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ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
ESPORTS COURTSIDE:

PLAYMAKERS OF 2017
2
The SuperData Arcade and Player Profile are the world's most robust and only cross-plaRorm business intelligence tools on
the worldwide games market. The metrics contained here represent the largest and comprehensive view of the vast and growing
digital games market.
To arrange a demo, contact Sam Barberie at sam@superdataresearch.com.
Access insights of over 500 games and 100 publishers, ranging from high-level
trends to granular data.
Create custom queries and segmentaBon across all data and export to .csv or PDF
format for full analyVcal control and presentaVons.
Receive automaBc custom data pulls and spot opportuniBes early as soon as
updates are available.
Learn detailed consumer data and behavior on Player Profile across all
demographies and domains.
See beyond the numbers from quarterly updated Audience Tracker; know your
consumer, where to find them, and what they want.
IdenBfy audience inflecBon points and explain who and what is driving them.
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
Global esports revenue will grow 26% by
2020 as it aDracts a more mainstream
audience.
This increase will be fueled by a viewership
projected to grow 12% each year and a
swelling number of third-party investments.
In addiVon to receiving indirect revenue
from investments, Overwatch and League of
Legends are projected to grow their direct
revenue by selling brand sponsorships,
adverVsements, Vcket sales, and team
merchandise.
3
Esports grows to a $1.5B industry this year and shows no signs of slowing
down
Worldwide Esports Revenue
$1.5B
$2B
$2.5B
2017 2018 2019 2020 2021 2022
$2.3B
$2.1B
$1.9B
$1.8B
$1.6B
$1.5B
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
4
Investors showed confidence in esports this year by contribuBng $750M to
the market
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
Sponsorship
and ads
Investments
Merchandise and 6cket sales
Prize pools
Be>ng and amateur tournaments
35%
6%
5%
5%
50%
Worldwide esports
market size
$1.5B2017
AdverIsers and investors finally take noIce of
esports’ access to key audiences, with
contribuIons accounIng for 85% of the
worldwide market.
Video game companies like AcVvision Blizzard,
Riot Games and Valve conVnue to support their
flagship esports Vtles with player franchising
agreements and larger prize pools. But a
number of high-profile sports organizaVons and
brands invested in the market for the first Vme,
highlighVng a growing confidence in its ability
to break into the mainstream. AdverVsers and
brands like the The Krac Group (owner of New
England Patriots) and Mercedes-Benz are
among the most notable, with several other
sports teams and brands making financial
commitments.
5
Dota 2
PRIZE POOLS $37.1M
MONTHLY ACTIVE USERS 12.6M
Hours watched April - Oct 465M
League of Legends aSracts more players while Dota 2 draws higher prize pools
Dota 2’s crowdfunding strategy pays off as fans are willing to chip in to prize pools.
Dota 2 awards its professional athletes more prize money than League of Legends, despite having a smaller player base and viewership.
Since 2013, Dota 2 has crowdfunded its InternaVonal championship by selling the Balle Pass (formerly called The Compendium). The
prize pool for Dota 2’s annual finals, The InternaVonal, broke esports records this year by reaching $25M, up from $21M in 2016.
This includes a pack of in-game items and offers rewards for predicVng esports match results. League of Legends also relies on
crowdfunding for the League World Championship prize pool and raised $5M in 2017.
League of Legends
$11.4M PRIZE POOLS
101M MONTHLY ACTIVE USERS
1,665M Hours watched April - Oct.
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
6
Overwatch League spreads across US ciBes, laying the groundwork for
regional rivalries
Play
Overwatch is the most played
shooter worldwide outside of
Crossfire, averaging 14.4M monthly
users on PC and console this year.
Esports AnIcipaIon
Among US fans of
compeVVve gaming,
Overwatch is the most
anVcipated esport Vtle.1
Los Angeles
San Francisco
Dallas
Houston Miami-
Orlando
Philadelphia
Boston
New York
Cities
Overwatch League bridges the gap between
esports and traditional sports by basing teams
around cities, opposed to larger regions. This
makes Overwatch more approachable to
traditional sports investors.
CiIes hosIng Overwatch
teams, 2017
1. When asked: what games would you like to see more esports content for in the future?
7
PlayerUnknown’s Ba8legrounds has aSracted a viewership of 202M in record
Bme
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
Viewer and player trends, 2017
75M
150M
225M
May June July August September October
2M 3M 5M 7M 8M 13M19M
86M
126M
150M
174M
202M
Viewers
Players
PlayerUnknown’s Ba5legrounds is on its way
to becoming the first BaDle Royale esport.
The game has surpassed 200M unique
viewers only seven months acer its April
release. October Twitch viewership moved
closer to that of League of Legends’ 286M
unique viewers— the largest audience for a
single game. PUBG’s unprecedented
viewership is now 15 Vmes larger than its
player base, indicaVng a growing popularity
among non-players as well.
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
8
Twitch and YouTube conBnue to fight for the same esports audience
Most esports fans use both Twitch and
YouTube to consume gaming content.
For now, people go to each plaRorm for
different things, turning to YouTube for more
curated content and Twitch for live streams.
Twitch remains the most popular desVnaVon
for esports fans; 87% of US esports viewers
tune into their live streams while 77% watch
esports content on YouTube.
US esports viewership split
67%
watch both
11%
watch
YouTube
only
20%
watch
Twitch
only
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
9
DEFINITIONS
• Esports: Professional or high-level amateur gaming compeVVons.
• Live Stream: Gameplay streamed live online on sites like Twitch.
• Monthly Average Users (MAU): The number of users who log in and play a game at least once over the course of a month, including trial
and free users. Users can be counted more than once within a parVcular game if they log in through mulVple accounts, or within a parVcular
genre/category if they log into mulVple games.
10
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
Terminology
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
11
EVERYTHING ELSE
12
SuperData Research
SuperData provides relevant market data and insight on digital games and playable media.
Founded by veteran games industry researchers, SuperData covers the market for free-to-play
gaming, digital console, mobile, PC downloadable, gaming video content and eSports.
Monthly analyses and industry reports using digital point-of-sale data. Using digital point-of-
sale data received from publishers, developers and payment service providers, we base our
analyses on the monthly spending of 78 million paying digital gamers worldwide.
Understand what people play, connect to and spend on. Our research combines transacVon-
level data with qualitaVve consumer insight. Our leadership team has experience spanning across
major research firms, including NPD, Nielsen, DFC Intelligence, Comscore, Experian, Jupiter and
Forrester.
A next gen approach for next gen entertainment. Our customer base includes legacy publishers
(e.g. AcVvision Blizzard, Ubisoc), digital-only publishers (e.g. Nexon, Tencent, Wargaming), media
companies (e.g. Google, Coca-Cola) and industry service providers (e.g. PayPal, Visa, GameStop).
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
13
Contact
VP, Research & Strategy
Stephanie Llamas
stephanie@superdataresearch.com
VP, Product & Business Development
Sam Barberie
sam@superdataresearch.com
Business Development Manager
Giancarlo Chaux
giancarlo@superdataresearch.com
12 East 49th Street, 11th floor
New York, NY 10017
(646) 248-5241
www.superdataresearch.com
Twiler: @_SuperData
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
www.superdataresearch.com
ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.

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ESports Market Brief Superdata Report

  • 1. ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved. ESPORTS COURTSIDE:
 PLAYMAKERS OF 2017
  • 2. 2 The SuperData Arcade and Player Profile are the world's most robust and only cross-plaRorm business intelligence tools on the worldwide games market. The metrics contained here represent the largest and comprehensive view of the vast and growing digital games market. To arrange a demo, contact Sam Barberie at sam@superdataresearch.com. Access insights of over 500 games and 100 publishers, ranging from high-level trends to granular data. Create custom queries and segmentaBon across all data and export to .csv or PDF format for full analyVcal control and presentaVons. Receive automaBc custom data pulls and spot opportuniBes early as soon as updates are available. Learn detailed consumer data and behavior on Player Profile across all demographies and domains. See beyond the numbers from quarterly updated Audience Tracker; know your consumer, where to find them, and what they want. IdenBfy audience inflecBon points and explain who and what is driving them. ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
  • 3. Global esports revenue will grow 26% by 2020 as it aDracts a more mainstream audience. This increase will be fueled by a viewership projected to grow 12% each year and a swelling number of third-party investments. In addiVon to receiving indirect revenue from investments, Overwatch and League of Legends are projected to grow their direct revenue by selling brand sponsorships, adverVsements, Vcket sales, and team merchandise. 3 Esports grows to a $1.5B industry this year and shows no signs of slowing down Worldwide Esports Revenue $1.5B $2B $2.5B 2017 2018 2019 2020 2021 2022 $2.3B $2.1B $1.9B $1.8B $1.6B $1.5B ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
  • 4. 4 Investors showed confidence in esports this year by contribuBng $750M to the market ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved. Sponsorship and ads Investments Merchandise and 6cket sales Prize pools Be>ng and amateur tournaments 35% 6% 5% 5% 50% Worldwide esports market size $1.5B2017 AdverIsers and investors finally take noIce of esports’ access to key audiences, with contribuIons accounIng for 85% of the worldwide market. Video game companies like AcVvision Blizzard, Riot Games and Valve conVnue to support their flagship esports Vtles with player franchising agreements and larger prize pools. But a number of high-profile sports organizaVons and brands invested in the market for the first Vme, highlighVng a growing confidence in its ability to break into the mainstream. AdverVsers and brands like the The Krac Group (owner of New England Patriots) and Mercedes-Benz are among the most notable, with several other sports teams and brands making financial commitments.
  • 5. 5 Dota 2 PRIZE POOLS $37.1M MONTHLY ACTIVE USERS 12.6M Hours watched April - Oct 465M League of Legends aSracts more players while Dota 2 draws higher prize pools Dota 2’s crowdfunding strategy pays off as fans are willing to chip in to prize pools. Dota 2 awards its professional athletes more prize money than League of Legends, despite having a smaller player base and viewership. Since 2013, Dota 2 has crowdfunded its InternaVonal championship by selling the Balle Pass (formerly called The Compendium). The prize pool for Dota 2’s annual finals, The InternaVonal, broke esports records this year by reaching $25M, up from $21M in 2016. This includes a pack of in-game items and offers rewards for predicVng esports match results. League of Legends also relies on crowdfunding for the League World Championship prize pool and raised $5M in 2017. League of Legends $11.4M PRIZE POOLS 101M MONTHLY ACTIVE USERS 1,665M Hours watched April - Oct. ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
  • 6. ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved. 6 Overwatch League spreads across US ciBes, laying the groundwork for regional rivalries Play Overwatch is the most played shooter worldwide outside of Crossfire, averaging 14.4M monthly users on PC and console this year. Esports AnIcipaIon Among US fans of compeVVve gaming, Overwatch is the most anVcipated esport Vtle.1 Los Angeles San Francisco Dallas Houston Miami- Orlando Philadelphia Boston New York Cities Overwatch League bridges the gap between esports and traditional sports by basing teams around cities, opposed to larger regions. This makes Overwatch more approachable to traditional sports investors. CiIes hosIng Overwatch teams, 2017 1. When asked: what games would you like to see more esports content for in the future?
  • 7. 7 PlayerUnknown’s Ba8legrounds has aSracted a viewership of 202M in record Bme ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved. Viewer and player trends, 2017 75M 150M 225M May June July August September October 2M 3M 5M 7M 8M 13M19M 86M 126M 150M 174M 202M Viewers Players PlayerUnknown’s Ba5legrounds is on its way to becoming the first BaDle Royale esport. The game has surpassed 200M unique viewers only seven months acer its April release. October Twitch viewership moved closer to that of League of Legends’ 286M unique viewers— the largest audience for a single game. PUBG’s unprecedented viewership is now 15 Vmes larger than its player base, indicaVng a growing popularity among non-players as well.
  • 8. ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved. 8 Twitch and YouTube conBnue to fight for the same esports audience Most esports fans use both Twitch and YouTube to consume gaming content. For now, people go to each plaRorm for different things, turning to YouTube for more curated content and Twitch for live streams. Twitch remains the most popular desVnaVon for esports fans; 87% of US esports viewers tune into their live streams while 77% watch esports content on YouTube. US esports viewership split 67% watch both 11% watch YouTube only 20% watch Twitch only
  • 9. ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved. 9 DEFINITIONS
  • 10. • Esports: Professional or high-level amateur gaming compeVVons. • Live Stream: Gameplay streamed live online on sites like Twitch. • Monthly Average Users (MAU): The number of users who log in and play a game at least once over the course of a month, including trial and free users. Users can be counted more than once within a parVcular game if they log in through mulVple accounts, or within a parVcular genre/category if they log into mulVple games. 10 ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved. Terminology
  • 11. ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved. 11 EVERYTHING ELSE
  • 12. 12 SuperData Research SuperData provides relevant market data and insight on digital games and playable media. Founded by veteran games industry researchers, SuperData covers the market for free-to-play gaming, digital console, mobile, PC downloadable, gaming video content and eSports. Monthly analyses and industry reports using digital point-of-sale data. Using digital point-of- sale data received from publishers, developers and payment service providers, we base our analyses on the monthly spending of 78 million paying digital gamers worldwide. Understand what people play, connect to and spend on. Our research combines transacVon- level data with qualitaVve consumer insight. Our leadership team has experience spanning across major research firms, including NPD, Nielsen, DFC Intelligence, Comscore, Experian, Jupiter and Forrester. A next gen approach for next gen entertainment. Our customer base includes legacy publishers (e.g. AcVvision Blizzard, Ubisoc), digital-only publishers (e.g. Nexon, Tencent, Wargaming), media companies (e.g. Google, Coca-Cola) and industry service providers (e.g. PayPal, Visa, GameStop). ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
  • 13. 13 Contact VP, Research & Strategy Stephanie Llamas stephanie@superdataresearch.com VP, Product & Business Development Sam Barberie sam@superdataresearch.com Business Development Manager Giancarlo Chaux giancarlo@superdataresearch.com 12 East 49th Street, 11th floor New York, NY 10017 (646) 248-5241 www.superdataresearch.com Twiler: @_SuperData ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.
  • 14. www.superdataresearch.com ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER 2017 | © 2017 SuperData Research. All rights reserved.