|
E-Sports News Map
In The Spotlight eSportsTV Live on Site at WCG Invitational All weekend long the World Cyber Games will be
hosting their annual WCG US Invitational event!
Featuring the best gamers from all across the
United States, this weekend's matches will be ones
you'll never forget... and you won't want too!As always eSportsTV will be live on site to bring you the ... |
AdvertisingAdvertise with eSportsTV. Reach Gamers 24 hours, 7 days a week! eSportsTV provides target advertising over multi-platform media. eSportsTV will allow you to reach young adults (18-34) and teens (14-17) via advertising, promotions and sponsorships. For more information on advertising over eSportsTV, please contact: Advertising@eSportsTV.com or call 1-888-210-5915 to speak with an advertising representative. Be sure to request our free advertising kit! Market Analysis "The most important shift is demographic: gaming is no longer the province of children and teenagers. According to a survey carried out by the Interactive Digital Software Association, 60% of Americans play games, either on consoles, handheld devices or PCs. Of those gamers, 61% are adults; 43% are women; and the average age is 28. Figures from Europe and Japan tell a similar story. A generation that grew up with games has simply kept on playing. And as gamers age, their disposable income increases, making gaming an extraordinarily lucrative market." - Economist Magazine With a fan base of over 165 millions gamers in the United States, accounting for over 60% of the population, its no wonder the electronic entertainment industry is now the number one entertainment industry in the United States, surpassing even Hollywood in both music and film. In fact, just this past year alone, the video gaming industry generated over $20 billion, a feat which, great as it is, barely scratches the surface. While everyone agrees that the accomplishments of the electronic entertainment industry has performed at incredible heights within the last few years, industry analysts have concluded that there is much more growth to be seen. One main reason for this growth is the fact that today, while there are 165 million gamers in America, the number of female gamers grew from 39% to roughly 43% within the last year. Analysts have noticed, in recent trends, that more and more females are crossing borders and entering the video gaming market. In fact, Electronic Arts, the world's largest game publisher, released a hugely popular game, Sims: Online, which now, has more females than male players. More excitingly however, is that this trend is expected to grow even more to truly reflect the demographics to the United States. As studies conducted by the Digital Software Association show, the average age of gamers has dramatically changed within the past decades. Once thought of as a "kid's" thing, the average age of gamers is now 28. This fact has dramatically changed the face of the gaming industry, since this generation has more fiscal muscle to flex than young kids and teens. Once, it was a cool luxury for the techno-savvy. Now the internet has become indispensable- as integral to American lives as television. According to the Pew project, as of 2003, 63% of Americans are now online, making the Internet one of the most important media sources in the United States. Internet watchers aren't surprised by this- Lee Rainie, director of the Pew project stated, "the Internet is eventually going to become as important and universal a technology as telephones and televisions are now." The demand for the internet over the past few years has sparked the broadband market. Today, high-speed Internet access is widely demanded not only in businesses, but in homes, especially by online gamers. The demand for cheap and widely available broadband will soon become a reality. On April 26, 2004, President George W. Bush pushed a set of proposals, which includes deregulations of fiber-optics lines, to link "every corner of the United States" to broadband connection by 2007. Adam Thierer, a telecommunications analyst at the free-market Cato Institute, stated "this is great, great news for everyone." Thanks to this proposal, the DFC Intelligence has predicted that while in 2003 online games revenues were $997 million, that number will bloat to $2.5 billion by 2008. Similarly, while 74.7 million households had broadband in 2003, by 2008, 189.5 million households in America will be equipped with broadband. Demographic Info: • Male and Female • Online Gaming Enthusiasts ages 14 – 34 • 47% own 60 or more video games • 64% have broadband • 58% downloaded videos online in past 30 days • 49% spend more time online than watching TV They are educators and influencers which make valuable purchasing decisions on technology and game related products and services for their friends, families, and peers. |




