Category: Esports

Cannes LIONS Live 2021: Post COVID World: Next phase with brands and esports

Jun 28, 2021

Few industries were prepared for the massive disruption that the COVID-19 pandemic caused throughout 2020, and even fewer were able to find a way to grow. The video game industry, however, did just that, with 82% of global consumers reporting that they played video games and watched game content during the height of the COVID-19 pandemic lockdowns. That heightened engagement has had a halo effect on the burgeoning esports...

Sponsoring nach Covid-19: Nächste Phase für Marken im E-Sport

Jun 28, 2021

Nur wenige Branchen waren im vergangenen Jahr in der Lage, schnell auf die Beeinträchtigungen zu reagieren, die die Covid-19-Pandemie mit sich brachte. Noch weniger Industriezweige waren in der Lage, zu wachsen. Die Videospielindustrie hat jedoch genau das getan: 82 Prozent der Verbraucher*innen weltweit gaben an, dass sie während des Höhepunkts der Corona-Pandemie Videospiele gespielt und Spielinhalte angesehen haben. Dieses gesteigerte Engagement hatte einen Halo-Effekt auf die wachsende E-Sport-Landschaft, die...


Jan 28, 2021

München / Köln, 1. Februar 2021 – Erstmalig hat die Sportmarketingagentur B2Sports die E-Football-Spieler*innen in Deutschland analysiert. Gemeinsam mit dem führenden Forschungs- und Beratungsunternehmen Nielsen Sports wurde eine Marktforschungsstudie durchgeführt, um einen detaillierten Einblick in die Zielgruppenpotenziale im E-Football zu erhalten. Dazu wurden repräsentativ 800 Personen im Alter zwischen 14 und 55 Jahren befragt, die zumindest wöchentlich eine der beiden Fußball-Simulationen FIFA oder PES spielen. Die Spielerinnen der Fußball-Simulationen FIFA...

IBAI Fall Guys All-Stars Tournament

Oct 6, 2020

During August Fall Guys: Ultimate Knockout, the innovative take on battle royale, published by Developer Digital and developed by Mediatonic, had the highest-earning launch of any PC title ($185M) since Overwatch in May 2016*, which was especially impressive since it came from a relatively small development team. This successful debut came along with an overwhelming response on Twitch reaching a peak of 133M hours watched, placing it as the...

What Traditional Sports and Individual Athletes Will Have Learned From Esports

Jul 30, 2020

How traditional sports and associated brands will continue to use esports to engage with fans and TV audiences Esports are receiving a significant increase in mainstream media coverage, accelerated by the coronavirus pandemic and subsequent shutdown of more traditional sports. For example, mainstream outlets in the UK, such as the BBC Sport, Sky Sports and BT Sport have all broadcast esports on their main channels in the last few...

E-Sport-Sponsoring: “Der Zeitpunkt ist immer noch gut”

Jun 25, 2020

Welche Vorteile bietet ein E-Sport-Sponsoring für Marken im Vergleich zum traditionellen Sport? Worauf sollten Sponsoren bei einem Einstieg achten? Das Fachmagazin absatzwirtschaft fragte bei Michael Heina, E-Sportexperte bei Nielsen Sports, nach. Herr Heina, ist die Sponsoring-Inszenierung in einer E-Sport-Arena besser als die im Fußballstadion? Heina: “Beides findet auf sehr hohem Niveau statt. Sponsoren in E-Sport-Umfeldern haben aber gegenüber Partnern im traditionellen Sport den Vorteil, dass sie in der Regel...

La Liga Santander Challenge

Mar 26, 2020

The Spanish government recently declared an extension of the state of emergency due to COVID-19 and in view of this situation LaLiga, in collaboration with teams, sponsors and players, organized ‘LaLigaSantander challenge’. A virtual FIFA20 tournament giving football fans a new way to engage. Download our latest whitepaper as we uncover how Esports can help drive fan engagement in the absence of traditional sports. CONTACT Óscar Iranzo RoviraCommercial DirectorSpain...

ESL and DreamHack Announce Comprehensive Esports Measurement Agreement with Nielsen

Sep 26, 2019

Collaboration to further advance research standards in esports and provide greater confidence in esports sponsorships (Cologne) – September 26, 2019 – ESL, the world’s largest esports company, and DreamHack, the premier gaming lifestyle festival, today jointly announced a comprehensive agreement with Nielsen, the media industry’s single source of truth for esports sponsorship valuation and media measurement.   The agreement will further advance research standards in esports and provide greater...

New research details audience behavior across biggest esports titles and tournaments

Dec 13, 2018

The result of this Nielsen and Twitch Esports Fan research study is a set of rich data that marketers, rights holders and esports organizations can use to unlock the value of Twitch’s audience at a detailed level.

Esports, Jump In or Miss the Mark

Jan 29, 2018

The esports industry is growing quickly, with new leagues, teams and distribution channels. And this growth is attracting new high-profile esports investment from brands, media organizations and traditional sports rights holders. From 2016 through the middle of 2017, more than 600 esports sponsorship agreements were made.

The Esports Playbook: Asia – Maximizing Investment Through Understanding The Fans

Jan 25, 2018

As the origin of esports, Asia remains a very important region for the industry as a whole. While gaming across the region remains serious business, followership, engagement and the most popular titles vary greatly market by market.

Page 1