ESports Company Super League Gaming Reaches Deal With China's Wanda

ESports Company Super League Gaming Reaches Deal With China's Wanda

Assessment

Interactive Video

Business, Information Technology (IT), Architecture

University

Hard

Created by

Quizizz Content

FREE Resource

The video discusses the global reach and potential of esports, highlighting the challenges faced by companies in the industry, such as market perception and monetization. It emphasizes the growing interest from brands and advertisers in engaging with the esports audience. The potential for growth is significant, with a large number of gamers worldwide, especially in China. The video argues that the industry's value is underestimated and that it offers substantial opportunities for both competitive gamers and brands.

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7 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the primary focus of Super League in the esports industry?

Creating gaming consoles

Developing new video games

Organizing professional esports tournaments

Mainstreaming esports through technology and infrastructure

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a significant challenge faced by esports companies in gaining investor confidence?

High competition from traditional sports

Perception of esports as a niche or fad

Lack of professional players

Limited gaming content

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How much do millennial gamers spend on average per month on gaming content?

$200

$117

$50

$75

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What shift in focus are brands making in the esports industry?

From console to mobile gaming

From professional level to mass-market engagement

From digital to physical gaming

From mass-market to professional level

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is a key reason brands are interested in reaching the masses in esports?

To inspire gamers to aspire to be professionals

To promote traditional sports

To increase viewership of professional tournaments

To sell more gaming consoles

6.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What is the projected market value of esports if 10% of gamers participate?

$3 billion

$5 billion

$10 billion

$20 billion

7.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

How does the speaker compare the growth of esports to traditional sports?

Traditional sports are more popular than esports

Esports started like traditional sports, in local settings

Esports has no comparison to traditional sports

Esports is growing faster than traditional sports