Reports: esports

Browse all of our reports, featuring our analysts' expert insights and analysis of audience segmentation, emerging trends and technologies, value chains, market shares, predictions and more – backed by our proprietary survey data and bespoke models & forecasts. Become a subscriber to get new ones every month, or just pick one to get started.

Esports bundle
Available for a limited time

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Karol Severin and Samuel Griffin
This bundle contains three of our most recent esports reports, providing you with a wide selection of insights and content from our analysts. Take this opportunity to get some of our most recent data at a discounted price. Esports viewers update. A valuable segment with a (solvable) growth problem Esports currently struggle to attract consumers beyond esports enthusiasts and players of esport-centric titles.
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Getting serious about esports
Identifying off-season digital engagement opportunities for sports

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Alistair Taylor
COVID-19 has expedited the need for rights holders and teams to generate digital engagement beyond the pure play live broadcast. Games and esports became big attention economy winners during the early stages of the pandemic and first lockdown. Rights holders desperate to maintain connectivity with fans looked to esports to drive engagement and maintain relevance.
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Sports audiences
The Gen Z opportunity

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Alistair Taylor
Digital natives are more likely to consume non-live sports than older, traditional sports fans, which presents rights holders and broadcasters with untapped potential for monetisation by harnessing and actioning this insight. While the most valuable sports audience currently remains among pay-TV subscribers, planning for meaningful non-broadcast revenues through digital-native engagement is now crucial for pandemic mitigation, as well as addressing the needs of the underserved fans of the future.
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US and UK Sports Fans
Reaching Digital Natives

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Alistair Taylor
Sports as a product is feeling the squeeze of the peak attention economy. Sports fans in the traditional sense are ageing, and appealing to a younger digitally-native audience is a fundamental issue that rights holders can no longer ignore. Sports rights holders have realised the importance of their virtual (gaming) counterparts, acknowledging that they are taking much of the attention of a large proportion of their fanbases, but also nurturing expected future fans who do not interact with the real-life version of sports.
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MIDiA Research Predictions 2017
The Year Of The Platform

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Karol Severin, Mark Mulligan, Tim Mulligan and Zach Fuller
As we correctly predicted, 2016 was the year video ate the world. 2017 is going to be shaped by the battle for consumer attention through formatting and distribution wars. VR is likely to cede further ground to AR, bots will become established, while messaging apps add to their dominant position (even though user growth will slow).
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