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eSports association brings together the biggest players in Europe. The association presented the very first barometer, produced by Médiamétrie, a company charged with measuring and analyzing public behavior, as well as market trends. To do this, they established a research on 4000 individuals over 15 years, to obtain statistics on the esport.

These statistics were presented at a conference by Mounir MAHJOUBI, Secretary of State for Digital Affairs to the Prime Minister, and here are the themes of this research:

Esport consumer profiles

  • Types of competitive games followed by amateur esport
  • The games of esport practitioners (esport recreation, amateur and eSport pro)
  • Physical and Cultural Activities of Esport Practitioners

Each of them reveals several things, but according to one aspect that brings together all kinds of esport players, including three:

The amateur eSport: It is the whole of the practitioners having confronted other people in the frame of parts allowing them to position among the other players of the world (ranked, classification) or during competitions on line or in the year.

Esport recreation: It represents those who confront other players through a video game, but outside any ranking and stake. For example, fighting with friends on FIFA is considered leisure time. Of course, at the same time we also have esport consumers, people who watch competitions or attend events and who can be part of the previous groups.

According to the chart, more than 5 million people watched esport on the Internet, on television or at an event. That said, alongside the spectators, we find more than 2 million players who participate in competitions online or LAN. We can observe that there are more men (72%) than women (28%), but we are seeing more and more women coming into this environment. Indeed, compared to physical sport, women are more likely to win against men. From a scientific point of view, since the female population has less muscle mass than men, it will be harder to reach the records reached by men. This natural discrimination does not change anything regarding the eSport, since it is the strategy that is put forward. Finally, the graph tells us the average age range of a spectator who is 35 to 49 years old.

On the other hand, these spectators watch several types of competition, also called disciplines, as can be seen from the image below, which shows that more than 58% of consumers watch battle games in arenas, or 51% prefer to follow the sport.

Then, a table of the games most played in recreation and amateur eSport was created and we notice that the top three is almost equivalent to the graph presented before. The first is a sports game, the second an arena game and the third a shooting game. Consumers therefore observe a discipline based on the activity of a game. Therefore, we notice that the more the popularity of a game increases, the more it will be watched.

Finally, let’s not forget that physical and cultural activities are more prevalent among esport practitioners than on all Internet users surveyed. One might think that the player stays three quarters of the time nailed to his computer, but this is nothing less than a cliché. The players go out a lot to relax or to take a moment with friends during meetings in bars or in concert halls.