Esports’ emergence as a primarily online-driven genre, and one that – like many traditional sports –requires little (if any) localisation, makes it ideally suited to aggregating large audiences across multiple territories. As such, it has experienced rapid growth – total hours viewed passed the 6 billion mark in 2016, according to IHS Markit data, more than five times the amount watched in 2010. Online viewing accounted for 85% of the total, a share that is expected to increase to 88% by 2021. By this time, we forecast annual esports viewing will rise to 9.3 billion hours.

Highlights:

Data and forecasts:

  • Global esports video consumption, including online and traditional TV splits
  • Global esports online-video advertising revenue
  • Regional splits for North America, LatAm, EMEA and APAC (of which China, S. Korea, others)

Analysis:

  • Competing in esports: Strategy evolution and value-chain dynamics
  • Growth opportunities, including new IP and content innovation
  • Lessons from esports for other niche sports – how to build audiences
  • What esports reveals about the future of TV

In this report:

This report focuses on the opportunities, challenges and key strategic initiatives from the leading players in esports video. It is the first in a series of two IHS Markit esports reports to be published in 2017; the second, Esports and publishers: How games companies are capitalising on the new competition, will focus on the evolving strategies of the leading games publishers and their emerging esports platforms.

List of tables and charts:

  • Global esports video consumption, 2011-2021
  • Esports viewing by platform, 2016
  • Popular esports genres overview
  • Esports average share of monthly viewers by device on Twitch, 2015
  • BBC iPlayer average share of monthly viewers by device, 2015
  • Selected esports M&A activity
  • Esports solution chain for tier-1 games publishers
  • Esports viewing by region, 2016
  • Esports advertising revenue forecasts, 2016-2021
  • Premium features for esports subscribers
  • Esports video streams' average length by region, 2011-2021

Number of pages: 20

Number of tables and charts: 11

Ted Hall

Director – Research and Analysis, Service Providers & Platforms

Mr. Ted Hall, director of research and analysis at IHS Markit, evaluates new trends impacting the pay-TV business.

Dan Cryan

Executive Director – Research and Analysis, IHS Markit

Mr. Dan Cryan is the executive director of Research and Analysis at IHS Markit and a thought leader in digital media coverage.

Piers Harding-Rolls

Director – Research and Analysis Director, Games, IHS Markit

Mr. Piers Harding-Rolls is a director of Research and Analysis Games at IHS Markit, focuses on the evolution of games.

Chenyu Cui

Senior Research Analyst – Games, IHS Markit

Chenyu Cui is a Senior Research Analyst, Games at IHS Markit.

Geography
China Sweden UK USA
Research by Market
Media & Advertising
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