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.
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)
- 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
Research Director, Television
Ted is a Research Director for IHS Technology’s Television team. He is responsible for tracking and analyzing key new trends affecting the TV industry, assessing the impact these will have on pay-TV operators, broadcasters, content owners and other important players from across the value chain.
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.
As head of games research at IHS, Piers Harding-Rolls leads a team of analysts tracking the evolution of the games sector across all major packaged game and digital games segments.
Senior Analyst, Home Entertainment
Jonathan is a senior analyst in the IHS Home Entertainment team, covering the Digital and Physical markets in the UK and Nordics. Jonathan has contributed on a range of subjects including competitive analysis surrounding pricing, changes in viewing behaviour, SVoD consumer strategy and piracy
Senior Director, Media & Advertising
Daniel is a Senior Director at IHS Markit, where he oversees the global advertising research, consulting and forecasting practice. His key research areas include the future of TV and video, social media platforms, advertising-funded business models, programmatic advertising, AI-driven marketing, and data strategies.
Chenyu Cui is an analyst in the Media team, with a specific focus on China and also include analysis of massively multiplayer online games, multiplayer online games, social network games and other online games markets.