Esports

/Esports

Sport online research report 2016

Repucom's (now Nielsen Sport) 'Sport online research report 2016' examines the rise of eSports and what it means for brands [...]

What are the opportunities within eSports for brands and rightsholders?

The University of Salford Centre for Sports Business, in collaboration with The Digital Cluster and World Gaming Executives hosted a one-day [...]

SuperData’s Digital Games and Interactive Media 2016 Report

Interactive entertainment generated $91 billion in revenues in 2016. Highlights of SuperData's Digital Games and Interactive Media 2016 Report include: [...]

The Future Games Summit, London, 23-24th November 2016

The Future Games Summit is a brand new two-day conference which will examine current and future trends across the entire [...]

Why blue-chip brands have been slow to sponsor eSports

When will blue-chip brands get seriously involved in eSports? This question is being posed at every industry conference, podcast and [...]

eSports and the Future of Sport

The University of Salford Centre for Sports Business, in collaboration with The Digital Cluster (part of CARe), and World Gaming Executives is hosting a one-day symposium [...]

Digital Sport Summit: Digital Disruption in the Sports Industry

The Digital Sport Summit 2016 brings together leaders involved with digital within the sports industry for a day of inspiration [...]

eSports – a threat, or an opportunity, for traditional sports?

As competition for people's attention intensifies and each new generation's media consumption habits change, digital media has become the new norm [...]

Why sports and brands want to be in eSports

Newzoo, a gaming and eSports specialist research agency, has released it's latest data report 'Why sports and brands want to [...]

eSports: How we got to here, and what comes next

Gazing into a crystal ball to predict the future for the eSports sector isn’t an easy task. After all, who [...]