eSports video: a cross platform growth story

May 29, 2014  | Subscribers Only

Dan Cryan Dan Cryan Senior Director, Broadband Media
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In 2013, esports video consumption reached 2.4 billion hours, almost double the levels in 2012. Esports generated just over $32.8 million in online advertising revenue in 2013, and is set to grow by over 250% by 2018 as programmatic advertising, new regions and new platforms make their presence felt.

The market for esports video, understood as a live and on-demand content involving play in organised competitions, is booming. Driven by maturing games platforms and online video services that are capable of aggregating large, buy geographically diffused audiences.

As with many popular forms of online content monetising esports viewing is currently laging behind consumption, but this is set to change as esports is particularly well suited to programmatic video advertising – the fastest growing part of the online advertising market. 


  • More than 70% of all esport viewing in 2013 was online with the remainder on traditional TV
  • Globally China is the largest market for online esport viewing followed by the USA and South Korea
  • In competitive play, the largest audiences are for Riot Games’ ‘League of Legends’, followed by Valve’s ‘Dota 2’ and ‘StarCraft 2’ from Activision Blizzard. 

List of tables and charts: 

  • Worldwide esports Video Consumption
  •  eSports Viewing by Region, 2013
  • eSports Consumption by Platform, 2013
  • Annual growth in online video views from select platforms
  • Worldwide esport video advertising revenue
  • USA: Net video advertising revenue by trading type
  • ESL Peak audiences by title 2013


No of Pages: 13

Dan Cryan

Senior Director, Broadband Media

Dan oversees the strategic development of the company's global output on the business and economics of broadband, the digital distribution of ebooks, movies, music, TV and user-generated content, and the relationship between content and consumer technology.

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