How big will eSports and mobile eSports be in 2016?
summary
Newzoo projects about 30 million enthusiasts who watch eSports at least twice a month, industry revenue approaching $500M in 2016 with nearly half from online advertising, and average fan spend around $3.5 per year versus $15 for basketball — implying a fivefold monetization gap. Data come from quarterly tracking across 27 countries and Twitch/view metrics; mobile titles like Clash of Clans and Vainglory are positioned to scale, while live-streaming tech, UGC video and betting raise regulatory and PR risks.
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chapters (10)
- 0:00ESports industry growth
- 1:35Research and market data
- 2:48Audience demographics
- 4:24Viewer behavior
- 5:25Revenue and market value
- 6:45Future growth and potential
- 7:53Gaming genres and trends
- 8:57Regulations and media
- 11:02Disruption and opportunity
- 14:11Conclusion
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