~/talk

How big will eSports and mobile eSports be in 2016?

links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00ESports industry growth
  2. 1:35Research and market data
  3. 2:48Audience demographics
  4. 4:24Viewer behavior
  5. 5:25Revenue and market value
  6. 6:45Future growth and potential
  7. 7:53Gaming genres and trends
  8. 8:57Regulations and media
  9. 11:02Disruption and opportunity
  10. 14:11Conclusion
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.