Viewing sports highlights is especially popular in the category of "combat sports" such as mixed martial arts, boxing and wrestling.
More than half of sports fans said streaming provides a better viewing experience of games than cable or broadcast TV.
The percentage of U.S. consumers who watch sports at least once a month grew from 51% in 2020 to 58% this year.
Most live sports content in the U.S. remains available across traditional broadcast and cable TV channels.
Bud Light's Director of Sports Marketing talks esports opportunities for brands, Bud Light's own strategic approach and how (and how not) to suit up for the virtual game.
YouGov released its first major Gaming & Esports report, which includes general statistics and showcases newer, important segments around hardcore gamers, mobile gaming, and gaming video content, at
the end of October.
Brand spending -- both ad buys and sponsorships -- for esports is projected to rise from $279 million in 2016 to $1.1 billion in 2022, according to a forecast published as part of the just-released
"Ad Opportunities In Gaming" report from WARC.
When live sports events were suspended in late February due to concerns about the COVID-19 pandemic, it contributed to a seesaw effect that drove traffic down to sports-related sites, but also
contributed to a surge in traffic to online gaming and esports sites. That's one of the findings from Comscore's just released "State Of Gaming" report.
Nicole Pike left Nielsen in mid-June to take up a position at YouGov as the Global Sector Head of Esports and Gaming -- a position uniquely created for her, it seems.
Viewers are seeking out sports programming from over-the-top services amid a broader shift in media consumption on connected devices.