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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


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


    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

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


    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


    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


    Tencent Holdings Ltd


    Advanced Micro Devices Inc


    Activision Blizzard Inc


    Sea Ltd


    Electronic Arts Inc


    Ncsoft Corp


    Nintendo Co Ltd


    Nexon Co Ltd


    Netease Inc


    *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.

  • Resources

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

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