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Let’s Play, Poland!
Video gaming & esports 2022
2
Deloitte | Let’s Play! 2022
64%
36%
<1%
58%
42%
<1%
Male Female Other
55%
45%
<1%
13%
18%
24%
23%
21%
11%
16%
24%
28%
22%
Top-10%
Top-11-25%
26-50%
51-75%
Lowest 25%
10%
15%
25%
25%
25%
27%
42%
22%
9%
22%
41%
25%
12%
16-24 (Generation Z) 42-56 (Generation X)
25-41 (Millennials) 57+ (Baby Boomers)
17%
36%
28%
18%
Esports viewers are predominantly male and comparatively young in comparison to esports gamers. They belong to
rather high income groups in relation to video gamers and the overall population
Gender distribution
Esports viewers (outer circle)
vs. video gamers (centre circle)
vs. overall sample (inner circle)
Income distribution
Esports viewers (outer circle)
vs. video gamers (centre circle)
vs. overall sample (inner circle)
Age distribution
Esports viewers (outer circle)
vs. video gamers (centre circle)
vs. overall sample (inner circle)
The Polish Target Group (1/5)
3
Deloitte | Let’s Play! 2022
12%
12%
3%
3%
70%
11%
10%
74%
3%
Business/ economics
STEM
Healthcare sector
Other
Sports/ fitness coaches
11%
9%
76%
3%
67%
8%
8%
11%
6%
68%
6%
8%
9%
9%
Part-time
Full-time
Self-employed
Other
School / university student
65%
8%
7%
13%
6%
While esports viewers and video gamers represent the overall sample in terms of their hometown size, both groups tend
to be full-time employed in comparison to the sample
The Polish Target Group (2/5)
18%
23%
26%
33%
Small town or rural area Large city
Medium-sized town Very large city
Hometown size
Esports viewers (outer circle)
vs. video gamers (centre circle)
vs. overall sample (inner circle)
Professional background
Esports viewers (outer circle)
vs. video gamers (centre circle)
vs. overall sample (inner circle)
Employment status
Esports viewers (outer circle)
vs. video gamers (centre circle)
vs. overall sample (inner circle)
36%
16%
23%
25%
37%
16%
23%
23%
<1% <1%
4
Deloitte | Let’s Play! 2022
Esports viewers tend use free and paid subscription services relatively frequently. They watch professional sports and
attend live events relatively often in comparison to both video gamers and the wider population
The Polish Target Group (3/5)
Distribution of selected characteristics among the target group
Esports viewers vs. Video gamers vs. Overall sample
“I…
55%
48%
…consider advertising
useful and informative.”
…am highly knowledgeable
in financial topics.”
…am highly concerned
with social topics.”
…am actively looking for
a job at the moment.”
…am highly knowledgeable
in technological topics.”
44%
62%
82%
76%
72%
93%
85%
76%
83%
80%
74%
75%
69%
…watch professional
football regularly.”
51%
…watch other professional
sports regularly.”
…practice fitness regularly.”
…ride a bike regularly.”
61%
…ride an E-bike regularly.”
41%
46%
52%
40%
33%
38%
37%
31%
57%
58%
14%
7%
6%
69%
85%
…am a heavy user of
paid subscription services.”
…am a heavy user of
free subscription services.”
75%
…attend a lot of live events.”
…am a heavy
social media user.”
88%
…have a lot of hobbies.”
51%
57%
84%
78%
69%
78%
92%
90%
86%
45%
59%
Esports viewers Video gamers Overall sample
5
Deloitte | Let’s Play! 2022
Battle Royale, Sports and FPS belong to the esports genres that have the highest reach among esports viewers and
gamers in Poland
The Polish Target Group: Business Opportunities in Video Gaming and esports (4/5)
Relative and overall reach of selected esports and gaming genres1
intermediate
extensive
narrow
intermediate
extensive
narrow
10%
Reach
among
esports
viewers
0% 50%
Fighting
FPS
Sports
Battle Royale
FPS
Reach among gamers
Action & adventure
Fighting
Battle Royale
Card games
MOBA
Mini Games
Racing
Simulation
Simulation
(Real-time) Strategy / Autobattler
Sports
RTS
Puzzle / Mini Games
Action and adventure
Racing
Card games
MOBA
(Open world) Role-playing games
Overall reach among the population
Europe
Poland
Other genres (reach mainly among niche audiences and occasional users)
1) Some video gaming genres do not have a relevant esports scene and therefore have an esports reach of 0%
Source: Deloitte analysis
6
Deloitte | Let’s Play! 2022
93% of Polish are familiar with the term “esports”, 50% are aware of the definition. An esports viewer spends monthly
about 48PLN on esports-related items on average, mainly on attending events and for merchandise
Esports in Poland (1/2)
Development of esports engagement maturity1
% of Polish to whom below categories apply
Monthly esports-related spending (distribution)
among Polish esports viewers over the last 6 months
Esports reach and weekly consumption times
Among Polish in the last 6 months
87%
53%
Term awareness
50%
Definition awareness
Regular reach
90%
Overall reach
93%
39%
38%
52%
47%
14%
27%
24%
2022 2021 2020
507
564
647
34%
34%
39%
25%
41%
27%
34%
41%
25%
32%
20%
27%
Ø min./week
watched ≥1 hour/day watched <1 hour/week
watched ≥1 hour/week
37%
25%
17%
12%
9%
Event tickets, travel, accommodation, food & drinks
Physical and digital merchandise
Access to paywalled content
Betting
Other
Ø48PLN
per month
1) “Europe“ refers to the European countries included in the consumer survey; 2) “Global” refers to all countries included in the consumer survey
1 2
7
Deloitte | Let’s Play! 2022
Crypto/NFT, betting and job agencies are more relevant for Polish esports viewers in comparison to non-viewers. In terms
of esports broadcasting channels, Twitch & YouTube Gaming are most relevant in terms of both reach and watch time
Esports in Poland (2/2)
Relevance of selected product categories
among Polish esports viewers vs. Non-viewers1
Usage of selected esports broadcasting channels by consumer type
among Polish esports viewers over the last 6 months
0%
20%
40%
60%
80%
100%
1-3
<1
Reach per broadcasting channel
in %
4-6 7-10 >10
Twitch
YouTube Gaming
Facebook Gaming
Ø Other channels
0
100
200
300
400
500
600
700
Weekly watching time per broadcasting channel
in minutes
<1 1-3 4-6 7-10 >10
Trading apps
3.87x
Fashion
Video gaming peripherals
Betting
Crypto / NFT
Consoles and video games
Banking
Insurance
Job portals / agencies
Computer hardware
0.97x
Automobiles
Internet and telecommunication
Retail
Food
12.01x
5.21x
0.76x
5.16x
1.05x
3.58x
3.25x
1.94x
0.95x
0.93x
0.89x
0.88x
1) Figures indicate the factor by which the relevance of the respective product categories is higher among esports viewers than non-viewers (values <1 indicate a higher importance among non-viewers)
Source: Deloitte analysis
Video gaming related
Digital offerings
Traditional
Esports viewer groups with different weekly consumption time, in hours
8
Deloitte | Let’s Play! 2022
Action & Adventure
Action & Adventure games feature a mix
of elements that challenge the player to
solve problems and react to real-time
events and occurrences. The games may
comprise storylines and combat situations
which, however, is not prevalent in all
titles of the genre
Baby Boomers
Respondents age 57+
Battle Royale
In a Battle Royale match, multiple players
compete on the same map, starting with
minimal equipment. The object is to be
the last remaining player on the map after
all other players have been eliminated
either by combat or by being ‘trapped’
outside a shrinking ‘safe zone’ on the map
Card Games
Collectible Card Games bring classic
trading card games into the digital world,
often based on the same rules as the
analogue games
Esports Ecosystem / Sector
(Stakeholders)
The esports ecosystem revolves around
key value drivers and orchestrators of
esports competitions, products,
services and content. Besides the core
value-creating stakeholders (league
organisers, event hosts and esports
teams and players), it includes
stakeholders from the publisher
segment, traditional media and online
platforms, and strategic partners. Also,
the esports audience is a key
stakeholder in the esports ecosystem
Esports Term Awareness
Share of respondents who know the
term ‘esports,’ independent of the
ability to define the term correctly
Esports Genres
Category of games classified by
structure, design and goals of the
specific games
Esports Term Awareness
Share of respondents who are aware of
the term ‘esports’, independent of the
ability to define the term correctly
Commercial Conversion
Share of respondents who have paid money
for esports-related content, products or
services in the last six months, either for
themselves or for someone else (for example,
as a gift or paying a fee for friends and family)
Esports Engagement Maturity
Developmental stage of individual esports
markets regarding term and definition
awareness, overall reach, meaningful reach,
regular reach and commercial conversion
Endemic companies
Companies whose core products and services
are related to video gaming and/or esports
Esports
This study defines esports as playing computer,
mobile and console video games on a
professional competitive level, with teams or
individuals playing each other within leagues
or tournaments. Aside from the competitions,
esports is primarily a spectator product and is
watched by audiences on the internet, on TV
and on-site at live events. Esports are a
subcategory of the overall gaming industry,
which includes the active and leisure playing of
video games
Glossary (1/4)
9
Deloitte | Let’s Play! 2022
Esports Titles
Individual game titles in which the
competitions are held. Therefore, in the
esports context, they are comparable to
‘disciplines’ in traditional sports.
Esports viewers
Respondents who have watched
professional esports in the last six months
on the internet, on TV or at a live event
Essential video gaming hardware
Video gaming consoles and Gaming PCs
Fighting
In fighting games, two or more players
engage in battle, mainly featuring hand-to-
hand combat elements
FPS / First-Person Shooter
FPS games focus on weapon-based
combat between teams or individuals
from a first-person perspective. There are
different matches with distinct goals, for
example, occupying the home base of the
opponent
Game awareness
Share of respondents who know at least
one video game
Millennials
Respondents aged 25-41
Mini Games
Mini Games are small, often simplistic
games for casual usage, featuring
different gameplay elements
MOBA / Multiplayer Online Battle
Arena
In MOBA, two teams compete against
each other from a home base on
different maps with distinct features.
The players, who each control a
character with specific strengths and
weaknesses, collaborate as a team to
execute their overall strategy. The
objective is to destroy the opposing
team’s home base
NFT / Non-Fungible Token
A non-copyable, non-changeable, and
non-subdividable digital identification
stored on a blockchain, used to verify
ownership
Non-endemic companies
Companies whose core products and
services are unrelated to video gaming
and/or esports
Game streaming viewer
Respondents who have watched game-related
streaming content in the last six months
Generation X
Respondents aged 42-56
Gen Z
Respondents aged 16-24
Hardcore User
Esports viewers who watched esports content
at least one hour per day in the last six months
Heavy User
Esports viewers who watched esports content
between 4-6 hours per week in the last six
months
Large city
100,000 to 499,999 inhabitants
Meaningful Esports Reach
Share of respondents who have watched
professional esports content at least once in
the last six months
Medium-sized town
50,000 to 99,999 inhabitants
Glossary (2/4)
10
Deloitte | Let’s Play! 2022
Non-viewers
Respondents who have never watched
professional esports
Occasional User
Esports viewers who watched esports
content less than once per week in the
last six months
Overall Esports Reach
Share of respondents who have watched
professional esports content at least once
in the past
Penetration rate
Reach of a content, product or service
within a predefined market
Racing
Racing games simulate racing
competitions based on a wide variety of
vehicles
Regular Esports Engagement
Share of respondents who have watched
professional esports content at least once
per week in the last six months
Video gamers
Respondents who have played video
games in the last six months on
console, PC, mobile devices or virtual
reality devices
Video gaming
Active playing of video games as a
leisure activity
Video gaming peripherals
Add-on video gaming products such as
controllers, gaming chairs and headsets
Video gaming streamer
Respondents who create an online
stream of their own video game play
Video gaming subscription services
Subscription-based offering of video
game titles
Regular User
Esports viewers who watched esports content
between 1-3 hours per week in the last six
months
RTS / Real-Time Strategy
In RTS games, players develop assets such as
infrastructure, resources or troops in an
attempt to outmanoeuvre their opponents
Simulation
The Simulation genre aims to closely
simulate/copy real-world activities
Small town or rural area
less than 50,000 inhabitants
Sports
Sports simulations bring sports into the video
gaming world by either adapting real-world
sports in their original game environment or
adapting specific elements of sports in a more
abstract setting
STEM
Science, Technology, Engineering and
Mathematics
Very large city
more than 499,999 inhabitants
Glossary (3/4)
11
Deloitte | Let’s Play! 2022
Video game-related streaming / Game-
related streaming
Transmission of video game content
within an online network. Streamed
content relates to free time / leisure video
gaming and often contains entertainment
elements. Therefore, it is distinct from
esports. People can participate actively
(streaming their own play) or passively
(watching content generated by other
people) and participation is open to every
interested person
VR
Virtual Reality Device
Glossary (4/4)
12
Deloitte | Let’s Play! 2022
Methodology
Consumer survey:
Representative survey among ~25,000
participants globally
1| Video gaming, esports and
game streaming consumption
22 global markets
Online interviews w/
53 market experts
- Teams
- League & Event Hosts
- Further stakeholders
1| Economic situation of
teams and event hosts
2| Assessment of
current market trends
15 European countries
Expert survey:
Asia-Pacific
Middle East
Europe
North America
25,000 people from 22 global markets were surveyed in August and September 2022 regarding their video gaming and
esports consumption. In addition, 53 European market experts were interviewed
Countries included in the consumer survey
Deloitte refers to one or more of Deloitte Touche Tohmatsu Limited (“DTTL”), its global network of member firms, and their related entities (collectively, the “Deloitte organization”). DTTL (also referred to as “Deloitte Global”)
and each of its member firms and related entities are legally separate and independent entities, which cannot obligate or bind each other in respect of third parties. DTTL and each DTTL member firm and related entity is liable
only for its own acts and omissions, and not those of each other. DTTL does not provide services to clients. Please see www.deloitte.com/de/UeberUns to learn more.
Deloitte provides industry-leading audit and assurance, tax and legal, consulting, financial advisory, and risk advisory services to nearly 90% of the Fortune Global 500® and thousands of private companies; legal advisory
services in Germany are provided by Deloitte Legal. Our professionals deliver measurable and lasting results that help reinforce public trust in capital markets, enable clients to transform and thrive, and lead the way toward a
stronger economy, a more equitable society and a sustainable world. Building on its 175-plus year history, Deloitte spans more than 150 countries and territories. Learn how Deloitte’s more than 345,000 people worldwide
make an impact that matters at www.deloitte.com/de.
This communication contains general information only, and none of Deloitte GmbH Wirtschaftsprüfungsgesellschaft or Deloitte Touche Tohmatsu Limited (“DTTL”), its global network of member firms or their related entities
(collectively, the “Deloitte organization”) is, by means of this communication, rendering professional advice or services. Before making any decision or taking any action that may affect your finances or your business, you
should consult a qualified professional adviser.
No representations, warranties or undertakings (express or implied) are given as to the accuracy or completeness of the information in this communication, and none of DTTL, its member firms, related entities, employees or
agents shall be liable or responsible for any loss or damage whatsoever arising directly or indirectly in connection with any person relying on this communication. DTTL and each of its member firms, and their related entities,
are legally separate and independent entities.
11/2022

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Raport Let’s Play! 2022: rynek e-sportu w Polsce

  • 1. Let’s Play, Poland! Video gaming & esports 2022
  • 2. 2 Deloitte | Let’s Play! 2022 64% 36% <1% 58% 42% <1% Male Female Other 55% 45% <1% 13% 18% 24% 23% 21% 11% 16% 24% 28% 22% Top-10% Top-11-25% 26-50% 51-75% Lowest 25% 10% 15% 25% 25% 25% 27% 42% 22% 9% 22% 41% 25% 12% 16-24 (Generation Z) 42-56 (Generation X) 25-41 (Millennials) 57+ (Baby Boomers) 17% 36% 28% 18% Esports viewers are predominantly male and comparatively young in comparison to esports gamers. They belong to rather high income groups in relation to video gamers and the overall population Gender distribution Esports viewers (outer circle) vs. video gamers (centre circle) vs. overall sample (inner circle) Income distribution Esports viewers (outer circle) vs. video gamers (centre circle) vs. overall sample (inner circle) Age distribution Esports viewers (outer circle) vs. video gamers (centre circle) vs. overall sample (inner circle) The Polish Target Group (1/5)
  • 3. 3 Deloitte | Let’s Play! 2022 12% 12% 3% 3% 70% 11% 10% 74% 3% Business/ economics STEM Healthcare sector Other Sports/ fitness coaches 11% 9% 76% 3% 67% 8% 8% 11% 6% 68% 6% 8% 9% 9% Part-time Full-time Self-employed Other School / university student 65% 8% 7% 13% 6% While esports viewers and video gamers represent the overall sample in terms of their hometown size, both groups tend to be full-time employed in comparison to the sample The Polish Target Group (2/5) 18% 23% 26% 33% Small town or rural area Large city Medium-sized town Very large city Hometown size Esports viewers (outer circle) vs. video gamers (centre circle) vs. overall sample (inner circle) Professional background Esports viewers (outer circle) vs. video gamers (centre circle) vs. overall sample (inner circle) Employment status Esports viewers (outer circle) vs. video gamers (centre circle) vs. overall sample (inner circle) 36% 16% 23% 25% 37% 16% 23% 23% <1% <1%
  • 4. 4 Deloitte | Let’s Play! 2022 Esports viewers tend use free and paid subscription services relatively frequently. They watch professional sports and attend live events relatively often in comparison to both video gamers and the wider population The Polish Target Group (3/5) Distribution of selected characteristics among the target group Esports viewers vs. Video gamers vs. Overall sample “I… 55% 48% …consider advertising useful and informative.” …am highly knowledgeable in financial topics.” …am highly concerned with social topics.” …am actively looking for a job at the moment.” …am highly knowledgeable in technological topics.” 44% 62% 82% 76% 72% 93% 85% 76% 83% 80% 74% 75% 69% …watch professional football regularly.” 51% …watch other professional sports regularly.” …practice fitness regularly.” …ride a bike regularly.” 61% …ride an E-bike regularly.” 41% 46% 52% 40% 33% 38% 37% 31% 57% 58% 14% 7% 6% 69% 85% …am a heavy user of paid subscription services.” …am a heavy user of free subscription services.” 75% …attend a lot of live events.” …am a heavy social media user.” 88% …have a lot of hobbies.” 51% 57% 84% 78% 69% 78% 92% 90% 86% 45% 59% Esports viewers Video gamers Overall sample
  • 5. 5 Deloitte | Let’s Play! 2022 Battle Royale, Sports and FPS belong to the esports genres that have the highest reach among esports viewers and gamers in Poland The Polish Target Group: Business Opportunities in Video Gaming and esports (4/5) Relative and overall reach of selected esports and gaming genres1 intermediate extensive narrow intermediate extensive narrow 10% Reach among esports viewers 0% 50% Fighting FPS Sports Battle Royale FPS Reach among gamers Action & adventure Fighting Battle Royale Card games MOBA Mini Games Racing Simulation Simulation (Real-time) Strategy / Autobattler Sports RTS Puzzle / Mini Games Action and adventure Racing Card games MOBA (Open world) Role-playing games Overall reach among the population Europe Poland Other genres (reach mainly among niche audiences and occasional users) 1) Some video gaming genres do not have a relevant esports scene and therefore have an esports reach of 0% Source: Deloitte analysis
  • 6. 6 Deloitte | Let’s Play! 2022 93% of Polish are familiar with the term “esports”, 50% are aware of the definition. An esports viewer spends monthly about 48PLN on esports-related items on average, mainly on attending events and for merchandise Esports in Poland (1/2) Development of esports engagement maturity1 % of Polish to whom below categories apply Monthly esports-related spending (distribution) among Polish esports viewers over the last 6 months Esports reach and weekly consumption times Among Polish in the last 6 months 87% 53% Term awareness 50% Definition awareness Regular reach 90% Overall reach 93% 39% 38% 52% 47% 14% 27% 24% 2022 2021 2020 507 564 647 34% 34% 39% 25% 41% 27% 34% 41% 25% 32% 20% 27% Ø min./week watched ≥1 hour/day watched <1 hour/week watched ≥1 hour/week 37% 25% 17% 12% 9% Event tickets, travel, accommodation, food & drinks Physical and digital merchandise Access to paywalled content Betting Other Ø48PLN per month 1) “Europe“ refers to the European countries included in the consumer survey; 2) “Global” refers to all countries included in the consumer survey 1 2
  • 7. 7 Deloitte | Let’s Play! 2022 Crypto/NFT, betting and job agencies are more relevant for Polish esports viewers in comparison to non-viewers. In terms of esports broadcasting channels, Twitch & YouTube Gaming are most relevant in terms of both reach and watch time Esports in Poland (2/2) Relevance of selected product categories among Polish esports viewers vs. Non-viewers1 Usage of selected esports broadcasting channels by consumer type among Polish esports viewers over the last 6 months 0% 20% 40% 60% 80% 100% 1-3 <1 Reach per broadcasting channel in % 4-6 7-10 >10 Twitch YouTube Gaming Facebook Gaming Ø Other channels 0 100 200 300 400 500 600 700 Weekly watching time per broadcasting channel in minutes <1 1-3 4-6 7-10 >10 Trading apps 3.87x Fashion Video gaming peripherals Betting Crypto / NFT Consoles and video games Banking Insurance Job portals / agencies Computer hardware 0.97x Automobiles Internet and telecommunication Retail Food 12.01x 5.21x 0.76x 5.16x 1.05x 3.58x 3.25x 1.94x 0.95x 0.93x 0.89x 0.88x 1) Figures indicate the factor by which the relevance of the respective product categories is higher among esports viewers than non-viewers (values <1 indicate a higher importance among non-viewers) Source: Deloitte analysis Video gaming related Digital offerings Traditional Esports viewer groups with different weekly consumption time, in hours
  • 8. 8 Deloitte | Let’s Play! 2022 Action & Adventure Action & Adventure games feature a mix of elements that challenge the player to solve problems and react to real-time events and occurrences. The games may comprise storylines and combat situations which, however, is not prevalent in all titles of the genre Baby Boomers Respondents age 57+ Battle Royale In a Battle Royale match, multiple players compete on the same map, starting with minimal equipment. The object is to be the last remaining player on the map after all other players have been eliminated either by combat or by being ‘trapped’ outside a shrinking ‘safe zone’ on the map Card Games Collectible Card Games bring classic trading card games into the digital world, often based on the same rules as the analogue games Esports Ecosystem / Sector (Stakeholders) The esports ecosystem revolves around key value drivers and orchestrators of esports competitions, products, services and content. Besides the core value-creating stakeholders (league organisers, event hosts and esports teams and players), it includes stakeholders from the publisher segment, traditional media and online platforms, and strategic partners. Also, the esports audience is a key stakeholder in the esports ecosystem Esports Term Awareness Share of respondents who know the term ‘esports,’ independent of the ability to define the term correctly Esports Genres Category of games classified by structure, design and goals of the specific games Esports Term Awareness Share of respondents who are aware of the term ‘esports’, independent of the ability to define the term correctly Commercial Conversion Share of respondents who have paid money for esports-related content, products or services in the last six months, either for themselves or for someone else (for example, as a gift or paying a fee for friends and family) Esports Engagement Maturity Developmental stage of individual esports markets regarding term and definition awareness, overall reach, meaningful reach, regular reach and commercial conversion Endemic companies Companies whose core products and services are related to video gaming and/or esports Esports This study defines esports as playing computer, mobile and console video games on a professional competitive level, with teams or individuals playing each other within leagues or tournaments. Aside from the competitions, esports is primarily a spectator product and is watched by audiences on the internet, on TV and on-site at live events. Esports are a subcategory of the overall gaming industry, which includes the active and leisure playing of video games Glossary (1/4)
  • 9. 9 Deloitte | Let’s Play! 2022 Esports Titles Individual game titles in which the competitions are held. Therefore, in the esports context, they are comparable to ‘disciplines’ in traditional sports. Esports viewers Respondents who have watched professional esports in the last six months on the internet, on TV or at a live event Essential video gaming hardware Video gaming consoles and Gaming PCs Fighting In fighting games, two or more players engage in battle, mainly featuring hand-to- hand combat elements FPS / First-Person Shooter FPS games focus on weapon-based combat between teams or individuals from a first-person perspective. There are different matches with distinct goals, for example, occupying the home base of the opponent Game awareness Share of respondents who know at least one video game Millennials Respondents aged 25-41 Mini Games Mini Games are small, often simplistic games for casual usage, featuring different gameplay elements MOBA / Multiplayer Online Battle Arena In MOBA, two teams compete against each other from a home base on different maps with distinct features. The players, who each control a character with specific strengths and weaknesses, collaborate as a team to execute their overall strategy. The objective is to destroy the opposing team’s home base NFT / Non-Fungible Token A non-copyable, non-changeable, and non-subdividable digital identification stored on a blockchain, used to verify ownership Non-endemic companies Companies whose core products and services are unrelated to video gaming and/or esports Game streaming viewer Respondents who have watched game-related streaming content in the last six months Generation X Respondents aged 42-56 Gen Z Respondents aged 16-24 Hardcore User Esports viewers who watched esports content at least one hour per day in the last six months Heavy User Esports viewers who watched esports content between 4-6 hours per week in the last six months Large city 100,000 to 499,999 inhabitants Meaningful Esports Reach Share of respondents who have watched professional esports content at least once in the last six months Medium-sized town 50,000 to 99,999 inhabitants Glossary (2/4)
  • 10. 10 Deloitte | Let’s Play! 2022 Non-viewers Respondents who have never watched professional esports Occasional User Esports viewers who watched esports content less than once per week in the last six months Overall Esports Reach Share of respondents who have watched professional esports content at least once in the past Penetration rate Reach of a content, product or service within a predefined market Racing Racing games simulate racing competitions based on a wide variety of vehicles Regular Esports Engagement Share of respondents who have watched professional esports content at least once per week in the last six months Video gamers Respondents who have played video games in the last six months on console, PC, mobile devices or virtual reality devices Video gaming Active playing of video games as a leisure activity Video gaming peripherals Add-on video gaming products such as controllers, gaming chairs and headsets Video gaming streamer Respondents who create an online stream of their own video game play Video gaming subscription services Subscription-based offering of video game titles Regular User Esports viewers who watched esports content between 1-3 hours per week in the last six months RTS / Real-Time Strategy In RTS games, players develop assets such as infrastructure, resources or troops in an attempt to outmanoeuvre their opponents Simulation The Simulation genre aims to closely simulate/copy real-world activities Small town or rural area less than 50,000 inhabitants Sports Sports simulations bring sports into the video gaming world by either adapting real-world sports in their original game environment or adapting specific elements of sports in a more abstract setting STEM Science, Technology, Engineering and Mathematics Very large city more than 499,999 inhabitants Glossary (3/4)
  • 11. 11 Deloitte | Let’s Play! 2022 Video game-related streaming / Game- related streaming Transmission of video game content within an online network. Streamed content relates to free time / leisure video gaming and often contains entertainment elements. Therefore, it is distinct from esports. People can participate actively (streaming their own play) or passively (watching content generated by other people) and participation is open to every interested person VR Virtual Reality Device Glossary (4/4)
  • 12. 12 Deloitte | Let’s Play! 2022 Methodology Consumer survey: Representative survey among ~25,000 participants globally 1| Video gaming, esports and game streaming consumption 22 global markets Online interviews w/ 53 market experts - Teams - League & Event Hosts - Further stakeholders 1| Economic situation of teams and event hosts 2| Assessment of current market trends 15 European countries Expert survey: Asia-Pacific Middle East Europe North America 25,000 people from 22 global markets were surveyed in August and September 2022 regarding their video gaming and esports consumption. In addition, 53 European market experts were interviewed Countries included in the consumer survey
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