
More than 850 million people in 2022 will follow eSports and content "Lets Play"Uno de cada diez individuos de la poblaci n mundial consumir en cuatro a os contenidos relacionados con deportes electr nicos o Let's Play (tutoriales y charlas sobre videojuegos).
Un nuevo estudio de Juniper Research prev que los espectadores nicos de eSports y contenidos denominados Let's Play (tutoriales y charlas sobre videojuegos) alcanzar n los 858 millones en 2022, frente a los 630 millones de este a o. Esto equivaldr a 1 de cada 10 de la poblaci n mundial para 2022.
En su estudio eSports, Let's Play & Watch Play: Monetisation & Engagement Strategies 2018-2022 (Juguemos y veamos jugar: estrategias de monetizaci n y compromiso 2018-2022), Junipe Research analiza que el crecimiento de la audiencia se ver impulsado por el aumento de la popularidad de t tulos Battle Royale, en los que docenas de jugadores se enfrentar n en un formato de ltimo momento . Los t tulos que incluyen PUBG & Fortnite abarcan nuevas audiencias, introduciendo un contenido demogr fico m s diverso a los deportes electr nicos.
Con 100 millones de d lares en premios en met lico para los torneos Fortnite en 2018, Juniper prev un crecimiento sustancial del n mero de espectadores de Let's Play , que superar los 12.000 millones de horas s lo en YouTube, a medida que los jugadores intentan perfeccionar sus habilidades.
Nuevas estrategias de financiaci nLa investigaci n revel que los torneos eSports van a utilizar nuevas estrategias de financiaci n; en particular, los fondos comunes de premios ver n una mayor integraci n de los premios y los regalos de contenido como una estrategia de monetizaci n. Las cajas de bot n son paquetes comprables dentro del juego que contienen una selecci n aleatoria de objetos dentro del juego.
La autora de la investigaci n Lauren Foye explica que las cajas de bot n aprovechan el deseo de los jugadores de tener los art culos m s prestigiosos y solicitados, ya sean armas o art culos cosm ticos. Al ofrecer estos contenidos por tiempo limitado durante los eventos populares, los anfitriones de los torneos ser n capaces de impulsar una financiaci n sustancial y el inter s de los jugadores .
Mientras que la publicidad en eSports ha sido el pilar de marcas end micas como Intel y Nvidia, las marcas no end micas patrocinar n cada vez m s grandes torneos y eventos de streaming, y se prev que los ingresos por publicidad alcancen los 2.200 millones de d lares en 2022.
El estudio prev tambi n que las marcas buscar n el apoyo de las celebridades en los eventos de juegos de azar debido al reciente xito de las transmisiones en vivo con el rapero Drake y el popular streamer Twitch Ninja (r cord de 628.000 visitas a Twitch), as como el jugador de Tottenham Hotspur Dele Alli (25.000 visitas).
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