2014电竞报告
1.In 2014 eSports finally reaches critical mass. Over 71 million
worldwide watch competitive gaming, with roughly half from the
United States.
全球超过7,100万人关注电竞,其中有一半是美国人。
2.eSports viewers are dedicated viewers. An average eSports viewer
watches 19 times a month, with a session length of 2.2 hours.
电竞的观众平均每个月观看次数19次,每次2.2小时。
3.eSports is a key marketing vehicle and revenue driver for online game
publishers. Companies like Riot Games, Wargaming, Valve and
Ubisoft are all placing bets on competitive gaming in 2014.
电竞对于网络游戏发行商来说,除了是很重要的行销工具之外,
也同时代表着营收的来源。
4.Major brands are experimenting with eSports. Companies Intel and
Coca-Cola are looking to reconnect with affluent young males
(18-34 years old) via competitive gaming.
全球知名品牌厂尝试借由电竞,试图让18-34的男性玩家进行更多的消费。
http://www.slideshare.net/superdata/superdata-research-esports-brief