All Analysis EsportsDisplaying 1-5 from 5 items
- Console Gaming
- Console Hardware
- Console Software
- Game Downloads
- Games Publishers
- Games Social Video: Twitch & YouTube
- Games Title Performance
- Games Title Pricing
- Online Gaming
- PC Download To Own Games
- PC Multiplayer Online Gaming
- PC Social Network Gaming
- Smartphone Gaming
- Streaming/Cloud Gaming
- Virtual Reality Gaming
Riot Games builds on esports revenue-sharing initiative with premium viewing serviceJune 03, 2019The Pro View service will be launched this Summer, and will be available for both the League of Legends League Championship Series (LCS) and the League European Championship (LEC). The key feature of the service allows spectators to switch between up to 10 individual player point-of-view streams during competitive matches.
Mobile title Vainglory becomes part of Alibaba's WESG lineupMarch 19, 2018Super Evil Megacorp, the developer of Vainglory, has announced it will partner Alisports, the sports branch of Alibaba Group. Alisports formed the World Electronic Sports Games (WESG) in 2016, revealing ambitions to build itself a global presence in the esports industry. Vainglory will join other titles - namely CS:GO, Dota 2, Hearthstone and StarCraft 2 - to become part of the WESG2018 lineup.
Tencent invests in Douyu and Huya to dominate Chinese esports streaming sectorMarch 11, 2018Huya announced it raised $461.6million in its latest series B funding round which was led by Tencent on Mar 9. And its major rival Douyu received investment of $632million from Tencent as well. The two streaming platforms hold leading positions in the Chinese eSports streaming markets.
China Joy: A passionate turnout for esportsJuly 30, 2017With the popularity of esports buoying both PC and mobile gaming in China, the traditional PC games publishers outside of Tencent and NetEase are playing catch-up by launching their own esports platforms as well as elaborating their MOBA-related game pipelines. China is so far the largest market for esports video, accounting for 57% of all viewing in 2016. The number of video streams delivered totaled 11.1 billion in China, compared to 2.7 billion in North America.Subscribers Only
Esports Video & the Future of TV - May 2017May 11, 2017The esports-video boom continues – total hours viewed exceeded 6 billion in 2016, according to IHS Markit data, up 19% on 2015. Esports advertising globally was worth $280 million in 2016 and, by 2021, is expected to become a $1 billion advertising industry.Subscribers Only