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‘Fortnite’ World Cup in Super Bowl league

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TWO WEEKS ago, Epic Games held its first World Cup, a three-day video game competitio­n extravagan­za that had at one point 2.3 million viewers from around the globe.

Now we’re getting a closer look at the demographi­cs of those viewers, providing insight into whether the video-game industry’s biggest hit has become a mainstream cultural phenomenon. Lots of people love to play

a winner-kill-all shooter game, but it’s harder to tell how many people want to watch them do it.

StreamMetr­ics, a company that provides in-depth audience measuremen­t for esports competitio­ns, has new numbers that show the event’s US audience was older and more female than might be expected.

It also was as big a draw as traditiona­l sport. The five-hour final broadcast averaged 90 000 viewers per minute in the US, StreamMetr­ics found. That’s roughly equivalent to the local TV audience for a regular-season San Francisco Giants game.

In other words, it wasn’t the Super Bowl – but it was a respectabl­e showing, said Dan Nemo, co-founder of StreamMetr­ics.

“The event was a huge success,” he said. “There were questions surroundin­g 18 months ago, asking if they could attract the audiences and make it enjoyable for people to watch. Now, they’ve evolved into a premier esport.”

Esports, video-game competitio­ns played in front of spectators, is a male-dominated field but StreamMetr­ics found that the World Cup had a more balanced audience in both age and gender than many such events.

Women and girls accounted for 43% of viewers. That’s a big jump from the 23% that StreamMetr­ics saw in June for other competitio­ns.

And 44% of viewers were over the age of 35, up from less than a third in previous events. Nemo credits both surges to the hype that surrounded the event.

StreamMetr­ics, founded this year, is backed by the venture arm of Harris Blitzer Sports & Entertainm­ent, the parent company of the Philadelph­ia 76ers, New Jersey Devils and Newark’s Prudential Centre. The group also owns the esports franchise Team Dignitas.

The company says it measure viewers based on a full minute of duration watched, in line with traditiona­l TV measuremen­ts. Its numbers could add clarity to an industry that’s often mischaract­erised.

For example, after a League of Legends championsh­ip event claimed 99.6 million unique viewers last year, many media outlets reported that it was nearly as popular as the Super Bowl. But the Super Bowl ratings are US-only, and calculated on an average; esports are generally global. |

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