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Esports in Asia 101: Witnessing the rise of a global industry

By the end of 2015, the global Esports audience was estimated to be around 235 million viewers, contributing to total annual industry revenues of $325 million. By 2020, almost 600 million global Esports fans are predicted to be contributing to the growth of an industry with annual revenues of approximately $1.5 billion. 

Welcome to your “everything you need to know” Esports playbook. From what it is to what’s driving its growth to why Asia now, this will tell you why Esports is something you will want to be involved in. 

Download the article to find out more. 

Can esports be a part of the Olympics

With heightened activity surrounding esports in major sporting tournaments the question on everyone’s lips is can it also be a part of the Oympics? In this report we examine the debates surrounding esports and the Olympics and why it could be a commercial game changer for the industry.

Ready, Steady, Play

By 2021 global esports revenues are predicted to rocket to $1.65bn, $1.4bn of which will come directly from brand investment. Yet despite the rising growth and popularity of esports and notable major global brands entering the market, it remains a small fraction of advertising budgets. Here we explore why brands should be adding esports to their media plans. Discover:

  • What makes esports such a good investment 
  • How popular it is becoming and where fans hang out 
  • What other brand advertisers are already doing in the marketplace

How sustainable is the esports industry?

There’s no doubt that the esports market is going from strength to strength. Newzoo reports by 2021 global esports revenues are predicted to rocket to $1.65bn. Yet as it becomes an expensive business, can developers and publishers still make money? Can teams rely on the income solely from esports? How sustainable a model is it? 

This article explores the longevity of esports and how sustainable a market it is. 

  • What differing models are publishers exploring to bring in revenue?
  • How can esports make sure fans are getting access to great competitions? And what power do the fans hold over its success?
  • What will determine the pace of growth?