Nielsen announced the release of the 2016 Nielsen eSports Report, a comprehensive look into consumer interaction with one of the fastest growing past-times in the U.S.
The second annual report is the most robust of its kind, offering unique and valuable insights into the now 14% of Americans aged 13 and older who are avid fans of eSports, including how eSports fans compare and overlap with traditional sports fans.
The 2016 report offers a fan-centric view of eSports by combining Nielsen’s expertise in gaming, sports and entertainment with industry-leading research on buyer behavior and media consumption.
“eSports is no longer a niche activity—it’s one of the fastest growing segments of the entire sports industry,” said Nicole Pike, Director of Nielsen Games. “Nielsen’s 2016 eSports Report offers deep insights into what this growing audience looks like, as well as how it compares to traditional sports fans and what brands and marketers need to understand when trying to engage with them.”
Key findings from the 2016 Nielsen eSports Report include:
- Rapid Fan Growth - The eSports fan base has grown to 14% of all Americans thirteen and older - up from just 8% last year.
- A Millennial (and Male) Majority - 77% of all eSports fans are male and 61% are Millennials.
- Level of Engagement - eSports fans spend roughly four hours per week on eSports-related activities/entertainment.
- Avid Streamers - eSports fans are twice as likely to stream traditional sporting events online as non eSports fans.
- Live vs. Online Viewership - 71% of eSports fans stream events online, 40% have viewed on TV and 23% have attended an event in person.
- Traditional Sports Preferences - eSports fans are three times more likely than the average American to be fans of combat/fighting sports, racing, and U.S./European soccer, which are also the three most popular genres of sports video games.