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E-sports & gaming 2016/17 | Mediavision | Affärsutveckling och strategi för medieindustrin

E-sports & gaming 2016/17

The e-sports and gaming industries are displaying explosive growth. A generation of “digital natives” consume games both by playing them and by watching e-sports/gaming video content – making it more widespread than ever. As consumer demand and their willingness to pay increase, so does investments from market actors. Games and services are improved, events increase in both numbers and scale, and professional gamers earn increasing amounts of money. To better understand the growth of Swedish e-sports and gaming, several questions need to be answered:

  • How does the market work?
  • Who are the prominent actors?
  • What are the consumption patterns?
  • Viewing and gaming?
  • Gaming vs e-sports?

The analysis presents a unique overview of the Swedish market and provides detailed consumer insights and key figures (incl outlook on all Nordic countries):

  • Ecosystem & actors: Leading actors, business models, value creation
  • Viewing: Services, demographics, genres, driving forces, gaming vs e-sports
  • Gaming: Reach & frequency, platforms, genres, gaming vs e-sports
  • Payment for viewing and gaming respectively
  • E-sports vs traditional sports; viewing, demographics

Exclusive offer: E-sports & gaming 2016/17.pdf

 







Please fill out the following form and we will get back to you with an analysis as soon as possible. The analysis is written in English and delivered digitally (PDF) with a personal watermark. Price: 8 950 SEK + VAT. Additional digital copies 1250 SEK + VAT.

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