Unit 2 - Part A (Research Task)
Kinga Jaronczyk
Centre No. - 12629
Candidate No. -
Structure for Activity 1 - Rationale
Intro - guide yourself on what you will want to say here in the exam
Aims & objectives /8 – key theory of 6 objectives to relate to. Definitions. Possible objectives linked to the business or
competitors use. Do not create any exact aims or objectives in the research notes. You do this in the exam. British Esport
Assosiation ‘not-for-profit national body established to promote esports in the UK, increase its level of awareness, improve
standards and inspire future talent.’ Social Media, invest in ads, event partnerships, sponsorships, LAUNCH TEAM, HOST
EVENTS, FIND AGENCIES, FIND THE RIGHT ESPORT AUDIENCE.
Relate to segmentation – definition
Research /12 marks
Primary research
, Unit 2 - Part A (Research Task)
Kinga Jaronczyk
Centre No. - 12629
Candidate No. -
Secondary research
Market/industry information
The E-sport industry - It has already been seven years since Newzoo began diving into theEsports business.
2019 was a seminal year for many teams, with tremendous growth in traditional revenue streams. Innovative
revenue streams such as streaming and digital goods have become pioneering ways for teams, organizers, and
publishers to grow the business. 2020 is already on track to be a milestone year for theEsport business, with a
growing audience and growing popularity. The market is also maturing in entirely new ways, with innovative
revenue streams starting to develop, such as streamed games and streaming andDigital goods. The full report
features key insights into five different regions and an additional eight submarkets, as well as our latest
forecast scenarios for the esport audience and its economy business, and we're looking
Audience and revenue scope - The objective of this report is to provide an overview of the current and future status and the market of
sports. In shaping the global sport audience, several data sources have been used and continuously updated revenue models. The figures in
this report reflect the competitive gaming professional scene and exclude spectators or amateur revenue, competitive gaming.
Boundaries of E-Sports - Esports market sizing includes revenues and viewership from professional competitive
gaming content only. We do not include amateur competitions and live streaming around non-organized
competitive gaming. Live streaming is an exciting industry in itself, full of its own developments. The lines are
beginning to blur owing to the increasing frequency at which live-streaming formats are overlapping. The
industry sees gamers live broadcasting themselves playing online, and some have become celebrity status. The
audience overlap between both markets is significant, but their content and monetization strategies differ from
now.
Methodology - Newzoo is the largest games-related consumer research program in the world. In 2020, we will
carry out research in more than 30 countries/markets, covering more than 60,000 consumers. We define
industry revenues as the amount the industry generates through the sale of sponsorship deals, media rights,
digital, streaming, tickets and merchandising, and publisher fees. We are committed to ongoing research so
that we can accurately model and project digital digital esports revenues from publishers. The revenue
forecasts are based on our predictiveEsports market model, which incorporates data from multiple sources,
including macroeconomic and census data, primary consumer research, and third-party research. The urban
online population is an important driver of the number of potential esports viewers and an indicator of how
much more structural growth a country can expect in the relevant population of potential viewers. We also
receive valuable input from clients, including leaders in theEsports industry. The forecasts are always the
outcome of an iterative process, reviewing the implications of our assumptions on a very granular level, says
Newzoo. Revenue numbers exclude prize pools and player salaries, which we consider to be cost items at an
industry level. We also exclude revenues from online gambling and betting related to esport. Our historical
revenues and growth rates reflect the year-end US$ exchange rate. Our projected growth rates assume steady
exchange rates going forward, but we take into consideration historic growth rates in local currency rather than
US$, to get a better picture of underlying growth. We define the market size as the amount generated by or
targeting consumers in that specific territory.
Audience Forecast
In 2020, 2.0 billion people will be aware of esport, up from 2019's 1.8 billion.
China will continue to be the country/market that will contribute most to this