Interactive
ESPORTS YOUGOV
YouGov: Te Next Esports Generation
In October, YouGov launched its first whitepaper on esports and gaming entitled Gaming and Esports: The Next Generation. The report provides analysis of the global video games and esports landscape across 24 countries and how it has changed since the COVID outbreak.
G3 discusses the report’s findings with Nicole Pike, Global Sector Head of Esports & Gaming at YouGov. Nicole explains why there is more interest in the vertical than ever before and why 2020's proliferation of new event formats, titles and platforms still has many potential sponsors confused and holding back their investments.
What was the rationale behind commissioning the whitepaper? Why now?
Nicole Pike, Global Sector Head of Esports & Gaming, YouGov
Nicole is one of the esports & gaming sector’s most-respected experts, boasting over 13 years of experience in consulting, custom research, sales forecasting, brand tracking, and sponsorship measurement in the space. She has built her career collaborating with major players in the industry to build meaningful data streams and insights and shaping industry standards for measurement of esports. In a role specially created for her at YouGov, Nicole is designing the future of the company’s analytics in the esports and gaming sectors, building on what are already some of the industry’s deepest and most sophisticated research tools.
P80 NEWSWIRE / INTERACTIVE / MARKET DATA
Te impact of COVID-19 has put a renewed spotlight on the gaming and esports industry, with many around the world turning to gaming- related content during the pandemic. As such, there are more people playing games globally than ever before, and in turn more interest in the industry as a way to engage with and reach consumers.
At the same time, I joined YouGov just a few months ago, with the remit of building our data and solutions surrounding the sector. With this whitepaper, we are establishing YouGov as a serious and valuable data source for esports and gaming around the world.
What are the report's main findings?
Te paper contains tons of content and valuable insights, but to boil it down, I’d say there are four key themes that permeate the narrative. One is the aforementioned COVID-19 impact, and how it has made gaming a bigger part of not just consumers’ lives, but also businesses around the world.
We believe that trend will continue, especially
when combined with the next key finding, which is the success Sony and Microsoft are poised for with the recent release of their new gaming consoles. While the consoles share a number of similarities, the two brands are looking at the future of their independent gaming ecosystems in very different ways.
Tird, we spend a good amount of time detailing the nuances across different contingencies of the gaming space, as they are in turn very different groups of consumers. Understanding the underpinnings of these groups is crucial to effectively marketing to them.
Finally, we find that esports fans’ high engagement levels make them more attuned to marketing messages and especially sponsorship activations than the typical sport fan – an opportunity, but also a potential trap for marketers who don’t approach the space thoughtfully.
Across the 24 countries examined in the report, what markets show the highest esports engagement?
In terms of the overall share of the gaming population engaging with esports in some way, China leads the charge here, followed by several
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