Pulse
ESPORTS NUVEI
So it is of little surprise that monetising its growing audiences is top of mind for the esports industry. But this is easier said than done. Almost half (48 per cent) of esports companies already sell tickets or merchandise.
Tere is little to no appetite to charge fans to view content the esports content they have become accustomed to accessing for free, for fear of losing much of the hard-won audience. So, another solution must be found.
Terefore, monetisation is the most cited issue for esports businesses currently; two thirds (65 per cent) of the industry say the difficulty in monetising the audience is a top concern when considering the future of the industry.
CHANGING APPROACH TO SPORTS BETTING
At the same time as the esports industry is finding its way understanding new revenue
P100 WIRE / PULSE / INSIGHT / REPORTS
Attitudes to sports betting in esports also appear to be changing; today only 30 per cent of the industry is concerned about sports
betting’s impact on esports, far fewer (43 per cent) than those that are not concerned
at all. This is a shift away from a previously held belief that the age of the core audience, lack of global governing bodies, and susceptibility to match fixing made esports and sports betting a bad fit.
streams, it may also be about to redefine its relationship with sports betting.
Te majority of esports businesses (53 per cent) already believe that sports betting is important to the future of the industry.
Tat’s compared to less than a quarter (23 per cent) that don’t think sports betting has a role to play in its future.
Attitudes to sports betting in esports also appear to be changing; today only 30 per cent of the industry is concerned about sports betting’s impact on esports, far fewer (43 per cent) than those that are not concerned at all.
Tis is a shift away from a previously held belief that the age of the core audience, lack of global governing bodies, and susceptibility to match fixing made esports and sports betting a bad fit.
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