There is nothing wrong with educating or entertaining tens of millions of gamers (usually for free, except Bottom Line for the ads), but this may not directly lead to tens of millions wanting to either subscribe or pay to attend an Even if eSports’ revenues were to triple eSports tournament. So far, much of the online gaming between 2016 and 2020 (to $1.5 billion), they audience is more comparable to fans of the Harlem would only be one percent of global sports 295. But eSports Globetrotters (people who are entertainers, who happen revenues of over $150 billion to play basketball) rather than to fans of a successful pro does reach tens of millions of people on basketball team who plays to win a championship. a regular basis, and over a hundred million occasionally. As such, it is comparable to many Tech and media companies are paying attention to traditional sports that have large audiences, eSports, both for growth opportunities and because big sponsors and interesting demographics. it appeals to a narrow and desirable demographic: One study predicts that eSports will have 296. 75 percent are millennials aged 18-34, and 82 percent more viewers than NFL football by 2020 289 One report describes them as “an advertising are men . Amazon acquired Twitch for just under 290 297 $1 billion in 2014 , while 2015 saw Swedish media goldmine ”, which is supported by their company Modern Times acquire a majority stake in spending habits: eSports fans are more likely 291 to make in-game purchases, buy more apparel ESL, the oldest eSports company for $87 million . 292 and buy more branded peripherals than other Russian investors have committed $100 million . 298 Canadian motion picture exhibitor Cineplex is spending gamers . $15 million to acquire an eSports company and create a new gaming league that will take place in its The assumption tends to be that eSports fans 293 are dominated by those who prefer gaming theatres , and the first dedicated eSports venue has been opened in the UK in partnership with a cinema on their computers. In fact, only 35 percent of 294 US eSports fans were PC gamers, with nearly chain . 299. 80 percent of fans being console gamers Mobile games have not been a part of 300 eSports, although that may change . Immersive technology like VR goggles may make eSports even more interesting301. However, this is unlikely to be an important growth area for eSports in the near-term: our 2016 Prediction on the VR market expects combined hardware and software sales of less than $1 billion (see Prediction: Virtual reality: a billion dollar niche). There is nothing wrong with educating or entertaining tens of millions of gamers (usually for free, except for the ads), but this may not directly lead to tens of millions wanting to either subscribe or pay to attend an eSports tournament. Technology, Media & Telecommunications Predictions 2016 43

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