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    The Rise of Esports

    From home consoles to sold-out stadiums, watch a short video about the growth and evolution of video games and esports.

    Watch Video
  • Reach

    Competitive video gaming audienceexpected to reach 495 million people globally in 2020, driven in part by rising population of digital natives2

    Growth

    Esports revenue growth has increased on average 28% yearly since 20153

    TRANSFORMATION

    Reflects convergence of entertainment, video gaming, sports, and media businesses

    1Including all ways of watching esports: streaming, television, live events etc.

    2Newzoo Global Esports Market Report, 2020.

    3Newzoo Global Esports Market Report, 2017, 2018, 2019, 2020.

    Global Reach in 2020Average Revenue Growth since 2015
  • TARGETED

    Index captures the largest companies that primarily generate revenues from video gaming and esports

    POWER PLAYERS

    Targeted index allows for high relative exposures to pure-play companies driving transformation in the industry, with top 10 names comprising over 60% of the portfolio weight

    EXPOSURE

    May offer portfolio diversification away from Apple, Google, and Microsoft through targeted and pure-play exposure

    See Top 10 Holdings

    Top 10 Players*

    Index Weighting

    NVIDIA Corp

    9.4%

    Tencent Holdings Ltd

    8.6%

    Advanced Micro Devices Inc

    7.7%

    Activision Blizzard Inc

    5.9%

    Sea Ltd

    5.2%

    Electronic Arts Inc

    5.1%

    Ncsoft Corp

    5.0%

    Nintendo Co Ltd

    4.9%

    Nexon Co Ltd

    4.9%

    Netease Inc

    4.9%

    *Top 10 holdings of ESPO as of 29/02/2020.

    These are not a recommendation to buy or sell any security.

    Security and holdings may vary.

    Back
  • Resources

    Learn more about ESPO and the high growth potential of the global video gaming and esports industry.

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    For informational and advertising purposes only.

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    © VanEck Switzerland AG

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    1083 HN Amsterdam
    The Netherlands

     

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