Reports Entertainment and Fandom

Esports viewers update A valuable segment with a (solvable) growth problem

Richard Broadhurst
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If you are interested this report, or related reports such as MIDiA Data Spotlight: Esports Emerging Markets Driving Audience, Profiling Esports Viewers The Synergy of Spend, Ad Receptiveness and Engagement and Getting serious about esports Identifying off-season digital engagement opportunities for sports get in touch today to enquire about a report bundle.

Esports currently struggle to attract consumers beyond esports enthusiasts and players of esport-centric titles. Despite growth problems, the esports viewer segment remains valuable. These consumers have large amounts of time and money spent across entertainment, as well as high ad tolerance. For esports to find further growth, it needs to reach across entertainment and provide better entertainment value to a wider audience. Brands and esports organisations can and should continue working together to grow esports audiences and the overall opportunity. The overlap between esports, music, games, video, social media, and sports provides an ideal gateway to do so.

Companies and brands mentioned in this report:  Assassin’s Creed , Call of Duty, Facebook, Fall Guys , Far Cry , FaZe Clan, FIFA , Fortnite , Grand Theft Auto , Instagram, League of Legends , PlayerUnknown’s Battleground (PUBG) , Pluto TV, Super Bowl, TikTok, Tubi TV, Twitter, Valorant , Vevo, and YouTube