Providing market intelligence for more than 35 years

Entertainment Content: Video, Audio, Gaming

Q2 2018

Quantified Consumer

Sports vs. Esports: Audience, Spending, and Consumption

Sports programming has long been a proven driver of consumer-paid services and a necessary component of entertainment packages. Yet demand for and consumption of sports content are changing. Esports is challenging the definition of sports programming, attracting new audiences and advertisers via new distribution paths. This research examines the changing consumption habits regarding sports in the U.S. market, assesses the esports viewer, measures uptake of sports-related content services, and identifies sports audience segments for both traditional and emerging sports.

Purchase

Download Table of Contents (PDF)

Consumer Analytics: Entertainment Content Track

Key Questions Answered

Methodology, Charts, Statistical Information

Executive Summary

Industry Insight

Defining Esports

Key Findings and Market Impact

Gaming Behaviors

Hours Spent Gaming, by Platform (Q3/17)

Gaming, by Platform (Q3/17)

Total Average Gaming Hours Per Week by Age of Respondents (Q3/17)

Total Average Gaming Hours Per Week by Technology Adoption Segment (Q3/17)

Total Average Gaming Hours Per Week by Education Degree (Q3/17)

Total Average Weekly Hours of Gaming (Q3/17)

Gamer Segments: PC Gamers, Console Gamers, vs. Mobile Gamers (Q3/17)

Total Average Gaming Hours Per Week by Gamer Segment (Q3/17)

Livestreaming or Self-Recording of Video Game Play (Q3/17)

Esports: Content, Consumption, Business Models

Viewers of Esports Matches or Tournaments (Q3/17)

Esports Viewership by Demographics (Q3/17)

Esports Viewership by Service Subscription or Usage (Q3/17)

Internet Video Viewing Habits Among Esports Viewers (Q3/17)

Livestreaming or Posting of Video Among Esports Viewers (Q3/17)

Gaming & Emerging Device Ownership Among Esports Viewers (Q3/17)

Total Average Gaming Hours Per Week Among Esports Viewers (Q3/17)

Average Monthly Expenditure on Home Video Entertainment by Video Sources (Q3/17)

Devices Used to Watch Esports (Q3/17)

Sources Used to Watch Esports (Q3/17)

Top 5 Sources Used to Watch Esports by Devices Used to Watch Esports (Q3/17)

Most Compelling Elements of Esports (Q3/17)

Likelihood of Partaking in Consumer Activities Related to Esports (Q3/17)

Appeal of Types of Esports Content (Q3/17)

Consumption of Esports Content Types in the Past 6 Months (Q3/17)

Top FPS/Shooter Esports Titles (Q3/17)

Top Sports Esports Titles (Q3/17)

Top Fighting Esports Titles (Q3/17)

Top MOBA Esports Titles (Q3/17)

Consumption of Card Game Esports Content in the Past 6 Months (Q3/17)

Top RTS/Strategy Esports Titles (Q3/17)

Top Overall Esports Titles Viewed in the Past 6 Months (Q3/17)

Esports Viewership Drivers by Game Genres (Q3/17)

Numbers of Game Titles that Esports Viewers Viewed (Q3/17)

Game Genres by Numbers of Game Titles that Esports Viewers Watch (Q3/17)

Matrix of Multiple Game Titles that Esport Viewers Watch (Q3/17)

Sports Fans Among Esport Viewers (Q3/17)

Matrix of Popular Game Title vs. Game Genre (Q3/17)

Sports Content Consumption and Esports Crossover

Pay-TV Service Subscriptions (2011 - 2018)

Premium Sports Package with Pay TV Services (2013 - 2017)

Sports OTT Subscription (2016 - 2018)

Sports Service Subscription: Sports Premium Services vs Sports OTT Services (Q3/17)

Sports or Fitness OTT Service Subscriptions (Q3/17)

Devotion to Sports Programming (Q1/17)

Sports Fans by Technology Adoption Segment (Q1/17)

Sports Fans by Gender (Q1/17)

Sports Fans by Age of Respondents (Q1/17)

Difficulty in Giving Up Network/Channel Types in a Pay-TV Package (Q1/16)

Difficulty in Giving up Sports Channels, by Income (Q1/16)

Difficulty in Giving up Sports Channels, by Gender (Q1/16)

Sports Service Subscription Among Esports Viewers (Q3/17)

Likelihood of Partaking in Consumer Activities Related to Esports by Subscriptions (Q3/17)

Sports Viewers vs. Esports Viewers by Age (Q3/17)

Published by Parks Associates
© June 2018

All rights reserved. No part of this book may be reproduced, in any form or by any means, without permission in writing from the publisher.

Printed in the United States of America.

Disclaimer
Parks Associates has made every reasonable effort to ensure that all information in this report is correct. We assume no responsibility for any inadvertent errors.
 

Newsletter

The Parks Points Newsletter Features All Aspects Of Our Research, Including Smart Home, Iot Devices, Entertainment And Digital Media, Security, Energy, Health, And Consumer Data.