Competitive gaming, or eSports, are a rapidly growing market with viewership increasing almost eight-fold in the last four years, according to our estimates and those of our pals Newzoo. We estimate the total viewership in the eSports market to have surpassed 70 million in 2013, doubling year-over-year. In the United States, males account for 70% of frequent viewers and participants. In two new reports, we delve into the potential of the eSports market.
Two new reports—our own April Digital Games Market Trends Brief (DOWNLOAD) and Newzoo’s Sizing & Profiling eSports’ Popularity in the West—find that U.S. viewers are dedicated viewers, watching eSports an average of 19 times a month for over two hours at a time. The lion’s share of U.S. viewers are males between 21 and 34 years old, giving advertisers a unique opportunity to access the elusive demographic. In our eSports Market Brief we investigate the growth of the overall worldwide eSports market, in addition to taking a granular look at U.S. viewers and their viewing patterns.
“[With] the booming popularity of streaming services like Twitch, ESL and MLG, it is becoming easier than ever for gamers to connect with other players and form communities that culminate in competitive gaming.” –Joost van Dreunen, CEO of SuperData
Other key conclusions from the report include:
- Worldwide viewership has doubled in the last year, reaching more than 70 million viewers
- Prize pools are likewise increasing, hitting $25 million in 2013 as Dota2 competition The International offered a record-breaking $2.87 million in prize money.
- Publishers and major consumer brands alike are experimenting with eSports in order to connect with affluent young males, which account for more than 3/4 of U.S. eSports viewership.