eSports (also known as electronic sports, esports, e-sports, competitive (video) gaming, professional (video) gaming, or pro gaming) are a form of competition that is facilitated by electronic systems, particularly video games
eSports @ Wikipedia
Who would want to watch other people play videogames?
Apparently 71.5 million people worldwide, and that number dates back to 2013.
It may come as a surprise to some, but the fact it is a major thing barely starting but already on the rise.
As in any other major sport competitions, professional players take part in real time video game events. The type of video games range from fighter to sports dynamics and even arcade games.
It has had such impact that nowadays companies like Twitch.tv stream this events constantly and deliver the content from Asia to Europe and North America.
The target audience
- 85% male and 15% female
- 18 to 34 years of age
Spectators taking part
As an added value to people watching there, can be real time dynamics - similar to those of 2nd screen for other type of live events - that enhance the watcher’s experience and thus make it more appealing to attend the competitions.
The global eSports market generated:
- US$325 million of revenue in 2015
- more than $493 million in 2016
- the global eSports audience in 2015 was 226 million people.
A virtual reality, multiplayer, real-time, turn-based, soccer game, designed from the start with an esports layer and 2nd screen interactions for the viewers.