INTRO: ESPORTS INSIGHTS FOR BRANDS
WORLD’S LARGEST ESPORTS CONSUMER RESEARCH PROJECT FOR BRANDS
Three years ago, when we started researching, modelling, and reporting on the esports landscape, our clients were primarily game publishers or companies with a direct interest in gaming. This has changed enormously over the past years. Not only do we find ourselves working for almost all global digital media and hardware companies, but our subscribers now include some of world’s biggest sports clubs and venues, telecom service providers, broadcast media, and consumer brands.
This illustrates how games are leading the media and entertainment business toward a new future that it has more in common with than not. Games bring innovation to tech and consumer business models, as well as the ability to engage with and actively involve the younger generations. Traditional and digital media bring experience in providing advertisers with an effective communication platform. Ultimately, it’s about matching consumers and brands. This is exactly what our global esports consumer research does.
Read the full Data report here