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Earlier than the return of sports activities and reside occasions, many individuals presumed that it was an enormous alternative for esports to not solely fill the hole throughout that interval but in addition to develop its viewers considerably.
By leveraging Nielsen Esports Fan Insights — which supplies international and native fan knowledge, and gives a view into fan gaming and media habits, engagement, and buying choices — we will see clear and comparable evaluation into esports and sports activities followers throughout markets.
Taking a look at followers for the highest sports activities in every nation, the information exhibits completely different cultures usually have completely different fields of curiosity. Take badminton for example — it’s the high sport in China, No. four in South Korea, and No. 6 in Japan, but it doesn’t draw as a lot consideration within the UK, Germany, or France. Conversely, soccer/soccer is standard throughout almost all markets. Knowledge exhibits extra curiosity in European international locations than in Asia, however it’s protected to say that the game nonetheless attracts a really giant group of followers there.
Credit score: Nielsen
Within the esports neighborhood the information exhibits that followers observe a various choice of video games. In Germany, most esports followers observe Name of Responsibility whereas League of Legends and Counter-Strike, two of an important esports titles, didn’t make the top-Three rating. Nonetheless, each these video games have their fair proportion of followers in nearly all the international locations analyzed.
Japanese esports followers are completely different from these in different international locations in that they favor combating video games equivalent to Tremendous Smash Bros. and Road Fighter. League of Legends and Counter-Strike are nowhere to be present in high rankings for Japan and the one actual similarity to different markets is Name of Responsibility.
Credit score: Nielsen
This knowledge finds that whereas fan preferences for esports are considerably localized, it isn’t as dramatic a distinction as some initially theorized. Heavy localization undoubtedly happens for sure markets, however it is vital for the trade to know that esports, similar to conventional sports activities, is a complete ecosystem consisting of a number of very completely different video games. Whereas League of Legends and Counter-Strike play an important half within the esports ecosystem of many international locations across the globe from a viewership perspective, there’s clear alternative for partaking and rising fan bases for a broad spectrum of video games.