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ESPORTS CONSUMER ANALYSIS WHITEPAPER

EEDAR_eSports_Consumer_Analysis_2015

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TABLE OF CONTENTS<br />

OUT OF GAME ACTIVITES 44<br />

APPENDIX 99<br />

LEISURE ACTIVITIES 47<br />

USE OF STREAMING PROGRAMS 55<br />

GENERAL BRANDS & <strong>ESPORTS</strong> VIEWERS 57<br />

<strong>ESPORTS</strong> BRANDS & <strong>ESPORTS</strong> VIEWERS 59<br />

HOBBIES AND INTERESTS 66<br />

BEHAVIORAL PREFERENCES 71<br />

GENRE-SPECIFIC <strong>ANALYSIS</strong> 85<br />

MOBAS & <strong>ESPORTS</strong> 86<br />

MOBA TITLE-LEVEL <strong>ANALYSIS</strong> 89<br />

SHOOTERS & <strong>ESPORTS</strong> 91<br />

SHOOTER TITLE-LEVEL <strong>ANALYSIS</strong> 93<br />

FIGHTERS AND <strong>ESPORTS</strong> 96<br />

FIGHTER TITLE-LEVEL <strong>ANALYSIS</strong> 97<br />

<br />

APPENDIX 1.1 100<br />

APPENDIX 2.1 101<br />

APPENDIX 3.1 102<br />

APPENDIX 3.2 103<br />

APPENDIX 4.1 104<br />

APPENDIX 4.2 105<br />

APPENDIX 4.3 106<br />

APPENDIX 5.1 107<br />

APPENDIX 5.2 108<br />

APPENDIX 5.3 109<br />

APPENDIX 5.4 110<br />

APPENDIX 5.5 111<br />

APPENDIX 5.6 112<br />

APPENDIX 5.7 113<br />

APPENDIX 6.1 114<br />

FUTURE TRENDS FOR PREMIUM TITLES AND <strong>ESPORTS</strong> 98<br />

RESEARCH METHODOLOGY 115<br />

ABOUT EEDAR 115<br />

*FADED SECTIONS AVAILABLE IN FULL REPORT.<br />

© COPYRIGHT 2015 ELECTRONIC ENTERTAINMENT DESIGN AND RESEARCH. PROPRIETARY AND CONFIDENTIAL.<br />

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