Page 19 - AeM_July_2020
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RESEARCH
                                                                                                                 ANALYSIS
                                                                                                                  TRENDS



































       Asia leads in e-sports



      According  to  WARC,  the  international  marketing   watched  more  e-sports  content  than  before,  rising  to
      intelligence   service,   e-sports   penetration   is   one in four in South Korea (26%) and Indonesia (24%).
      approaching  one  billion  viewers  worldwide,  though
      Western  markets  are  lagging.  More  than  one  in  four   Practitioners believe advertising spend  will be the key
      (27%) males have watched an e-sports tournament in   driver  of  e-sports  growth  in  the  coming  years,  and
      the  last  month,  equivalent  to  554m  people.  The  rate   WARC forecasts investment will now top $1bn in 2022
      among females is far lower at 17% (349m), placing the   (compared to $844m this year). Venture capitalists are
      total audience at just over 900m viewers worldwide.   also expected to up investment greatly in the sign of a
                                                           maturing market, while media rights will become a key
      Penetration  is  highest  in  Asia  at  almost  one  in  three   battleground from merger and  acquisition  activity  over
      (30%),  falling  to  one  in  five  (20%)  in  Latin  America,   the coming years.
      14%  in  Europe  and  MEA,  respectively,  and  13%  in
      North America. Uptake is greatest among Gen Z at one   Mobile: the non-gamer's gaming
      in  four  (27%)  and  stands  at  one  in  five  (20%)  among
      Millennials.  Data  from  Limelight  Networks  show  that   A  full  2.9bn  people  play  games  on  their  smartphone,
      Gen Z gamers watch 6:19 (h:mm) of e-sports content a   equivalent to seven in ten (71%) internet users. This is
      week on average, over an hour longer than they spend   up from 63% in 2015 - an increase of one billion people
      watching traditional sporting content (5:10).        worldwide  in  just  five  years.  Further,  29%  (1.2bn)  are
                                                           mobile-only  gamers,  rising  to  one  in  three  in  Asia
      New audiences have proven hard to come by as there   Pacific  and  the  Middle  East  and  Africa.  Israel  (46%),
      has  been  no  direct  translation  among  traditional   Singapore  (44%)  and  Thailand  (42%)  record  the
      sporting  fans.  Just  3%  of  adults  said  they  started   highest rates.
      watching  e-sports  during  April  2020,  when  many
      markets  were  at  the  start  of  COVID-19-induced   Mobile  gamers  skew  older  than  the  average  and
      lockdown. The greatest proportion of new viewers was   comprise  mostly  of  females  (55%  vs.  46%  for  all
      to  be  found  in  India  at  11%,  per  McKinsey  research,   gamers).  They  are  more  casual,  with  many  not
      with  the  US  and  UK  each  recording  rates  of  just  1%.   regarding themselves as gamers at all: in the US, three
      Existing  audiences  instead  consolidated:  one  in  ten   in  four  (77%)  women  with  children  that  play  mobile


       19                                                     July 2020: Virtual-, Augmented & Mixed Reality: revolutionizing the customer experience
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