newzoo esports audience growth

Posted on November 17th, 2021

Found inside – Page 292Trends, Audience, Revenues & Opportunities. Igaming Supershow Webinar, 11.06.2015 Newzoo: The Global Growth of eSports. Trends, Revenues, and Audience Towards 2017. Free Report Preview, 2016 rawe, r.: »E-Sport« ist kein Sport! A little less than a third of the Esports Audience we surveyed were women, with the majority being Occasional Viewers. Given the higher levels of engagement associated with Esports Enthusiasts, this is perhaps unsurprising. The total Esports Audience will reach 380 million this year, a year-on-year growth of +13.5%. This open access book is the proceedings of the International Federation for IT and Travel & Tourism (IFITT)'s 28th Annual International eTourism Conference, which assembles the latest research presented at the ENTER21@yourplace virtual ... 2019. Learn more about the scope and methodology And that’s just the tip of the iceberg of what we cover in the full report with PayPal. Indonesia, Malaysia, the Philippines, Singapore, Thailand, and Vietnam, also known as the Big 6, account for more than 98% of Esports Enthusiasts in the region. Game Streaming Tracker shows that the League of Legends World Championship For more information, check out our, Newzoo Platform: The Ultimate Games Data Tool. Global Esports Viewers Will Total 380 Million This Year. In comparison, the number of Latin American Esports Enthusiasts will grow with a CAGR of +24.7% between 2015 and 2019, while the global average is +19.1% for the same period. including most global games, media, and hardware companies—as well as esports At the event, Blizzard announced the Overwatch League, a closed league system with city-based teams, a whole new approach in the esports scene. Download the full report for free to learn more! Found inside – Page 263An inventory of eSports' current highlights underscores its startling growth: professional leagues, ... a Newzoo global eSports market report to generate around US$700m in revenue based on a global audience of nearly 400 million people. Overwatch’s world championship at Blizzcon at the beginning of November led to the game’s first month-on-month increase in Twitch viewership since its launch. events that the global esports audience could attend. India's Growth in Esports Industry. Esports is already a household name in Europe. Found inside – Page 108... based on Newzoo respective report of 2018 (Newzoo, 2018) with the organization to forecast that in 2019 eSports economy will grow to US$463 million in a year over year growth of 43% with an expected audience of 131 million and 125 ... Found inside... merchandise, and fees collected by game publishers (Newzoo, 2019). The audience for esports continues to grow at staggering rates as well. South Korea has been televising esports for almost 20 years, with its own stations dedicated ... This represents a 70% growth in the next four years. Last year, there were 885 major esports The total market is expected to nearly triple to $1.5 billion by 2020. Esports is a large and rapidly growing cross-industry segment, with total revenues in excess of $50 billion. The 43 percent growth rate in 2016 is actually slower . Found insideThe global audience for esports is estimated at 323 million people, half of them said to be enthusiasts and half occasional viewers. Newzoo forecasts compound growth of 35 per cent a year for the esports industry. - Peter Warman, CEO Newzoo . Today, games industry analytics provider Newzoo released a new report examining the growing esports audience in Europe, and the numbers highlight the popularity of competitive gaming as an observer activity.According to Newzoo's data, the European esports audience is projected to hit 92 million strong by the end of 2020, which . Rietkerk was asked if he expected esports to reach the size and . (Newzoo - 2019 Global Esports Market Report, 2019). Revered gaming industry research firm Newzoo has released its Global Esports Market Report for 2020. Newzoo's latest breakdown for the eSports market gives a detailed picture of exactly where the money is being made and lost. The global esports audience will grow to 474.0 million in 2021, a year-on-year growth of +8.7 percent. Together, they Total esports revenue grew 22.4% year-over-year in 2019, reaching $950.6M. Found inside[GUB 14] GUBBINS M., Audience in the mind, Sampomedia, Report, Cine-regio, available at: www.SampoMedia.com, 2014. ... NEWZOO, The Consumer as Producer, How Video & Games Converge to Drive Growth, White Paper, available at: ... Appreciating the differences between these markets is vital for anyone looking The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? The total esports audience in the region, also taking into account Occasional Viewers, will reach 19.9 million this year and exceed 40 million in 2019. with 105.5 million hours. (Newzoo, 2021) Meanwhile, the global esports market combined with games streaming is expected to be worth $2.1 billion in 2021 and more than $3.5 billion by 2025. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. • Includes coverage of the stakeholders in the esports business "ecosystem," including the talent, the teams, ... We regularly evaluate our model to ensure it is in line with the latest dynamics in this ever-evolving market. “The esports market has flourished more than ever before over Credit: Newzoo 2. By 2023, eSports revenue will be worth US$1.6bn Newzoo predicts, having expanded at a compound annual growth rate (CAGR) of 15.5% over the next three years. Audiences Giving Back. Newzoo's annual Global Esports Market Report projects revenues to exceed $1B USD in 2020 with China as the largest segment at $385M. Newzoo compared audiences for popular esports franchises in regard to viewership and gameplay. Many of those franchises have a head start of several decades (and some more than a century) of history than the two- or three-decade-long history of organized esports. Global esports revenues will grow to $1.1 billion in 2020, a year-on-year growth of +15.7%, up from $950.6 million in 2019. Download the full report for free to learn more! You can unsubscribe from these communications at any time. Meanwhile, the global esports audience will grow to 474M in 2021, an 8.7% inc rease year-over-year. Across the entire market, more women are becoming interested in esports. In fact, there will be 26.6 million monthly esports viewers in 2021, up 11.4% from 2020, according to our estimates. Of all the respondents, the 21–25 age group were most likely to be Esports Enthusiasts. Newzoo projects the global esports audience to reach 495M in 2020. This is reflected in lower viewership numbers compared to top titles such as League of Legends, CS:GO, and Dota 2. Brands will contribute roughly $516 million in revenue in 2017, and the study suggests that brand investment will more than double by 2020. By 2020, Newzoo's data estimates that there will be 589 million fans. Source: Newzoo - 2020 Global Esports Market Report. regionally and per market. Through our detailed analysis of the Rest of Asia-Pacific and Southeast Asia regions, we have solidified our expertise on the difficult-to-grasp Asian esports market. Found inside2019] When it comes to a comparison between traditional sports and esports viewership: Esports have already ... 2019), and there are new bespoke venues opening to accommodate these mega events for a growing audience world-wide. With the changes to the model this year, China now accounts for the This number will grow with a CAGR (2018-2023) of +9.6% to 351.1 You can find deeper insights for every Esports Enthusiasts will account for 33 million of Europe . This mostly due to urbanization and advances in IT infrastructure, coupled with explosive mobile growth. Found inside – Page 17In contrast, eSports is primarily viewed online, through channels such as Twitch, where the audience can interact with its ... Merchandising is one of the massive areas of growth in professional sports over the past two decades, ... Mentioned in this article Games: Overwatch Newzoo's annual Global Esports Market Report is out—and the esports industry is officially taking in over half a billion dollars annually. Globally, the total esports audience will grow to 495.0 million people in 2020, Newzoo said. The European esports audience will grow to 92 million by the end of 2020, up +7.4% from the previous year. Newzoo anticipates that the esports industry will make $833.6 million -- more than 75 percent -- from their media rights and sponsorships due to an increase in the livestreaming audience for esports. Newzoo puts esports average revenue growth at 30%. Now that many leagues and tournaments have established a sizable au- Found inside – Page 104The dynamic nature of the field naturally means that esports can adapt to the growing interests of a new audience ... Newzoo and Superdata have been specifically providing statistics on esports and but have had differing results in ... Audience and awareness numbers are increasing in emerging markets in Latin America, the Middle East and Africa, and Southeast Asia. The number of enthusiasts will grow with a compound annual growth rate (2016 to 2020) of 8.9% to 28.6 million by 2020. 8 Global Esports Market Report, Newzoo, 2020, newzoo.com; Newzoo defines "esports audience" as people who watch professional esports content regardless of frequency. The esports market continues to earn an increasing share of the $2 trillion media and entertainment industry, and is well positioned for the coming decades. This would put esports in the category of truly becoming a billion dollar business for the first time, hitting projections that were initially made several years ago. Our 50-million-strong Global Gaming & Esports Panel is the biggest consumer panel of gamers on the planet (featuring 45 countries/markets), and our expertise in these markets is unmatched. and expert analyst support. Esports Enthusiasts ©Newzoo | 2020 Global Esports Market Report | Due to rounding, Esports Enthusiasts and Occasional Viewers do not add up to the total audience in 2020. For more information, check out our, Newzoo Platform: The Ultimate Games Data Tool, Newzoo Global Esports Market Report 2020 | Light Version, Streamlabs & Newzoo Q4 Year in Review Live Streaming Industry Report, League of Legends Esports Deep Dive: Worlds Viewership and How Format Changes Contributed to the LEC’s Growth, Uncover the Impact of Your Recent Esports & Gaming Sponsorship, Activation, or Campaign, You Can Now License Newzoo’s Gamer Segmentation™ for Your Own Research Needs, Women Account for 46% of All Game Enthusiasts: Watching Game Video Content and Esports Has Changed How Women and Men Alike Engage with Games. mark without advertising platform revenues. According to Newzoo, the Esports audience will grow to over 645 million globally by 2023 with "Esports Enthusiasts" accounting for 45% of the total. The distribution of fans also varied across different countries. . 838% - the year-over-year growth rate of esports investments. We recently worked together with PayPal on a Custom Consumer Research project about esports in Europe. The highest-grossing esports revenue stream worldwide is sponsorship, which will generate $636.9 million in 2020, up from $543.5 million in 2019. "Plenty of leagues and tournaments now have huge audiences, so companies are positioning themselves to directly monetize these Esports Enthusiasts. Source: Newzoo, BITKRAFT Esports Ventures. • The global average annual revenue per Esports Enthusiast will be $5.49 this year, up by 20% from $4.58 in 2017. Southeast Asia will have 9.5 million Esports Enthusiasts in 2016, and this number will double by 2019 according to Newzoo's latest quarterly update of its Global Esports Market Report.The total esports audience in the region, also taking into account Occasional Viewers, will reach 19.9 million this year and exceed 40 million in 2019. Gender comparisons also paint an informative picture. ; Comparing League of Legends, CS:GO, and Overwatch, 71% of audiences watch only one. Female Esports audience members in Spain were the most likely to indicate they had spent money on Esports related products (56%), followed closely by Italy (53%) and France (51%). It also includes developments per region, demographic insights, top events and In terms of global revenues, esports is continuing up its trajectory of explosive growth, generating $973.9 million by the end of the year—a number that will skyrocket to $1.6 billion by 2023. The Perfect Fit: How Brands Can Leverage Consumer Insights & Partnerships to Reach Gamers, Actionable Consumer Insights about the West’s Most Dedicated Gamers, Newzoo Expands World’s Biggest Gaming & Esports Panel to 50 Million Consumers Globally, Adding 15 New Markets, Case Study: How We Helped a National Telecom Company Understand Gamers’ ISP Requirements, Consumer Insights: Playing and Spending Habits in the United Arab Emirates (UAE) Games Market, The Way Consumers Interact with Games Is Changing; Nearly Half of Gamers Are Female; Over Half Are 30+, Newzoo Adjusts Esports Forecast Further in Wake of the Ongoing COVID-19 Pandemic, Consumer Insights: South Africa’s Passion for Sports Trickles into Gamers’ Playing Behavior, Their attitudes toward female participation in esports, What they think about male, female, and mixed esports tournaments. The global esports audience will reach 380 million this year, made up of 165 million Esports Enthusiasts and 215 million Occasional Viewers. Found inside – Page 3Beyond the human motivation to play and watch play, eSports, like any other traditional sport, is big business. ... Still, eSports is an emerging and growing market moving toward $1 billion market revenues in 2018 (Newzoo 2018), ... Esports Is Also On Track for Healthy Audience Growth. According to data from Newzoo, the global audience growth for Esports is booming. The eSports market has boomed in recent years with more and more viewers tuning in to watch their favorite games being played by some of the best gamers in . Found inside... Relevance of eSports,” International Conference on Internet Computing. Peter Warman (February 14 2017), “Esports Revenues Will Reach $696 Million This Year and Grow to $1.5 Billion by 2020 as Brand Investment Doubles,” NewZoo. and Southeast Asia. Found inside – Page 74With regard to esport, Newzoo (2018) indicates that the global esport economy has grown to $906 million, and the global esport audience (i.e., spectators) has reached 380.2 million. Results of research into the economics of the sports ... Get our latest insights, reports, and updates straight to your inbox! Esports Enthusiasts will account for 222.9 million of this number, up 25 million year on year, and will increase with a CAGR (2018-2023) of +11.3% to 295.4 million in 2023. It reveals insights pertaining to global audience growth, revenue streams, and more. By 2024, Newzoo predicts that the Compound Annual Growth Rate (CAGR) for eSports enthusiasts from 2019-2024 will be approximately 7.7%. In its latest eSports market report, market researcher Newzoo thinks eSports at large will make $696 million in revenue in 2017, with its total audience — be it hardcore fans or those who just watch the bigger game championships — reaching 385 million. The eSports economy's growth is fueled by a stack of KPIs: growing global connectivity, awareness, audience, engagement and revenues per Enthusiast. Esports Enthusiasts—people who watch more than once a month—will account for 33 million this audience, while Occasional Viewers (those who watch less than once a month) make up 59 million. For more information, check out our, Newzoo uses the information you provide to us to contact you about our relevant content, updates, and services. Looking for deeper data and insights into all of the above? Newzoo expects the esports industry to have more than $1 billion in revenue for 2021 with additional growth in media rights and the livestreaming market, according to its Global Esports and Live . In 2018, investments rose from $490 million in the previous year to $4.5 billion. of the report and subscribe to the service here. In 2020, $822.4 million in revenues—or three-quarters of the total market—will come from media rights and sponsorship. Other topics included in our latest quarterly update from our Global Esports Market Report include an in-depth look at the tension between teams and game publishers, the entrance of sports teams and investors into the esports industry, and the most important recent sponsorship deals. special focus topic. The world championship generated more than 1.5 million hours watched on Twitch, while tournaments of other games held at Blizzcon generated another 4 million hours. As part of our effort to track, research, model and understand the esports space, Newzoo Esports analysts visit the biggest esports events across the globe. "Esports enthusiast," or people who watch esports . In 2019, the audience awareness grew to 1.8 billion people, with more growth expected in the coming years. Found inside – Page 9eSports The 2020s: Affirmation and the Pandemic The pandemic had hardly slowed the course of eSport, and the 2020 decade ... 4,300 professional players were registered in the United States (Newzoo, 2020), more than 4,300 professionals, ... As competitive video games continue to integrate into popular culture, global investors, brands, and media outlets are all paying attention. Countless companies, from PayPal and Activision to TELUS and Google Play have worked with us on Custom Consumer Research projects, and there are several reasons for this. For more information, check out our, Newzoo uses the information you provide to us to contact you about our relevant content, updates, and services. Get our latest insights, reports, and updates straight to your inbox! Even first . The global esports audience is expected to grow to 474 million, representing year-on-year growth of 8.7%. Globally, the total esports audience will grow to 495.0 million people in 2020, Newzoo said. This has propelled the massive growth in esports viewership and audience numbers. For more information, check out our, Newzoo uses the information you provide to us to contact you about our relevant content, updates, and services. Across all markets, 58% of Esports Enthusiasts spent money on Esports related products, compared to just 37% of Occasional Viewers. In 2018 sponsorship deals contributed 40% of global esports revenue and brand advertising 19%. Learn about the changes here. In addition, we review these numbers based on our own viewer-ship data and that collected from different streaming platforms to validate our estimates. Found inside... to grow faster than the broader entertainment sector (Lewis and Bradshaw, 2017). The Americas are not surprisingly a key region for eSports, representing 25% of the global eSports audience and 40% of the revenue generated (Newzoo, ... • The global average annual revenue per Esports Enthusiast will be $5.49 this year, up by 20% from $4.58 in 2017. These events collectively generated $56.3 million in ticket revenues, a small growth spurt from 2018's $54.7 million. Your FREE esports Report Includes the following: This report examines the huge opportunity presented by the valuable esports audience, for brands both inside and outside the gaming industry.. Esports enthusiasts—those who watch more than once a month—will account for just under half of this number (234 million), also growing +8.7% year on year. million. Found inside – Page 110“Globally, the total esports audience will grow to 495.0 million people in 2020, a year-on-year growth of +11.7 percent. ... 7.11 2020 Global Games Market Report according to Newzoo streams are similar to those of traditional sports. This year, Newzoo is forecasting almost 16% growth for the global esports business, with the market predicted to reach $1.1 billion. In early March 2016, Newzoo took part in This strong engagement is also reflected in the market’s revenues. the past few years, and we’ve seen individual countries, regions, and markets Esports Market Report service which includes quarterly trend and • The number of Esports Enthusiasts worldwide will reach 165 million in 2018, a year-on-year growth of +15.2%. Newzoo's report claims that the worldwide esports audience will grow to 474m people in 2021, a year-on-year growth of 8.7%. This mostly due to urbanization and advances in IT infrastructure, coupled with explosive mobile growth. Found inside – Page 14... about the esports industry such as the global games market, esports revenues, and esports audience size. ... after separating esports viewers into (1) occasional and (2) frequent viewers, Newzoo (2019) projected steady growth from ... The esports economy will grow 41.3 percent to $696 million in 2017, according to market researcher Newzoo. You can unsubscribe from these communications at any time. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. The global esports audience will grow to 474.0 million in 2021, a year-on-year growth of +8.7%. Newzoo segments esports viewership into "occasional viewers" (people who watch professional esports content less than once a .

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