2020
9
Germany Esports Market Report 2020
2020-12-02T12:13:47+00:00
REP2A9DFF1E_2CAC_400B_BD11_DF1F6FDB1DF2
2195
128242
[{"name":"Gaming","url":"https:\/\/store.mintel.com\/industries\/leisure-time\/gaming"},{"name":"Sports","url":"https:\/\/store.mintel.com\/industries\/leisure-time\/sports"}]
Report
en_GB
Esports is experiencing expanded audiences brought about by COVID-19. Providing beginner-friendly, interactive content will be critical to retaining new viewers. Jan Urbanek, Research Analyst - Consumer Technology…

Germany Esports Market Report 2020

£ 2,195 (Excl.Tax)

Description

Providing the most comprehensive and up-to-date information and analysis of the Esports – Germany market including the behaviours, preferences and habits of the consumer.

Germans are spending more time at home and engaging more with digital entertainment during COVID-19, providing esports with a new range of viewers that will need to be retained. Beginner-friendly commentary and additional explanatory content are key to easing induction into complex esports and keep new viewers interested.

Quickly Understand

  • What are German consumers’ reasons for watching esports?
  • How to rethink the marketing of gaming within the German market?
  • How can technology reduce entry barriers to gaming?
  • How can your brand attract a wider Esports audience?
  • How to use social interaction as an opportunity in Esports?
  • How can non-professional game streams offer opportunities for German consumers?

Covered in this report

Brands mentioned: Amazon, Fnatic x GUCCI, GamesCom, Indie Arena Booth, Interactive Valorant Challenge Cup, Magenta, Luis Vuitton x League of Legends, Mastercard, Mercedes-Benz, Mixer, Recaro, Saturn, Sport1 (eSPORTS1), Telekom, Tchibo, Telekom, etc.

Expert analysis from a specialist in the field

Written by Jan Urbanek, a leading analyst in the Consumer Technology sector, his extensive knowledge delivers in-depth commentary and analysis to highlight current trends and add expert context to the numbers.

Esports is experiencing expanded audiences brought about by COVID-19. Providing beginner-friendly, interactive content will be critical to retaining new viewers.

Jan Urbanek
Analyst – Consumer Technology

Table of Contents

  1. Executive summary

    • Market context
    • Graph 1: online media consumption (in mins), by age, 2015-19
    • What consumers want and why
    • Graph 2: video gamers watching/creating types of gaming content, by age, May 2020
    • Graph 3: reasons for watching esports/game streams, May 2020
    • Graph 4: attitudes towards esports, May 2020
    • Opportunities
  2. THE IMPACT OF COVID-19

  3. market drivers

    • Graph 5: online media consumption (in mins), by age, 2015-19
  4. What consumers want and why

    • Who plays video games?
    • Graph 6: gaming device owners who play video games, by age, May 2020
    • Graph 7: respondents playing video games, by gender and age, May 2020
    • Graph 8: video gaming frequency, May 2020
    • Graph 9: frequency of playing video games, by age, May 2020
    • Who watches what?
    • Graph 10: video gamers watching types of gaming content, May 2020
    • Graph 11: video gamers watching/creating types of gaming content, by age, May 2020
    • Graph 12: video gamers watching/creating types of gaming content, by gender, May 2020
    • Reasons for watching esports/game streams
    • Graph 13: reasons for watching esports/game streams, May 2020
    • Reasons for not watching esports/game streams
    • Graph 14: reasons for video gamers to not watch esports/game streams, May 2020
    • Attitudes towards esports/game streams
    • Graph 15: attitudes towards esports/game streams, May 2020
    • Graph 16: interest in watching and playing video games in social venues, May 2020
    • Graph 17: attitudes towards esports, May 2020
    • Graph 18: attitudes towards esports, by watchers vs streamers, May 2020
  5. Launch activity and innovation

    • Advertising and marketing activity
  6. market size and segmentation

    • Graph 19: Global esports revenue, 2018-20 (US$m)
    • Graph 20: esports revenue breakdown, 2020
  7. Appendix

    • Note on COVID-19
    • Appendix – abbreviations and consumer research methodology

About the report

This market report provides in-depth analysis and insight supported by a range of data. At the same time, introductory and top-level content is provided to give you an overview of the issues covered.

The consumer

What They Want. Why They Want It.

The Competitors

Who’s Winning. How To Stay Ahead.

The Market

Size, Segments, Shares And Forecasts: How It All Adds Up.

The Innovations

New Ideas. New Products. New Potential.

The Opportunities

Where The White Space Is. How To Make It Yours.

The Trends

What’s Shaping Demand – Today And Tomorrow.

Below is a sample report, understand what you are buying.

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Germany Sample Report Cover

Please Note: This is a sample report. All of the figures, graphs, and tables have been redacted. Our reports are available to download in PDF and PPT formats.

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