E sports turned out to be a threat to the American sports and basketball professional sports industry


ByNateTheApe 21

It refers to digital native born between 1980 and 2000 "Millennial generation"Is becoming the center of the consumer group, research results showing that" e sports "is emerging in place of the traditional professional sports industry like NFL and NBA has been reported.

L. E. K. Sports Survey - Digital Engagement Part One: Sports and the "Millennial Problem" - 1912 _ Sports_Survey_Part_ 1 a.pdf
(PDF file)http://www.lek.com/sites/default/files/1912_Sports_Survey_Part_1a.pdf

Traditional sports have an esports problem | VentureBeat | PC Gaming | by Jeff Grubb
https://venturebeat.com/2017/06/02/traditional-sports-have-an-esports-problem/

L. E. K. Consulting examined how people spend time each generation of the United States and how the fan base of professional sports differs from that of e sports. The following graph shows which medium is spending time with "non-millennial generation" of 35 years old or over and "Millennial generation" 18 to 34 years old, which accounts for 32% of the total in non-millennial generation TV "is the most popular media, while the most popular media of the Millennial generation is" OTT "which refers to online streaming such as Netflix, which accounts for 20% of the total. The proportion of the millennial generation who watches TV is only 13%, and you can see that digital media is more mainstream than television.


Furthermore, as a result of investigating the preference difference between "conventional sports" and "e sports" for each generation, in the millennial generation (All millenials), the total number of layers "like conventional sports than e sports" is 42% in total, I like e sports rather than sports' total is 40%, whereas in non-millennial generation (All non-millenials) the total of conventional sports factions is 56%, e-sports faction total 26% There was a great divergence between the two.


It is estimated that 2017 e-sports events around the world will generate about 700 million dollars (about 77.3 billion yen), which is negligible from the professional sports industry where billions of dollars of huge money runs. Right now it is not yet possible for conventional sports to be swept by e sports, but as the millennial generation will be the largest consumer base beyond the elderly in the next 20 years, the possibility that these profit magnitudes will overturn It is expected to be sufficient.

Although it is e sports which has not gained popularity as much as in the United States in Japan, Blizzard is holding the annual e sports event "BlizzCon (Blizzukon)" for a total prize money of 1 million dollars (about 100 million yen) It has exceeded, and the entry ticket has won the popularity that it can sell for a moment. You can see how you interviewed Blizzcon 2016 from the following article and you can see how busy it is.

I went to the world's largest e-sports event "Blizzcon 2016" that gets gathered from all over the world - GIGAZINE

in Note,   Game, Posted by darkhorse_log