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FREE 2018 GLOBALESPORTS
MARKET REPORT©2018 Newzoo

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KEY GLOBAL TRENDS

KEY GLOBAL TRENDSTABLE OF CONTENTS
1. FOREWORD & KEY TAKEAWAYS		

04

2. METHODOLOGY & TERMINOLOGY		

08

3. KEY GLOBAL TRENDS					141.

4. GLOBAL OVERVIEW					185. RANKINGS								24GET THE FULL REPORT					27ABOUT NEWZOO							28

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KEY GLOBAL TRENDS

KEY GLOBAL TRENDS

1.
FOREWORD &KEY TAKEAWAYS

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FOREWORD

KEY TAKEAWAYSFOREWORDKEY TAKEAWAYS

As a consumer phenomenon, esports continues to grow its huge base of passionate fans

GLOB A L ESPORTS R EVEN U ES U P MOR E
THA N 38% YEA R ON YEA R

across the globe. As a business, esports is now entering a new and critical phase toward
maturity. Big investments have been made, new league structures have been launched,sponsorship budgets have moved from experimental to continuous, and international•

media rights trade is starting to heat up. At the same time, player salaries have soared

Global esports revenues will reach $906 million in 2018, a year-on-year growth ofand the esports ecosystem and viewership hours still very much rely on a select number+38.2%. North America will account for $345 million of the total and China for $164

of globally operating teams and game franchises. Profitability and return on investment

million.

is, for many organizations at the heart of the esports economy, a challenge.
An industry survey performed by Newzoo late last year found that the majority of•

respondents from teams expect esports to take another five to 10 years to mature fully
as a business. The same research showed that brands and agencies expect the eco-

Brands will invest $694 million in the esports industry, 77% of the total market. This
will grow to $1.4 billion by 2021, representing 84% of total esports revenues.

system to be fully professionalized in three to five years. This illustrates the current
status of the market: great expectations from outside and more conservative views•

from people within. This year will be pivotal in determining the pace at which esports

The number of Esports Enthusiasts worldwide will reach 165 million in 2018, a year-

becomes the global multi-billion-dollar business we all envisage. This year, we antici-

on-year growth of +15.2%. The total Esports Audience will reach 380 million thispate global esports sponsorship and advertising revenues to surpass half a billion

year, a year-on-year growth of +13.5%.

dollars. Considering the media exposure esports has created, this is still a relatively
small amount.

•

The full report features key insights on 10 different regions. We also discuss 10 key

The global average annual revenue per Esports Enthusiast will be $5.49 this year, up
by 20% from $4.58 in 2017.

trends driving the esports, media, and tech industries forward and present our latest
forecast scenarios for the esports audience and its economy. A positive developmentthat we have seen at Newzoo is that the biggest consumer, telecom, automotive, and•hardware brands are now investing in deeper market intelligence to secure continuous

In 2017, there were 588 major esports events that generated an estimated $59 million
in ticket revenues, up from $32 million in 2016.

insights on gaming and esports. Finally, gaming seems to be getting the acknowledgment of being, arguably, the world’s favorite pastime.

•

PETER WARMAN
CEO, Newzoo

breaking the $100 million mark for the first year.

•
FREE 28-PAGE
VERSION

The total prize money of all esports events held in 2017 reached $112 million,

The League of Legends World Championship was the most watched event on
Twitch in 2017 with 49.5 million hours. It also generated $5.5 million in ticket

FULL 114-PAGE
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revenues.

$6900

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KEY GLOBAL TRENDS

METHODOLOGY & TERMINOLOGYMETHODOLOGYSIZIN G THE MA R KET WITH A VA R IETY O F DATA
Newzoo aims to provide its clients with the best possible assessment of the size of theoverall esports market and its future potential. By synthesizing many data points, we
provide estimates on a regional and individual country level. Below, we describe ourapproach in detail to explain what underpins our forecasts, facilitating comparisonswith other data sources.

2.

At the highest level, Newzoo focuses on three key metrics for every market: Esports
Enthusiasts, Occasional Viewers, and revenues. We define a market as a country, region,or other geographic territory.
The data on Esports Enthusiasts and Occasional Viewers is largely based on our proprietary primary consumer research, which continues to form the basis of our detailed
understanding of consumers, esports, and games. In 2018, we will carry out research inmore than 28 countries, covering more than 60,000 consumers. Starting in 2009 with six
countries, this is now the largest games-related consumer research program in the world.
The Esports Enthusiast and Occasional Viewer ratios resulting from this consumer

METHODOLOGY& TERMINOLOGY

research are projected against the online population, using population, internet penetration, and urbanization metrics. The urban online population is an important driver ofthe number of potential esports viewers and an indicator of how much more structural
growth a country can expect in the relevant population of potential esports viewers.
The revenue forecasts are based on our predictive esports market model, which incorporates data from multiple sources: macroeconomic and census data, primary consumer
research, data provided by our official industry data partners, public event data in termsof viewership and attendees, media reports, and third-party research. We also receive
valuable input from clients, including leaders in the esports industry.
Market size estimates and growth forecasts for individual countries and in aggregate
for the total industry are validated against our analysis of various contextual metrics.
For instance, our market model calculates the average revenue generated per Esports
Enthusiast, which is then compared with historic numbers, other regions, GDP per capita,
and traditional sports spending. Overall, our forecasts are always the outcome of an iterative process, reviewing the implications of our assumptions on a very granular level.
We define industry revenues as the amount the industry generates through the saleof sponsorship, media rights, advertising, publisher fees, and tickets and merchandising. Our revenue numbers exclude prize pools and player salaries, which we consider tobe cost items at an industry level, as well as fan contributions to prize pools, which we
consider in-game revenues. We also exclude revenues from online gambling and betting

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METHODOLOGY & TERMINOLOGYMETHODOLOGY & TERMINOLOGY

related to esports (e.g., via BWIN, Unikrn). Finally, we do not include capital investments

REFINED AUDIENCE DEFINITION

in esports organizations, as we think it is important to distinguish between revenues
Previously, our definition of Esports Enthusiasts also included people who actively

and investments.
Our historical revenues and growth rates reflect the year-end US$ exchange rate. Ourcompete in amateur online competitive gaming leagues or tournaments, such as ESL

projected growth rates assume steady exchange rates going forward, but we take into

Play, Toornament, and FACEIT. A meaningful number of these highly engaged compet-

consideration historic growth rates in local currency rather than US$, as this gives aitive gamers does not follow professional esports as viewers. Because of the increasing

better picture of underlying growth.

importance of media reach and viewership in the esports industry, we have chosen to

In terms of countries and regions, we define the market size as the amount generated

provide a sharper focus on professional esports viewership numbers. This, together

by consumers in that specific territory, as opposed to the amount that companies basedwith minor corrections in growth regions, such as Southeast Asia and the Middle Eastin a particular territory generate worldwide.

and Africa, has led to a slightly lower total audience estimate for this year and forecasts
going forward.

The methodology and various inputs are visualized by the illustration below.

ESPORTS AUDIENCE GROWTH

200
VARIABLES

MARKET MODELSCONSUMER
INSIGHTSESPORTSCONSUMER INSIGHTSGLOBAL | 2016, 2017, 2018, 2021

FINANCIALANALYSIS

INDUSTRY
EXPERTISEOCCASIONAL VIEWERS28
COUNTRIESESPORTS ENTHUSIASTS
GAMES

1BN
MOBILEDEVICES4M
APPS

ESPORTS EVENT &VIEWING DATATRACKINGDATACENSUS DATAESPORTSMOBILE

MARKET FORECASTS

PARTNERACTUALSGAME STREAMING
TRACKER15M
GAMERS

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METHODOLOGY & TERMINOLOGYMETHODOLOGY & TERMINOLOGYTERMINOLOGY
DE FI N I T I O N S O F O FTEN- US E D TE RM S
Esports Density. The share of Esports Enthusiasts in the online population.
Players or Gamers. People who play games on a PC, console, or mobile device.

Esports. Competitive gaming at a professional level and in an organized format(a tournament or league) with a specific goal (i.e., winning a champion title or prize
money) and a clear distinction between players and teams that are competing against

Gaming Peripherals. Gaming-related hardware products, such as mice, keyboards,

each other.

headsets, controllers, or monitors.

Esports Enthusiasts. People who watch professional esports content more than once

Media Rights Revenues. Revenues generated through media property, including alla month.

revenues paid to industry stakeholders to secure the rights to show esports content ona channel. This includes payments from online streaming platforms to organizers to

Occasional Viewers. People who watch professional esports content less than once a

broadcast their content, foreign broadcasters securing rights to show content in theirmonth.

country, or copyright costs to show video content or photos of an esports competition.

Esports Audience. All people who watch professional esports independent of fre-Merchandise and Ticket Revenues. Revenues generated by the sale of tickets for live

quency: Esports Enthusiasts and Occasional Viewers combined.

esports events and of merchandise. Merchandise sold by esports teams and event organizers is included, as well as merchandise sold by publishers.

Esports Awareness. People who have heard of esports, including the group of people
Advertising Revenues. Revenues generated by advertisements served to viewers of

who are aware of esports but are not participants or viewers.

esports content. This includes ads shown during live streams on online platforms before
Amateur Competitive Gaming Participants. People who participate in (online) com-or in between games, ads shown on VOD content of esports matches, or advertising on

petitive gaming leagues at a pro or amateur level e.g., through FACEIT, Toornament,

TV around esports content.

and ESL Play.
Sponsorship Revenues. Revenues generated by teams and organizers through sponNon-Viewing Amateur Competitive Gaming Participants. Amateur competitive

sorship deals. This includes all deals relating to sponsoring an event, including productgaming participants who do not watch professional esports content.

placement, sponsoring teams, and payments by brands for the use of team, event, or
game-specific IP rights in their marketing communications. Any advertisements sold aspart of a sponsorship package are also included in sponsorship revenues.

Esports Event. A competitive gaming tournament or league in which players and/or
teams compete against each other with the goal to win.

Game Publisher Fees. Revenues paid by game publishers to independent esports orga-

12

Third-Party Organizer. An organization that hosts esports events but does not own

nizers for hosting events. This excludes investments or spending by game publishers on

or publish the game(s) played at the event.

their own events, as we consider that to be part of their regular marketing efforts.

Online Population. People within a country or region who have access to the internet

Revenue per Enthusiast. Average annual revenue generated per Esports Enthusiast

via a computer or mobile device.

(Esports revenues/Esports Enthusiasts).

GLOBAL ESPORTS MARKET REPORT 2018©2018 Newzoo©2018 Newzoo

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KEY GLOBAL TRENDS

KEY GLOBAL TRENDS

KEY GLOBAL TRENDS
CR U N CH TIME FOR ESPORTS
AS IT EN TER S A DOLESCEN CE
The esports industry is entering a new and crucial phase in which the pace of growthin different areas and other accelerating factors will determine how fast esports will
become the mature, multi-billion-dollar industry that we, and many with us, anticipate.
Ten key factors that will determine the pace of growth and, ultimately, the size of esports3.

as a business are discussed in this chapter.

THE MANY DIMENSIONS OF GROWTH
1. Franchising provides certainty for organizers, teams, and broadcasters.
In 2017, the implementation of the franchising system in the esports industry kicked off.
Major publishers Riot Games and Blizzard Entertainment have now started to operate

KEY GLOBAL
TRENDS

the North American League of Legends Championship Series (NA LCS) and Overwatch
League (OWL) in a franchised structure. This system removes seasonal promotion andrelegation of teams participating in the league. Instead, teams have a permanent spot(a franchise) that they own and is, in most cases, tied to a specific geographic location.
Removing relegation has several benefits for the league, participating teams, andinterested broadcasters. It offers certainty of participating teams, ensuring that large
fan bases are not lost when a team relegates. Broadcasters can broadcast rivalries every
year and teams can invest in nurturing talent without the risk of dropping out of theleague. The franchising structure is also a recognizable format for content buyers, sponsors, advertisers, and their agencies. Major sports leagues in the United States operate ina franchised system, such as the NFL, MLB, and NBA. These benefits foster longer-term
investments from all involved parties, accelerating the growth of the league as a whole.
The success of franchised leagues in attracting media rights buyers and brands with
big budgets is an important driver of growth of the total esports industry. The NA LCS
and OWL are off to a good start in garnering large content and sponsorship deals. We
expect other leagues to try to replicate their success in the next years. However, the NA
LCS and OWL are currently heavily focused on the American market where the system
is common. If franchising proves to be successful in regions that are not traditionallyfamiliar with the system, it will be a solid base for industry growth.

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KEY GLOBAL TRENDS

KEY GLOBAL TRENDS

2. The importance of winning the hearts of local fans.

THE SHAPING OF AN INDUSTRY

3. The development of collegiate esports into nurturing and scouting competitions.

8. Shifting powers within the esports economy: teams, organizers, and publishers.

4. Team profitability is vital to esports maturing.

9. Media and telecom move in: M&A wave accelerates.
With the huge audiences that esports attracts, it is no surprise that media and telecom
companies are showing interest. In 2018, we will see the battle for content increase, espe-

THE ACCELERATING FACTORS

cially around top-tier leagues. We expect telecom companies to become even more involved
in bidding for mobile streaming rights, as Verizon did with the NFL. The first deals of 2018

5. The current and future identity of mobile esports.

already point to an eventful year, including a deal between Twitch and the OWL worth

With more than $50 billion in global revenues in 2017, mobile has grown to be the biggest$45 million per year. Telecom companies are also buying teams to secure unique content.

gaming segment, but its esports scene is still developing. As competitive gaming on

From a broader industry perspective, the wave of consolidation between media, telecom,

mobile rises in popularity, what will the future of esports around mobile titles look like?

and entertainment companies will continue. AT&T already confirmed that it wishes

The status and future of mobile esports differ per region. Mobile esports in Asia saw

to acquire Time Warner, owner of Turner and Warner Bros. Turner owns and operates

explosive growth last year, accelerated by the mobile-first culture of the region. In Asia,

ELEAGUE while Warner Bros. publishes games and recently acquired game-video plat-

mobile esports already has a similar structure to PC-based esports franchises, withform Machinima. Disney became the majority owner of BAMTech, which operates digitalmany top mobile competitive titles having professional leagues, live stadium events,

streams for a variety of sports and, recently, League of Legends. There are also rumors ofand millions of viewers. Tencent’s King of Glory (Arena of Valor outside of China) is a

Tencent or Alibaba aiming to acquire Twitter.

leading example of this. Not only are “core” competitive mobile games popular in terms

The quest for engaging content is driving this development. In the future, we will seeof esports, but more “casual” competitive titles, such as Battle of Balls by Shanghai-based

telecom, media, sports, and entertainment converge increasingly. The fact that Chinese

publisher Giant Network, are also attracting large crowds. In the coming years, mobile

tech giants are seeking to increase their footprint in the West adds to the impact of theesports will continue to grow in Asia and we expect the most popular mobile esports

current M&A wave. Gaming and esports companies will be at the center of this wave that

titles to match their PC counterparts in popularity.

is only just beginning.

In the West, we expect PC-based game franchises to continue to dominate esports
viewership. While many mobile esports initiatives will be launched this year, it will

10. The role of associations and government involvement.

remain a niche within the Western esports scene and take a different path than in Asia.
When investigating the different trends and characteristics of PC and mobile gaming
in detail, we see distinct but equally successful paths toward success. Because mobile
screens travel everywhere, live competitions can be organized anywhere at every level,
creating a more casual esports format. We already see communities around games suchas Clash Royale organizing competitions in local bars and cafes.
6. Game-changing technology: blockchain, cryptocurrency, and esports.

ALL 10 TRENDS COVERED IN THE FULL REPORT

7. The power to expand viewership through new formats and franchises.

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KEY GLOBAL TRENDS

KEY
GLOBALGLOBALOVERVIEW
TRENDSGLOBALOVERVIEW 20184.
GLOBALOVERVIEWPOPULATION

7590.5M

ONLINE POPULATION

3965.9M

AWARENESS

1586.1MESPORTS ENTHUSIASTS

165.0MESPORTS REVENUESANNUAL REVENUE/ENTHUSIAST

18

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GLOBAL ESPORTS MARKET REPORT 201819

GLOBAL OVERVIEWGLOBAL OVERVIEW

AUDIENCE FORECASTREVENUE FORECAST

G LO B A L

GLOB A L

In 2018, the global esports audience will reach 380.2 million. Esports Enthusiasts will

Global esports revenues will reach $905.6 million in 2018, an increase of more than $250

make up 165.0 million of the total, up from 143.2 million in 2017, and will grow with amillion compared to 2017. North America will generate the most revenues, contributing

CAGR (2016-2021) of +15.6% to reach almost 250 million in 2021. The number of Occasional

38% of the global total in 2018.

Viewers will reach 215.2 million in 2018, up from 191.9 million in 2017, and will grow with aSponsorship is the highest grossing esports revenue stream worldwide, contributing

CAGR of +14.0% to surpass 306 million in 2021.

$359.4 million in 2018 compared to $234.6 million in 2017. Growing with a CAGR (2016-

The number of people who are aware of esports worldwide will reach 1.6 billion in 2018,2021) of +49.8%, media rights is the fastest-growing revenue stream. By 2021, media

up from 1.3 billion in 2017. China will contribute most to global esports awareness, withrights revenues will more than double compared to 2018, making it the second-largest

468.3 million people. The increasing exposure of esports as a mainstream entertainment

generator of esports revenues globally.

industry is driving the growth in awareness in most regions.

Game publisher fees will remain the slowest-growing revenue generator for esports

Audience and awareness growth in the emerging regions of Latin America, Middle East

toward 2021, with a CAGR (2016-2021) of +3.5%. The segment will see some increase in

and Africa, Southeast Asia, and Rest of Asia is largely driven by improving IT infrastruc-

2018, up $11.5 million compared to 2017, but is expected to drop entering 2020 and 2021,

ture and urbanization. The rise of new franchises, such as PLAYERUNKNOWN’S BATTLE-

making it the smallest revenue stream.

GROUNDS, is an important global growth factor. The influx of young generations, to whomMore details on our esports revenue model and the different revenue streams can beesports is a natural phenomenon, will further drive the growth of the industry’s audience.

found in Chapter 2: Methodology and Terminology.

ESPORTS AUDIENCE GROWTHESPORTS REVENUE GROWTH

GLOBAL | 2016, 2017, 2018, 2021

GLOBAL | 2016, 2017, 2018, 2021

OCCASIONAL VIEWERSTOTAL REVENUES(MEDIA RIGHTS, ADVERTISING, SPONSORSHIP,
MERCHANDISE & TICKETS, GAME PUBLISHER FEES)ESPORTS ENTHUSIASTS

BRAND INVESTMENT REVNUES(MEDIA RIGHTS, ADVERTISING, SPONSORSHIP)

20

FULL REPORTFULL REPORTINCLUDES THISINCLUDES THISDATA FOR 10

DATA FOR 10

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GLOBAL ESPORTS MARKET REPORT 201821

GLOBAL OVERVIEW

KEY GLOBAL TRENDS

2018 REVENUE STREAMSG LO B A L
In the coming year, the global Esports Economy will grow to $906 million, a year-onyear growth of +38%. The majority of this, 77%, will be generated directly (sponsorships and advertising) and indirectly (media rights and content licenses) through investments made by endemic and non-endemic brands that will spend $694 million, an
impressive 48% increase since last year. Consumer spending on tickets and merchandise will total $95 million, while another $116 million will be invested by game publishers in the esports industry through partnership deals with white-label organizers.
Illustrated by the increase in publisher fees from $105 million in 2017 to $116 million
this year, esports is not a profitable business for game publishers and we don’t expect
this to change anytime soon.

ESPORTS REVENUE STREAMSGLOBAL | 2018

GAME PUBLISHER
FEES$116.3M

MEDIA RIGHTS$160.7M+11.0%+72.1%

13%

MERCHANDISE& TICKETS$95.5M+16.2%

11%18%

2018 TOTAL$906M+38.2%YEAR ON YEAR

ADVERTISING

19%$173.8M+23.8%

40%
SPONSORSHIP$359.4M+53.2%

22

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GLOBAL ESPORTS MARKET REPORT 201823

KEY GLOBAL TRENDS

RANKINGS

MOST WATCHED GAMES ON TWITCHBY E S P ORTS H OU RS AND NON- E S P ORTS H OU R S | 2 01 7
The tables below show the most watched games on Twitch worldwide in 2017, by esports
hours and non-esports hours. Non-esports content includes pro-players, influencers, orgame shows. In 2017, League of Legends was the most watched game on Twitch, by both
esports and non-esports hours. This is unsurprising, as it is the biggest esports title in theworld with many popular streamers.
PLAYERUNKNOWN’S BATTLEGROUNDS (PUBG), released in early access in March,
was the most watched new title on Twitch in 2017. PUBG is most popular as a non-esports
title, with some of the biggest influencers on Twitch. PUBG made its first moves into

7.

esports last year and is expected to grow its competitive scene in 2018.
FIFA was the only franchise with two versions in the top 50 games by non-esports hours.
FIFA 17 generated 48.7 million non-esports hours before FIFA 18 was launched at the end of
September. The new release accumulated 41.3 million hours.

RANKINGS

24

GLOBAL ESPORTS MARKET REPORT 2018©2018 | ESL | eslgaming.com©2018 Newzoo©2018 Newzoo

GAME

HOURS WATCHEDLEAGUE OF LEGENDS

274.7M

COUNTER-STRIKE: GLOBAL OFFENSIVE

232.9M

DOTA 2217.9M

HEARTHSTONE

76.9M

OVERWATCH

25.2M

STARCRAFT II

21.2M

HEROES OF THE STORM

19.6M

ROCKET LEAGUE

17.3M

STREET FIGHTER V

11.5M

SMITE

10.7M

SUPER SMASH BROS. MELEE

9.8M

SUPER SMASH BROS. FOR WII U

7.0M

WORLD OF TANKS

5.2M

TOM CLANCY’S RAINBOW SIX: SIEGE

4.7M

WORLD OF WARCRAFT

4.7M

PLAYERUNKNOWN’S BATTLEGROUNDS

4.5M

CALL OF DUTY: INFINITE WARFARE

3.7M

HALO 5: GUARDIANS

2.5M

CALL OF DUTY: WWII

1.8M

VAINGLORY

1.6M

H1Z1

1.6M

INJUSTICE 2

1.5M

CLASH ROYALE

1.5M

FIFA 17

1.3M

TOTAL TOP 25

959.3M

TOP 25 GAMESBY ESPORTS HOURS
WATCHED ON
TWITCH | 2017

GLOBAL ESPORTS MARKET REPORT 201825

RANKINGSGAMEHOURS WATCHEDLEAGUE OF LEGENDS

742.5M

PLAYERUNKNOWN'S BATTLEGROUNDS

534.6M

HEARTHSTONE

364.1M

DOTA 2230.5M

OVERWATCH

213.3M

COUNTER-STRIKE: GLOBAL OFFENSIVE

185.0M

IRL

181.9M

WORLD OF WARCRAFT

129.6M

GRAND THEFT AUTO V

122.1M

H1Z1

87.3M

FORTNITE

82.0M

MINECRAFT

69.1M

RUNESCAPE

62.2M

TALK SHOWS

59.5M

TOM CLANCY'S RAINBOW SIX: SIEGE

53.1M

HEROES OF THE STORM

49.7M

FIFA 17

48.7M

PATH OF EXILE

48.4M

DESTINY 2

48.1M

CREATIVE

47.3M

DESTINY

44.1M

FIFA 18

41.3M

WORLD OF TANKS

40.5M

POKER

39.3M

DEAD BY DAYLIGHT

37.6M

CASINO

33.5M

BLACK DESERT ONLINE

30.9M

FOR HONOR

28.3M

CALL OF DUTY: WWII

28.0M

SMITE

27.8M

STARCRAFT II

26.2M

MAGIC: THE GATHERING

24.1M

WARFRAME

23.3M

KAYLEE VAN GEENE

ARMA 322.8M

Data Analyst

RUST

21.6M

ROCKET LEAGUE

21.2M

THE LEGEND OF ZELDA: BREATH OF THE WILD

21.1M

ARK

20.8M

RICHARD HORDIJKDARK SOULS III

20.6M

Client Director

FRIDAY THE 13TH: THE GAME

19.4M

RESIDENT EVIL 7 BIOHAZARD

18.4M

CLASH ROYALE

17.7M

DIABLO III: REAPER OF SOULS

17.2M

NBA 2K17

16.2M

FULL REPORT INCLUDESGWENT: THE WITCHER CARD GAME

15.8M

TOP 50 EVENTS BY HOURS

STREET FIGHTER V

14.9M

WATCHED ON TWITCH AND

MUSIC

14.8M

TOP 50 COUNTRIES BY

THE ELDER SCROLLS: LEGENDS

14.0M

KARST KORTEKAASESPORTS ENTHUSIASTS,

TEKKEN 7

13.8M

Business Development Director

SPLIT PER REGION.

E3 2017

13.5M

TOTAL TOP 50

4087.6M

KARST@NEWZOO.COM

TOP 50 GAMESBY NON-ESPORTS HOURS
WATCHED ON TWITCH | 201726

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GET THE REAL DEAL
THE FU LL GLOB A L ESPORTS MA R KET REPORTKEY TOPICS & DATA POINTSREGION SCOPE

THE ESPORTS INDUSTRY: A PROFILE•NORTH AMERICA

OF KEY PLAYERS & ORGANIZATIONS•LATIN AMERICA•

10 KEY TRENDS SHAPING THE MARKET•

EASTERN EUROPE•

THE ESPORTS MARKET (2016-2021):•

WESTERN EUROPE

GLOBAL & 10 SUBREGIONS•

MIDDLE EAST & AFRICARANKINGS: TOP COUNTRIES & EVENTS

•

CHINA

PER REGION•

SOUTH KOREA•

EVENT CALENDARS PER TITLE•

SOUTHEAST ASIA•

THIRD-PARTY RESEARCH•REST OF ASIA•TERMINOLOGY & METHODOLOGY•OCEANIA••ANALYSIS SUPPORT

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Market Analyst

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SUBSCRIBE TODAY©2018 Newzoo©2018 Newzoo$ 6900

PRICE UNTIL MARCH 1st 2018

$4900 FOR REPORT ONLYGLOBAL ESPORTS MARKET REPORT 2018

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The current pace of change in consumer behavior, media, and technology requires a new type of
intelligence firm that is agile, innovative, truly global, and ahead of the curve. We are that firm.
As the number one provider of games, esports, and mobile intelligence in the world, we support
our global clients daily in growing their businesses.

OUR EXPERTISE

MARKETFORECASTS

TRACKINGDATACONSUMER
INSIGHTS

Our landmark reports. In-depth
market forecasts, and trends
ensure you never miss anopportunity. Includes quarterly
updates and access to ourforecast dashboards.

Metrics that come straight fromthe source. Track your market,
optimize marketing, and productdevelopment while keeping an eye
out for blue-ocean opportunities.

Understand your most valued
consumers’ drivers, attitudes, andbehavior. Segment your audience
across 28 countries using morethan 200 variables.

OUR SOLUTIONSSTANDARD
SUBSCRIPTIONSMARKET
PACKAGESCUSTOMSERVICESPARTNER
MODEL

Annual subscriptions giving
access to a specific report ortype of market intelligence.

Annual subscriptions
developed for specificmarkets, industries, or regions.

One-off projects or trackers
scoped to specific data,
support, or reporting needs.

Our ultimate subscription
involving all our market
intelligence, support, andexpertise.

STARTING AT $7K

STARTING AT $25K

STARTING AT $50K

STARTING AT $100K

QUESTIONS?
Jurre Pannekeet
Sr. Market Analyst
jurre@newzoo.com

GLOBAL GAMES& MOBILE MARKET REPORTS

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GLOBAL ESPORTS MARKET REPORT 2018

NEWZOOCLIENT PORTAL

MARKET VS. BUSINESSINTELLIGENCE:OUR ONE STOP SHOP
Access to all our reports,
dashboards, and custom analysis
decks that we create for you in
one central place.

BRIDGING THE GAP
Newzoo now offers the majority of its
market intelligence services in tableau,enabling clients integration with theirbusiness intelligence.

©2018 Newzoo