Marketing and esports: Understanding the esports fan

Publishers, teams, athletes and broadcasters share a common goal: they want to engage the fans. The more esports can attract and engage fans, the more attractive esports will be to sponsors, advertisers and investors.

But who is the esports fan? Here are some key insights on this growing segment.

The worldwide esports audience reached 395 million in 2018, according to Newzoo, and was expected to grow by 15% in 2019. Fans average 100 minutes per watching session on platforms like Twitch, Mixer or YouTube Gaming.

Asia-Pacific accounts for 57% of the esports enthusiasts, while North America is the largest esports market on a per capita basis, boasting revenues of $409.1 million. The 23.9 million Esports Enthusiasts in North America will generate $17.13 per fan this year, higher than in any other region.

Seven out of ten esports fans are males that range from 18 to 34 years of age with Nielsen reporting that the average age of an esports fan is 26 years old. Most esports fans are young, early adopters, active on social media channels such as Twitter and Reddit, and grew up online or with tech-related interests (video games, media, computers, mobile apps, and IoT).

In fact, it’s reported by Newzoo that among “North American male millennials (age 21 to 35), esports is just as popular as baseball or hockey, with 22% watching it. In North America, the most popular sport in the region, football, is only twice as popular as esports among male millennials. For male viewers between the ages of 36 and 50, football is only three times as popular as esports.”

Reasons why male fans engage with esports:
To learn tips and tricks from the professionals – 44%
Entertainment aspects – 41%
To become a better gamer – 39%
To connect/meet/socialize with other games – 19%
To participate in or see cosplay – 9%

Reasons why female fans engage with esports:
Entertainment aspects – 40%
Learn tips and tricks from the pros – 36%
To become a better gamer – 29%
To connect/meet/socialize with other gamers – 22%
To participate in or see cosplay – 13%

More people watched the finals of the League of Legends World Championship than the Super Bowl in 2018 (approximately 200 million viewers versus 98 million). It is an opportunity brands cannot miss.

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