E-sports struggling to attract new fans during COVID-19

An overview of consumers watching e-sports and online gaming across 25 markets during the novel coronavirus (COVID-19) outbreak.

Just 3% of consumers older than 18 have started watching e-sports content as a result of the novel coronavirus (COVID-19) outbreak, according to research from McKinsey & Company.

In 19 of the 25 markets surveyed, less than 5% of consumers say they have started watching online gaming content since COVID-19 started. This drops to zero in Belgium, Denmark and France while falls to 1% in multiple European markets, including the U

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