• Esports, the term for competitive video gaming, combines the excitement of the NCAA Final Four with an audience larger than the Super Bowl and broadly appeals toMillennials hooked on social media, live-streamed content and mobile viewing.
  • Game developers are evolving their business models by adding permanent franchises, revenue-sharing agreements, player-centric features and other elements of traditional sports to monetize the growing audience, which is currently estimated at 385 million worldwide.
  • There are currently an estimated 2.2 billion people who play video games worldwide.
  • The United States accounted for 55% of all esports finance deals from 2012 through YTD 2017. It was followed by China (17%), United Kingdom (11%), Sweden (9%), Germany (9%) and South Korea (7%).