’ basement.” – Cinnamon Booth, COO of GameCo, Inc.
  • 9. PwC | The burgeoning evolution of eSports | 7 The eSports viewer Viewership on the rise • Among total eSports viewers, 1 in 5 watch weekly. • The eSports consumer averages 19 days of viewing per year. • Asian and Hispanic viewers tend to watch more frequently (27 days and 23 days, respectively). • Self-identified hardcore gamers watch most of all (averaging 32 days per year). Traditional devices—laptop and desktop computers—win the game • 57% of respondents who have watched an eSports competition have done so on a laptop or desktop computer. This is more than any other device, making traditional computers the preferred method of viewership. • Laptop and desktop computers are even more popular among Asians (79%), 18-24 year olds (73%) and males (67%). • Gaming consoles are being used more frequently among females (60%) and hardcore gamers (56%). Desktop or laptop computer 57% Smartphone 26% Gaming console 46% Television 32% Tablet 24% In-person (live event) 12% Base: Total eSports viewers (n=373); Q16. How does the amount of eSports you currently watch compare to how much you watched a year ago? More Is viewership up vs. a year ago? Same Less 36% 45% 19% Base: Total eSports viewers (n=373); Q17. From the list below, please tell us how/ where you’ve watched eSports gaming/competitions (select all that apply).
  • 10. 8 | The burgeoning evolution of eSports | PwC First-person shooter rocks content • First-person shooter games are the #1 watched genre in eSports among viewers, regardless of age, gender, or type of gamer. • Multiplayer online battle arena competitions run a close second for 18-24 year olds (47%), who are significantly more likely to watch the genre more than any other age bracket. Base: Total eSports viewers (n=373); Q18. Which of the below eSports genres do you usually watch? Base: Total eSports viewers (n=373), Male eSports viewers (n=217), Women eSports viewers (n=156), P18-24 eSports viewers (n=89), P25-34 eSports viewers (n=169); Q23. From the list of reasons below, please select the ONE that best describes why you watch eSports gaming/competitions. 0% 10% 20% 30% I enjoy watching my favorite games being played at the highest level I enjoy watching competitions Total eSports viewers Male Female P18-24 P25-34 I learn ways to get better at the video game I like playing I am interested in the game My friends are watching/I feel comfortable with the eSports community I get to watch the best players in the world I can follow all of my favorite players Why watch eSports? Boom, Boom, Pow! 63% 37% 28% 5% 36% First person shooter Multiplayer online battle arena Massively multiplayer online games Other Fighting Men like competition; women enjoy social interaction • We see some of the biggest gender differences here. Men appear to be watching eSports from a competitive lens—they not only enjoy watching their favorite games being played at the highest level, but they also watch competitions to improve their own game. • Women, on the other hand, appear to watch for enjoyment—they truly enjoy watching the game and the social aspect that comes along with the competitions.
  • 11. PwC | The burgeoning evolution of eSports | 9 The eSports player Almost half play once per month • Among total eSports players, nearly half (42%) are playing at least once per month. • Respondents spend slightly less time per year participating in eSports events (17.5 days) than watching them (19 days). • Directionally, men are playing slightly more often than women. In-home competitions rule the day • Playing in one’s home versus in person at an event is more convenient, especially for those players living in small towns or in areas where live games are not easily accessible. So it’s not surprising that in-home competitions are most prevalent. • Home also provides a safe space for new eSports gamers, or those players who are shy; eSports players who classify themselves as casual or new gamers overwhelmingly choose home as their only location to play (79%). • Directionally, self-identified hardcore gamers are most likely to play outside the home, with 60% saying they’ve played in person at a live event. Base: Total eSports players (n=170); Q33. Have you participated in eSports gaming competitions at home, in person at a live event, or both? Total eSports players 70% At home only 18% In person at a live event 12% Both at home and in person at a live event First-person shooter games win again • eSports competitors overwhelmingly play first-person shooter games more than any other type of game (62%). • The similarities between the types of games played and those watched end there, however: Base: Total eSports players (n=170), Total eSports viewers (n=373); Q35. Which of the below genres have you participated in? Please select all that apply. First-person shooter 62% 63% 48% 31% 28% 28% 37%36% Fighting Massively multiplayer online games (MMO) Multiplayer online battle arena (MOBA) Gaming genres Play Watch 0% 20% 40% 60% 80% 100%
  • 12. 10 | The burgeoning evolution of eSports | PwC The business of eSports Who’s playing the game? With competitive gaming seeing rapid, triple-digit growth, opportunities abound—and companies industry- wide are taking notice. Agencies, advertisers, live event companies and sporting venues are just some of the businesses aligning with eSports. The appeal to investors surpasses the game itself, relying heavily on the passionate audience who’s watching. On Twitch.tv, an estimated 70% of all viewers are under the age of 35—our sample mirrored this, at 68% under the age of 35 among those who have ever watched a competitive game. Not only is this age bracket appealing, but it’s become harder and harder to reach millennials on traditional platforms like linear television. Moreover, TV viewers can sometimes be passive; eSports viewers tend to be highly engaged. Base: Total respondents (n=757), eSports Gamers [ever engaged with eSports] (n=418), Non-eSports gamers (n=339); Q10. How much do you estimate you spend per year on video games (including consoles, games, accessories, DLC, subscriptions, events, etc.)? If you do not pay but someone else pays for you, please count that as well. The eSports consumer eSports consumers spend more overall • Survey respondents spend, on average, $245 on video games per year—this includes but is not limited to the purchase of consoles, games, accessories, subscriptions and events. • The eSports consumer, however, spends more—their annual spending, on average, tops $300. Average $ spent on gaming/year Total respondents Non-eSports consumers eSports consumers $245 $163 $309 So who’s entered the partnership arena with eSports? Players, teams and leagues make up the bulk of the current investment pie, but it won’t be long before we see further expansion into non-traditional partnerships. Below is a small snapshot of the eSports partnership playing field: • Agencies: Agencies are clamoring to represent players and leagues as sponsorship money continues to skyrocket. • Brands: Consumer beverages, finance companies, auto manufacturers, the list goes on. Brands are sponsoring and/or partnering with players, leagues, teams, and more. • Fantasy: Traditional fantasy sporting companies are betting on eSports, allowing consumers to bet on the competitive game much like they would any other sport. • Hardware: More attention and money is being paid to creating gaming equipment (think: controllers, keyboards, etc.) that is specifically designed for eSports. • Linear: Television networks are beginning to broadcast eSports on the big screen. • Mobile: Mobile apps are popping up to provide fans with news, stats, and live scoring coverage. • Publishers: Gaming companies continue to acquire, partner, innovate and create in the space. • Tech: Tech companies are backing eSports in more ways than one; recently, a well-known company signed on for a long-term deal to provide demonstrations and product sales at numerous eSporting events. • VR: Much attention is being paid to the convergence of eSports and virtual reality; venture capitalists agree this marks huge growth potential.
  • 13. PwC | The burgeoning evolution of eSports | 11 Base: Total respondents (n=757), eSports Gamers [ever engaged with eSports] (n=418), Non-eSports gamers (n=339); Q10. How much do you estimate you spend per year on video games (including consoles, games, accessories, DLC, subscriptions, events, etc.)? If you do not pay but someone else pays for you, please count that as well. Spotlight: Live events The gaming industry always pushes the boundaries of what’s deemed “entertainment,” so live events are a natural progression for this growing competition and its cult fan base. Some might think that eSports may still have to prove themselves in this space—while gaming competitions have been around for decades selling out a live arena still sounds far-fetched. However, eSporting events have passed the proof-of-concept phase and entered the big leagues. The signs of success are clear: • More than 70 million people watch competitive gaming (that’s 10 million more than the population of the UK).8 • Riot’s League of Legends tournament in 2014 sold out Seoul’s second-largest arena (a stadium that once hosted the 2002 FIFA World Cup). • Prizes for winning tournaments are nudging $10 million+. • More people watched the League of Legends championships in 2015 than the World Series or the NBA finals.9 7 TechCrunch, “Twitch’s Users Watch More Video In a Month, On Average, Than Typical YouTube Users Do,” February 11, 2016. 8 SuperData, “The worldwide eSports market reaches 134 million viewers,” May 4, 2015. 9 ESPN, “‘League of Legends’ ratings top NBA Finals, World Series clinchers,” December 3, 2014. Is eSports poised for digital domination? Most of the companies investing in eSports are forming digital partnerships; the streaming of eSports represents a market ripe with value. And opportunity: Nearly one out of every five (18%) of our respondents who has watched an eSports competition has paid a subscription fee to do so. Additionally, consider these numbers: • 334 million—the total cumulative daily unique impressions of the League of Legends 2015 World Championships (up from 288 million in 2014). • 421.6 minutes—the amount of programming minutes gamers view per month on Twitch.tv (far higher than YouTube’s 291 monthly minutes).7 The digital world is an eSports ally that will continue to surge upwards. Companies looking to join the fray should find their niche while the competition is still segmented enough to enter. Decision drivers for attending an event Most important drivers 23% 14% Location VIPTickets Timeofyear Paneldiscussion Genre Price 11% 11% 16% 11% Least important drivers
  • 14. 12 | The burgeoning evolution of eSports | PwC The future of eSports Interest in eSports among current consumers will remain strong • The majority of current eSports consumers will either increase or maintain their level of involvement in the coming year, both in viewership (83%) and participation (72%). Can I just watch? • More respondents who are not currently involved with eSports are interested in watching a gaming competition in the future (one-third) than in participating (26%) in a competition. • Lack of interest is heavily tied to content, either to watch or play. Lack of awareness appears to be another huge barrier, but that’s changing. Base: Total eSports viewers (n=373), total eSports players (n=170); Q16. How does the amount of eSports you currently watch/play compare to how much you watched/played a year ago and how much you intend to watch/play in the future? Base: Respondents not currently involved with eSports (n=339); Q38. How would you rate your level of interest in watching and/or participating in the future?; Q39. Please select up to three reasons from the below that best describe why you are not that interested in watching and/or participating in eSports competitions. Watch 26% More 29% More 57% Same 43% Same 17% Les 28% Less How does current eSports behavior compare to future intent? Participate Top 3 reasons behind lack of future interest I’m not interested in the games they’re playing 62% 32% 23% 54% 35% 32% Barriers to view Barriers to participate I was not aware of eSports before this survey I’m not aware when/ where the broadcasts are taking place I’m not interested in the games they’re playing I was not aware of eSports before this survey I don’t think I’m good enough/don’t think I can win
  • 15. PwC | The burgeoning evolution of eSports | 13 Implications 1.The eSports consumer represents a vast source of untapped potential for companies to build relationships and market new products. Seen as not-quite-mainstream for many years, these fans—male and female—are passionate, loyal, and willing to spend money on what they enjoy. 2.Though growing, overall awareness is still low. A third of our survey respondents said they didn’t watch or participate in eSports because they were unaware of its existence, representing another vast untapped source, this time of potential future customers. Going beyond major cities to smaller markets might well yield a new customer base. As could new games. Look beyond the typical gamer to those who know nothing about eSports today. Showcase eSports as a new source of entertainment. 3.The mystique surrounding eSports sometimes intimidates new and beginner players who don’t think they’re good enough to participate. Offer a variety of levels and the ability to play anonymously. 4.eSports is a market ripe with value, especially digitally. Though growing, live events still represent a small piece of the eSports pie. Given location restrictions and other limitations, live attendance will require demand to be aggregated from wide geography, which will place pressure on admission fees. For now, save live events for premium content—championships vs. league play. To scale, focus should be placed on digital distribution, which is a platform that can scale quickly with demand. 5.eSports fandom and loyalty are heavily tied to the content itself, unlike traditional sports where fans tend to follow specific teams or players. What game is being played vs. who is playing. Consider this notion when marketing or sponsoring tournaments. 6.Revenue opportunities abound, from online advertising and sponsorships to media rights, merchandise, tickets, and additional publisher investment (money invested by publishers that is not recouped directly through its eSports activities). It’s time to take the plunge.
  • 16. © 2016 PwC. All rights reserved. PwC refers to the US member firm or one of its subsidiaries or affiliates, and may sometimes refer to the PwC network. Each member firm is a separate legal entity. Please see www.pwc.com/structure for further details. 155522-2016. Rr. pwc.com/CISeSports For more information on this research, the PwC Consumer Intelligence Series, or how digital transformation is shaping the entertainment and media industries, please contact one of our specialists: Deborah Bothun deborah.k.bothun@pwc.com (616) 471 9048 Matthew Lieberman matthew.lieberman@pwc.com (213) 217 3326 Additional information is also available on: pwc.com/cis