eSport Business Continues to Grow

Since it was first held in 2011, The International in Dota 2 has become the most prestigious competition in the sport of esports. The International is also the most prize-giving competition compared to other competitions in esports.

In 2017, he gave a prize of $ 20 million and became the most sought after competition by professional esports athletes throughout the world, even though in their first competition six years ago they only gave a prize of 1.6 million dollars.

Esports is indeed the new favorite of modern sports. Professional video game players and esports athletes are being hunted by many teams to be recruited in world-class competitions. Throughout 2016 yesterday it was estimated that esports generated revenue of $ 493 million. This figure is uncertain because there are still no institutions that focus on calculating how many world esports competitions there are, sponsors who finance teams, and products sold related to esports.

That is, there is a niche for calculating the value of the esports industry globally, and Nielsen sees the opportunity. As an institution that has experience in calculating the television market, Nielsen is ready to open new business lines in the esports branch. The television audience and marketing measurement company is launching a new division, Nielsen esports, to measure a fast growing industry for teams, sponsors, advertisers and publishers.

“Nielsen knows sports, Nielsen knows games, and we clearly know the audience,” said Nicole Pike, vice president of Nielsen Games, who will lead the new division.

By understanding how much promotional potential there is, advertisers are expected to be able to make the most of their money for the benefit of product introduction. During this time, many products promote their products through conventional sports athletes such as soccer and basketball.

As game players grow and sports-game esports are seen, Nielsen will focus on sponsor ratings, investment strategies, and audience measurement.

In some countries, professional esports teams are treated like rockstar. In Japan and Korea, for example, esports athletes have a fan base. Quite often the game competition can be broadcast live with thousands of fans filling the stadium location of the tournament. Esports tournaments such as League of Legends, Counter-Strike: Global Offensive, Overwatch, and Street Fighters are broadcast live throughout the world, sometimes on several websites and on TV.

In 2014, ESPN said that the number of viewers of the League of Legends final competition in Seoul reached 27 million, consisting of live spectators in the stadium and live streaming. At the same time, the audience of the 2014 NBA Finals between The San Antonio Spurs and the Miami Heat only reached 18 million people worldwide. However, it should be understood that the live streaming behavior of League of Legends regular competition is still far behind that of regular NBA match audiences.

The Nielsen institution which focuses on esports will have an editorial board consisting of individuals from various institutions such as ESL, ESPN, Facebook, FIFA, Major League Gaming / Activision Blizzard, NBA 2K League, The Next Level, Sony PlayStation, Turner, Twitch, Twitter, Unilever, and Google YouTube.

Today’s esports tournament generates a lot of income. Making accurate and in-depth data analysis, aside from being money for those aiming for their niche, will also be valuable to many parties.

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