[情報] 2014電競市場報告
2014電競報告
1.In 2014 eSports finally reaches critical mass. Over 71 million
worldwide watch competitive gaming, with roughly half from the
United States.
全球超過7,100萬人關注電競,其中有一半是美國人。
2.eSports viewers are dedicated viewers. An average eSports viewer
watches 19 times a month, with a session length of 2.2 hours.
電競的觀眾平均每個月觀看次數19次,每次2.2小時。
3.eSports is a key marketing vehicle and revenue driver for online game
publishers. Companies like Riot Games, Wargaming, Valve and
Ubisoft are all placing bets on competitive gaming in 2014.
電競對於網路遊戲發行商來說,除了是很重要的行銷工具之外,
也同時代表著營收的來源。
4.Major brands are experimenting with eSports. Companies Intel and
Coca-Cola are looking to reconnect with affluent young males
(18-34 years old) via competitive gaming.
全球知名品牌廠嘗試藉由電競,試圖讓18-34的男性玩家進行更多的消費。
http://www.slideshare.net/superdata/superdata-research-esports-brief
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※ 編輯: joscheng (122.147.239.36), 11/05/2014 17:38:08
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