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Similaire à SuperData Research eSportsBbrief
Similaire à SuperData Research eSportsBbrief (20)
SuperData Research eSportsBbrief
- 1. eSportsDigital Games Market Trends Brief
April, 2014
!1eSports: Digital Games Brief, April 2014 | Copyright © 2014 SuperData Research. All rights reserved. | www.superdataresearch.com
photo: polygon.com
- 2. Executive summary
!2
SuperData | Digital games market intelligence
‣ In 2014 eSports finally reaches critical mass. Over 71 million
worldwide watch competitive gaming, with roughly half from the
United States.
‣ eSports viewers are dedicated viewers. An average eSports viewer
watches 19 times a month, with a session length of 2.2 hours.
‣ eSports is a key marketing vehicle and revenue driver for online game
publishers. Companies like Riot Games, Wargaming, Valve and
Ubisoft are all placing bets on competitive gaming in 2014.
‣ Major brands are experimenting with eSports. Companies Intel and
Coca-Cola are looking to reconnect with affluent young males
(18-34 years old) via competitive gaming.
eSports: Digital Games Brief, April 2014 | Copyright © 2014 SuperData Research. All rights reserved. | www.superdataresearch.com
- 3. !3
SuperData | Digital games market intelligence
A brief history of competitive gaming
After three decades, competitive gaming finally reaches a worldwide mainstream audience.
*Data and facts provided by Twitch.tv and Raising the Stakes: E-Sports and the Professionalization of Computer Gaming by T.L. Taylor (2012)
&
STARCADE
TV series broadcasts
arcade competitions.
People get together to watch and compete in competitive video game-play
1993 spawn from PC games
like Wolfenstein 3D.
LAN COMMUNITIES1982-1984
CPL
ESL
Cyberathlete
Professional
League
Electronic Sports
League
FOUNDED
1998
2000
24/7 internet and gaming cafes
grow in South Korea due to
popularity of StarCraft.
KOREA e-SPORTS ASSOCIATION
is founded by the Korean government. It is
affiliated with the Korean Olympic Committee.
2002
MAJOR LEAGUE GAMING
is founded as the largest North
American pro eSports organization.
MLG and KeSPA later sign a multi-year partnership in 2012
2011
Twitch.tv
45 million unique viewers
In 2013, Twitch had…
2.4 billion hours of gameplay
who watched a total of…
is founded
(currently inactive)
1997
PC
BANGS!
More than half of Koreans play online games.
20
13
the U.S. begins granting eSports players visas as professional athletes.
eSports: Digital Games Brief, April 2014 | Copyright © 2014 SuperData Research. All rights reserved. | www.superdataresearch.com
- 4. !4
SuperData | Digital games market intelligence
eSports viewership doubles year-over-year
As eSports attracts more viewers, total prize money increases 350% over four years.
2010 2011 2012 2013
viewers
$25million
2013
prize money
As more people
watch eSports,
the stakes
get higher
71.5million
2013 Largest prize pools in 2013
$2,874,381
The International 2013: Dota 2
$2,050,000
League of Legends Season 3
World Championship
$1,000,000
Call of Duty Championship
2013 (Black Ops II)
League of
Legends
Season 3
World
Championship
32.0
BCS National
Championship
26.4
NBA Finals
(Game 7)
26.3
NCAA
Basketball Final
Four (Average)
15.7
MLB World
Series
14.9
•Most viewers of a single eSports
event
•8.5MM concurrent viewers
•Tickets sold out in one hour
•Roughly 18,000 people attended
Viewers of Sports Events (2013, MM)
*Sports viewership data provided by ESPN, Nielsen and Riot Games.
eSports: Digital Games Brief, April 2014 | Copyright © 2014 SuperData Research. All rights reserved. | www.superdataresearch.com
- 5. Gender and age distribution of eSports
enthusiasts in the U.S., 2013*
!5
SuperData | Digital games market intelligence
1 in 5 U.S. gamers watch or participate in eSports
60% of eSports enthusiasts* in the U.S. are between 21 and 35 years old.
28%
62%
10%
32%
55%
13%
70%
30%
Women
Men
10-2036-50
21-35
*Data provided by Newzoo. Enthusiasts are defined as frequest eSports viewers and eSports participants.
†Attendance and viewing data are the results of a survey conducted by SuperData, consisting of 1,080 qualified U.S. respondents.
31.4MMNumber of people in the U.S. who
watch or participate in eSports,
according to Newzoo.
attend
live events
one
quarter
watch
every day
U.S. eSports viewer activity, 2013†
2.2 hours
An average eSports viewing session lasts:
On average per month, viewers watch eSports:
19 times
(based on SuperData survey data)
eSports: Digital Games Brief, April 2014 | Copyright © 2014 SuperData Research. All rights reserved. | www.superdataresearch.com
- 6. !6
SuperData | Digital games market intelligence
Publishers emphasize eSports in 2014 strategy
As a result, LoL will see 42MM new players by 2015E, WoT’s revenue to rise by 24%.
94
76
52
League of Legends
monthly active users (millions)
World of Tanks revenue (millions)
2013 2014E 2015E
$475 $506 $590
• Free-to-play has dug roots into the space as both established and emerging markets like Russia and
Poland show increasing interest in free-to-play games. Popular titles like League of Legends
and World of Tanks are expected to show substantial growth in both audience and revenue over
the next two years.
• Both Riot Games and Wargaming.net have been active in nurturing eSports communities for their
games by sponsoring matches and leagues such as the League of Legends Championship
Series and the Wargaming.net League. Other publishers are following suit in 2014.
• StarCraft II, Dota2 and League of Legends are the most popular eSports, fighting games like Street
Fighter 4 and Super Smash Brothers Melee have had a long and loyal stay in the space. They have
recently shown a resurgence in popularity with the biggest fighting game eSports series, the Evolution
Championship Series (EVO), garnering 2x the unique viewers on Twitch in 2013 than any previous iterations.*
*Data provided by Twitch.tv.
2013 2014E 2015E
eSports: Digital Games Brief, April 2014 | Copyright © 2014 SuperData Research. All rights reserved. | www.superdataresearch.com
- 7. SuperData provides market intelligence on the online, digital and
mobile games industry. By collecting behavioral data directly from
publishers and developers, SuperData identifies key trends,
establishes revenue estimates, and analyzes market changes for
popular online games, including MMOs, FPS, casino, virtual
worlds, mobile and social games.
!
SuperData publishes industry-relevant key performance indicators.
Using our proprietary data set—pulled directly from publishers
and developers—on millions of paying digital gamers, we
establish monthly benchmarks such as ARPPU, conversion rates,
lifetime value, and revenues. Customers use our data to evaluate
their performance, identify key growth opportunities, assess
revenue potential, optimize their efforts, and better understand
their audience’s wants and needs. SuperData’s client base
includes brand owners, developers, retailers, publishers, VCs,
and payment service providers.
SuperData | Digital games market intelligence
About
Who we are.
!7
!
!
Senior Analyst, Consumer Insights
Stephanie Llamas
stephanie@superdataresearch.com
!
Director, Business Development
Sam Barberie
sam@superdataresearch.com
!
116 West 23rd Street, 5th floor
New York, NY 10011
(646) 375 2068
www.superdataresearch.com
Twitter @_SuperData
eSports: Digital Games Brief, April 2014 | Copyright © 2014 SuperData Research. All rights reserved. | www.superdataresearch.com