Esports Video & the Future of TV - May 2017

May 11, 2017  | Subscribers Only

Chenyu Cui Chenyu Cui Senior Research Analyst, Games
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Esports’ emergence as a primarily online-driven genre, and one that – like many traditional sports –requires little (if any) localisation, makes it ideally suited to aggregating large audiences across multiple territories. As such, it has experienced rapid growth – total hours viewed passed the 6 billion mark in 2016, according to IHS Markit data, more than five times the amount watched in 2010. Online viewing accounted for 85% of the total, a share that is expected to increase to 88% by 2021. By this time, we forecast annual esports viewing will rise to 9.3 billion hours.


Data and forecasts:

  • Global esports video consumption, including online and traditional TV splits
  • Global esports online-video advertising revenue
  • Regional splits for North America, LatAm, EMEA and APAC (of which China, S. Korea, others)


  • Competing in esports: Strategy evolution and value-chain dynamics
  • Growth opportunities, including new IP and content innovation
  • Lessons from esports for other niche sports – how to build audiences
  • What esports reveals about the future of TV

In this report:

This report focuses on the opportunities, challenges and key strategic initiatives from the leading players in esports video. It is the first in a series of two IHS Markit esports reports to be published in 2017; the second, Esports and publishers: How games companies are capitalising on the new competition, will focus on the evolving strategies of the leading games publishers and their emerging esports platforms.

List of tables and charts:

  • Global esports video consumption, 2011-2021
  • Esports viewing by platform, 2016
  • Popular esports genres overview
  • Esports average share of monthly viewers by device on Twitch, 2015
  • BBC iPlayer average share of monthly viewers by device, 2015
  • Selected esports M&A activity
  • Esports solution chain for tier-1 games publishers
  • Esports viewing by region, 2016
  • Esports advertising revenue forecasts, 2016-2021
  • Premium features for esports subscribers
  • Esports video streams' average length by region, 2011-2021

Number of pages: 20

Number of tables and charts: 11

Chenyu Cui

Senior Research Analyst, Games

Chenyu Cui is a Senior Research Analyst, Games at Omdia.

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