ESPORTS CONSUMER ANALYSIS WHITEPAPER
EEDAR_eSports_Consumer_Analysis_2015
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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