How Big Is Esports Really? Nielsen Attempts to Figure It Out
- Estimates of pro gaming industry, audience vary wildly
- Nielsen will provide analysis across traditional, new channels
Fans watch a 'League of Legends' tournament during Paris Games Week on Oct. 28, 2016.
Photographer: Chesnot/Getty ImagesThis article is for subscribers only.
Professional video gaming is the next big thing. How big that is, though, is hard to say. Some estimates pegged it as a $493 million industry in 2016, others said it was nearly twice as big. As for the audience, some say it’s 85 percent male, others say it’s 56 percent male. No one really knows.
Nielsen is ready to figure it out. The audience-measurement company is launching a new division, Nielsen Esports, to quantify the rapidly growing industry for teams, sponsors, advertisers and publishers.