[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"site-settings-en":3,"legal-nav-en":38,"category-esports":66,"company":857},{"id":4,"documentId":5,"navSolution":6,"navProcess":7,"navCasUsage":8,"navBlog":9,"navCta":10,"footerBaseline":11,"footerLieu":12,"footerGererCookies":13,"blogTitre":14,"blogSeoDescription":15,"blogFiltreTous":16,"blogVide":17,"articleCtaTitre":18,"articleCtaDescription":19,"articleCtaBouton":10,"cookiesTitre":20,"cookiesTexte":21,"cookiesToutAccepter":22,"cookiesToutRefuser":23,"cookiesPersonnaliser":24,"cookiesEnSavoirPlus":25,"createdAt":26,"updatedAt":27,"publishedAt":28,"locale":29,"demoTitre":10,"demoIntro":30,"demoSeoDescription":31,"demoBouton":32,"demoSucces":33,"demoErreur":34,"demoMentionRgpd":35,"referencesEyebrow":36,"referencesTitre":37},2,"sqqeaziw9cclvom4d2ifob1u","Solution","How it works","Use cases","Blog","Request a demo","Search intelligence for sports and events. Incubated at Station F, Paris.","Paris · Station F","Manage cookies","Analysis and signals from the sports business.","Analysis and search signals for decision-makers in the sports business.","All","The first articles are coming shortly.","See what your audiences search for.","A demo on your sport: 30 minutes.","Your cookie choice","This site runs without any advertising tracker. Only strictly necessary cookies are used. We would like to add anonymous audience measurement to understand which pages are useful, and it will only be enabled if you accept. You can change your mind at any time.","Accept all","Reject all","Customise","Learn more","2026-07-27T12:03:44.604Z","2026-07-30T07:47:52.424Z","2026-07-30T07:47:52.416Z","en","Thirty minutes, on your sport and your territories: we show you what the searches say about your market. Reply within one business day.","Request a Noyzee demo: 30 minutes on your sport and your territories, to see what your audiences actually search for.","Send my request","Message sent. We will get back to you within one business day.","Sending failed. Try again in a moment, or email us directly.","The information you provide is used solely to handle your request. It is kept for 3 years from the last contact and is never shared with third parties.","References","They trust us",[39,46,52,59],{"id":40,"documentId":41,"title":42,"slug":43,"ordre":44,"cle":45},67,"cbtuacviyviaj0t78tjyrya0","Legal notice","legal-notice",1,"mentions-legales",{"id":47,"documentId":48,"title":49,"slug":50,"ordre":4,"cle":51},68,"qrf2lfl1oohdopzn1tk2g70r","Privacy policy","privacy-policy","confidentialite",{"id":53,"documentId":54,"title":55,"slug":56,"ordre":57,"cle":58},69,"z2anxl5dv6pnm374ecojhb7o","Terms of use","terms-of-use",3,"cgu",{"id":60,"documentId":61,"title":62,"slug":63,"ordre":64,"cle":65},70,"i2lp531omju59q0fajpj3fkq","Cookie policy","cookie-policy",4,"cookies",{"category":67,"articles":550},{"id":68,"documentId":69,"name":70,"slug":71,"titrePage":72,"seoDescription":73,"createdAt":74,"updatedAt":74,"publishedAt":75,"locale":29,"contenu":76,"localizations":300,"faq":525},10,"hrzueq8o9bj02c33ylx2rnjr","Esports","esports","Esports viewership versus demand: what the numbers leave out","Esports is where demand reads most clearly: its audience searches online before buying a ticket or opening a stream. What viewership figures do not tell you.","2026-10-04T21:35:22.054Z","2026-10-04T21:35:21.996Z",[77,83,88,92,96,100,104,108,112,116,120,124,128,132,136,140,144,148,178,197,201,205,209,213,217,221,225,229,233,243,247,251,255,259,263,267,271,275,292,296],{"type":78,"children":79},"paragraph",[80],{"text":81,"type":82},"Esports is organised competitive video gaming, played by professionals within teams, in leagues and tournaments, and followed by an audience online and in arenas. It is also the part of the sports business where demand reads most clearly: its audience is born online, informs itself online and searches online before buying a ticket or opening a stream. This page sets out what the usual esports metrics count, what they leave out, and what observed demand lets you decide.","text",{"type":84,"level":4,"children":85},"heading",[86],{"text":87,"type":82},"Why esports is where demand reads most clearly",{"type":78,"children":89},[90],{"text":91,"type":82},"In most sports, part of demand flows through channels that leave few traces: the habit of going to the ground, the family TV subscription, the local club. In esports, that offline base is thin. A fan discovers a game online, follows a team online, watches its matches on a streaming platform and plans online to go and see it play.",{"type":78,"children":93},[94],{"text":95,"type":82},"Every step produces searches: a match time, the platform carrying it, the creator commentating it, a ticket price, a hotel near the venue. Those searches come before the act. They are addressed to no one, which sets them apart from a survey answer. They are dated and located, which sets them apart from an aggregated audience.",{"type":78,"children":97},[98],{"text":99,"type":82},"The result is an audience whose intent is largely observable. A football season-ticket holder searches little: they know the ground, the channel and the kick-off. An esports fan, however loyal, searches for every match time, because schedules change from one competition to the next and from one time zone to another.",{"type":84,"level":4,"children":101},[102],{"text":103,"type":82},"Esports viewership: what the dominant metrics measure",{"type":78,"children":105},[106],{"text":107,"type":82},"The esports economy is told through three indicators. All three are useful. None measures demand.",{"type":84,"level":57,"children":109},[110],{"text":111,"type":82},"Peak viewers",{"type":78,"children":113},[114],{"text":115,"type":82},"Peak viewers is the highest number of people watching a match or tournament broadcast at the same moment, across all platforms. It measures an instant, usually the end of a final. It says nothing about how many people tried to watch, how many stayed, or where they came from. It rewards format and time slot as much as interest. We look at what peak viewers do not measure.",{"type":84,"level":57,"children":117},[118],{"text":119,"type":82},"Hours watched",{"type":78,"children":121},[122],{"text":123,"type":82},"Hours watched is the total time all viewers spent in front of a broadcast. It accumulates: a long tournament carried on many channels mechanically produces more of it than a short event. It describes the supply of content as much as the audience's appetite.",{"type":84,"level":57,"children":125},[126],{"text":127,"type":82},"Co-streaming",{"type":78,"children":129},[130],{"text":131,"type":82},"Co-streaming is the live rebroadcast of a competition by content creators on their own channels, with their own commentary. It widens reach, but it blends two audiences: people who came for the competition and people who came for the creator. Viewership driven by co-streaming says little about demand for a team or a game, as the audience for a T1 versus Karmine Corp match shows.",{"type":78,"children":133},[134],{"text":135,"type":82},"All three indicators count exposure: how many people, and how long they spent in front of a screen. Exposure can be bought, scheduled and added up across channels. The 2026 Esports World Cup is a case in point: the organiser claims 850 million viewers across platforms and 440 million hours watched, against 175,000 tickets sold in Paris. Both series can be accurate at once. They do not measure the same thing.",{"type":84,"level":4,"children":137},[138],{"text":139,"type":82},"Esports demand: what searches reveal before the act",{"type":78,"children":141},[142],{"text":143,"type":82},"Esports demand is the set of intentions an audience expresses before a committed act: buying a ticket, subscribing, travelling, buying a jersey, following a team. It shows in searches, because they precede those acts and carry their context: a place, a date, a game.",{"type":78,"children":145},[146],{"text":147,"type":82},"Four families of searches are enough to describe it.",{"type":149,"format":150,"children":151},"list","unordered",[152,160,166,172],{"type":153,"children":154},"list-item",[155,158],{"bold":156,"text":157,"type":82},true,"Match times and where to watch.",{"text":159,"type":82}," What time a team plays, where to stream a final. They show who wants to follow a specific competition, and from which time zone. See schedule searches around Worlds 2026.",{"type":153,"children":161},[162,164],{"bold":156,"text":163,"type":82},"Tickets and accommodation.",{"text":165,"type":82}," They signal an intention to travel, with a date and a destination. This is the most committed form of demand, and the most useful for sizing an event.",{"type":153,"children":167},[168,170],{"bold":156,"text":169,"type":82},"Games and teams.",{"text":171,"type":82}," Their relative volume shows which title, which organisation and which player carry interest, regardless of the exposure they are given.",{"type":153,"children":173},[174,176],{"bold":156,"text":175,"type":82},"Home cities.",{"text":177,"type":82}," The geography of searches locates the audience: a capital, mid-sized cities, neighbouring countries. It is what viewership figures lack most.",{"type":78,"children":179},[180,182,188,190,195],{"text":181,"type":82},"These signals replace neither ticketing nor viewership. They come before both, at a point when the venue, the date, the price or the partnership can still change. The ",{"url":183,"type":184,"children":185},"\u002Fen\u002Fblog\u002Fesports-world-cup-paris-175000-tickets","link",[186],{"text":187,"type":82},"Esports World Cup in Paris",{"text":189,"type":82},", whose Counter-Strike 2 final had to change venue because tickets sold out, shows the cost of discovering demand at the box office. The notion of a signal is covered in the ",{"url":191,"type":184,"children":192},"\u002Fen\u002Fblog\u002Fcategory\u002Fsignals",[193],{"text":194,"type":82},"Signals",{"text":196,"type":82}," category.",{"type":84,"level":4,"children":198},[199],{"text":200,"type":82},"Who decides, and with what reading",{"type":78,"children":202},[203],{"text":204,"type":82},"Esports brings together decision-makers with different interests. Each has a question that observed demand answers better than exposure.",{"type":84,"level":57,"children":206},[207],{"text":208,"type":82},"Esports organisations",{"type":78,"children":210},[211],{"text":212,"type":82},"Organisations such as Karmine Corp or Team Vitality live off their community: event ticketing, merchandise, partnerships. Their question is where their audience actually is, beyond the people commenting on every match. The geography of searches tied to an organisation shows the cities where a fan event, a tour or a pop-up store would find its public.",{"type":84,"level":57,"children":214},[215],{"text":216,"type":82},"Game publishers",{"type":78,"children":218},[219],{"text":220,"type":82},"Publishers such as Riot Games run the competitions for their own games. They choose host cities for finals, time slots for regional leagues, the structure of circuits. Searches by territory and time zone show where demand outstrips the supply of live events.",{"type":84,"level":57,"children":222},[223],{"text":224,"type":82},"Event organisers",{"type":78,"children":226},[227],{"text":228,"type":82},"An organiser like the Esports World Cup sets capacities, venues and prices before knowing its sales. Demand by game, by day and by home city is the data that allows sizing before ticketing opens, rather than correcting afterwards.",{"type":84,"level":57,"children":230},[231],{"text":232,"type":82},"Non-endemic brands",{"type":78,"children":234},[235,237,242],{"text":236,"type":82},"A non-endemic brand is one whose business has no direct link to video games: banking, automotive, food, insurance. It enters esports to reach a young audience it struggles to reach elsewhere. Its question is not the size of the audience, but the density of its target within that audience and the association it can build there. See esports sponsorship for non-endemic brands and, for choosing territory and timing, the ",{"url":238,"type":184,"children":239},"\u002Fen\u002Fblog\u002Fcategory\u002Factivation",[240],{"text":241,"type":82},"Activation",{"text":196,"type":82},{"type":84,"level":57,"children":244},[245],{"text":246,"type":82},"Broadcasters and platforms",{"type":78,"children":248},[249],{"text":250,"type":82},"Broadcasters and streaming platforms trade off exclusive rights against co-streaming, reach against control. Demand separates the attention captured by a competition from the attention captured by the creators commentating it. The final edition of ZEvent shows what live attention does, and does not, say about lasting interest.",{"type":84,"level":57,"children":252},[253],{"text":254,"type":82},"Federations and governing bodies",{"type":78,"children":256},[257],{"text":258,"type":82},"Bodies such as France Esports campaign for the recognition of the discipline with public authorities and the sports movement. They often rely on stated-preference surveys. Observed demand gives them a verifiable complement that does not depend on a question put to a panel. Esports' place in the Olympic movement raises the same question: on 30 October 2025 the IOC and Saudi Arabia ended the twelve-year partnership that was to stage the Olympic Esports Games. We analyse what that cancellation says about demand.",{"type":84,"level":57,"children":260},[261],{"text":262,"type":82},"Host cities and regions",{"type":78,"children":264},[265],{"text":266,"type":82},"A city or region hosting an esports event invests in a venue, logistics and an image. Its question is about spillover: who will come, from where, and for how long. Accommodation and transport searches tied to an event give a first estimate before attendance figures exist, and allow several candidate events to be compared.",{"type":84,"level":4,"children":268},[269],{"text":270,"type":82},"The limits of reading demand through search",{"type":78,"children":272},[273],{"text":274,"type":82},"Search does not see everything. Part of the esports audience gets its information directly from social networks, community servers or streaming platforms, without going through a search engine. In some markets the dominant engines are not the ones used in Europe, which means adapting the source.",{"type":78,"children":276},[277,279,284,286,291],{"text":278,"type":82},"A search is also an intention, not a purchase. A gap between two territories or two games is a ranking, not a sales forecast. Presenting it that way, rather than as an expected ticket count, is what makes it defensible in a review. These rules are set out in the ",{"url":280,"type":184,"children":281},"\u002Fen\u002Fblog\u002Fcategory\u002Fmethodology",[282],{"text":283,"type":82},"Methodology",{"text":285,"type":82}," category, and quantified sports business cases in the ",{"url":287,"type":184,"children":288},"\u002Fen\u002Fblog\u002Fcategory\u002Fanalysis",[289],{"text":290,"type":82},"Analysis",{"text":196,"type":82},{"type":84,"level":4,"children":293},[294],{"text":295,"type":82},"Where to start",{"type":78,"children":297},[298],{"text":299,"type":82},"A first reading of esports demand fits in three questions: which game or team carries my audience's interest, where that audience is, and when it searches. The answers often change the choice of a venue, a city or a partnership before ticketing or viewership would, later and at greater cost.",[301],{"id":302,"documentId":69,"name":303,"slug":304,"titrePage":305,"seoDescription":306,"createdAt":307,"updatedAt":307,"publishedAt":308,"locale":309,"contenu":310},9,"E-sport","esport","E-sport : audience et demande, ce que les chiffres ne disent pas","L'e-sport est le terrain où la demande se lit le mieux : son public cherche en ligne avant d'acheter un billet ou de suivre un stream. L'audience ne le dit pas.","2026-10-04T21:35:21.866Z","2026-10-04T21:35:21.742Z","fr",[311,315,319,323,327,331,335,339,343,347,351,355,359,363,367,371,375,379,405,423,427,431,435,439,443,447,451,455,459,468,472,476,480,484,488,492,496,500,517,521],{"type":78,"children":312},[313],{"text":314,"type":82},"L'e-sport est la compétition organisée de jeux vidéo, disputée par des joueurs professionnels au sein de structures, dans des ligues et des tournois, et suivie par un public en ligne et en salle. C'est aussi le terrain du sport business où la demande se lit le mieux : son public naît en ligne, s'informe en ligne et cherche en ligne avant d'acheter un billet ou d'ouvrir un stream. Cette page explique ce que les mesures habituelles de l'e-sport comptent, ce qu'elles laissent de côté, et ce que la demande observée permet de décider.",{"type":84,"level":4,"children":316},[317],{"text":318,"type":82},"Pourquoi l'e-sport est le terrain où la demande se lit le mieux",{"type":78,"children":320},[321],{"text":322,"type":82},"Dans la plupart des sports, une partie de la demande passe par des canaux qui laissent peu de traces : l'habitude d'aller au stade, l'abonnement familial à une chaîne, le club du quartier. Dans l'e-sport, ce socle hors ligne est mince. Un fan découvre un jeu en ligne, suit une équipe en ligne, regarde ses matchs sur une plateforme de streaming et s'organise en ligne pour aller la voir jouer.",{"type":78,"children":324},[325],{"text":326,"type":82},"Chaque étape produit des recherches : l'horaire d'un match, la plateforme qui le diffuse, le créateur qui le commente, le prix d'un billet, l'hôtel près de la salle. Ces recherches précèdent l'acte. Elles ne sont adressées à personne, ce qui les distingue d'une réponse à un sondage. Elles sont datées et localisées, ce qui les distingue d'une audience agrégée.",{"type":78,"children":328},[329],{"text":330,"type":82},"Le résultat est un public dont l'intention est en grande partie observable. Le supporter abonné d'un club de football cherche peu : il connaît le stade, la chaîne et l'heure. Le fan d'e-sport, même fidèle, cherche l'horaire de chaque match, parce que les calendriers changent d'une compétition à l'autre et d'un fuseau horaire à l'autre.",{"type":84,"level":4,"children":332},[333],{"text":334,"type":82},"Audience e-sport : ce que mesurent les chiffres dominants",{"type":78,"children":336},[337],{"text":338,"type":82},"L'économie de l'e-sport se raconte avec trois indicateurs. Tous trois sont utiles. Aucun ne mesure la demande.",{"type":84,"level":57,"children":340},[341],{"text":342,"type":82},"Le pic de spectateurs",{"type":78,"children":344},[345],{"text":346,"type":82},"Le pic de spectateurs est le nombre maximal de personnes connectées en même temps à la diffusion d'un match ou d'un tournoi, toutes plateformes confondues. Il mesure un instant, en général la fin d'une finale. Il ne dit ni combien de personnes ont cherché à regarder, ni combien sont restées, ni d'où elles venaient. Il récompense le format et l'horaire autant que l'intérêt. Nous détaillons ce que le pic de spectateurs ne mesure pas.",{"type":84,"level":57,"children":348},[349],{"text":350,"type":82},"Les heures visionnées",{"type":78,"children":352},[353],{"text":354,"type":82},"Les heures visionnées sont le temps total passé par l'ensemble des spectateurs devant une diffusion. Elles cumulent : un long tournoi diffusé sur de nombreux canaux en produit mécaniquement davantage qu'un événement court. Elles décrivent l'offre de contenu autant que l'appétit du public.",{"type":84,"level":57,"children":356},[357],{"text":358,"type":82},"Le co-streaming",{"type":78,"children":360},[361],{"text":362,"type":82},"Le co-streaming est la rediffusion en direct d'une compétition par des créateurs de contenu sur leurs propres chaînes, avec leurs commentaires. Il élargit la portée, mais il mélange deux publics : celui qui vient pour la compétition et celui qui vient pour le créateur. Une audience portée par le co-streaming dit peu de la demande pour une équipe ou un jeu, comme le montre l'audience d'un match entre T1 et Karmine Corp.",{"type":78,"children":364},[365],{"text":366,"type":82},"Ces trois indicateurs comptent l'exposition : le nombre de personnes et le temps qu'elles ont passé devant un écran. L'exposition s'achète, se programme et s'additionne d'un canal à l'autre. L'Esports World Cup 2026 en donne un exemple : l'organisateur revendique 850 millions de spectateurs sur les plateformes et 440 millions d'heures visionnées, pour 175 000 billets vendus à Paris. Les deux séries peuvent être justes en même temps. Elles ne mesurent pas la même chose.",{"type":84,"level":4,"children":368},[369],{"text":370,"type":82},"La demande e-sport : ce que les recherches révèlent avant l'acte",{"type":78,"children":372},[373],{"text":374,"type":82},"La demande e-sport est l'ensemble des intentions exprimées par un public avant un acte engageant : acheter un billet, s'abonner, se déplacer, acheter un maillot, suivre une équipe. Elle se lit dans les recherches, parce qu'elles précèdent ces actes et qu'elles en portent le contexte : un lieu, une date, un jeu.",{"type":78,"children":376},[377],{"text":378,"type":82},"Quatre familles de recherches suffisent à la décrire.",{"type":149,"format":150,"children":380},[381,387,393,399],{"type":153,"children":382},[383,385],{"bold":156,"text":384,"type":82},"Les horaires et les lieux de visionnage.",{"text":386,"type":82}," À quelle heure joue une équipe, où regarder une finale. Elles indiquent qui veut suivre une compétition précise, et depuis quel fuseau horaire. Voir les recherches d'horaires autour des Worlds 2026.",{"type":153,"children":388},[389,391],{"bold":156,"text":390,"type":82},"Les billets et l'hébergement.",{"text":392,"type":82}," Elles signalent une intention de déplacement, avec une date et une destination. C'est la demande la plus engageante, et la plus utile pour dimensionner un événement.",{"type":153,"children":394},[395,397],{"bold":156,"text":396,"type":82},"Les jeux et les équipes.",{"text":398,"type":82}," Leur volume relatif dit quel titre, quelle structure et quel joueur portent l'intérêt, indépendamment de l'exposition qui leur est offerte.",{"type":153,"children":400},[401,403],{"bold":156,"text":402,"type":82},"Les villes d'origine.",{"text":404,"type":82}," La géographie des recherches localise le public : une capitale, des villes moyennes, des pays voisins. C'est ce qui manque le plus aux chiffres d'audience.",{"type":78,"children":406},[407,409,414,416,421],{"text":408,"type":82},"Ces signaux ne remplacent ni la billetterie ni les audiences. Ils les précèdent, à un moment où la salle, la date, le prix ou le partenariat peuvent encore changer. Le cas de ",{"url":410,"type":184,"children":411},"\u002Fblog\u002Fesports-world-cup-paris-175000-billets",[412],{"text":413,"type":82},"l'Esports World Cup à Paris",{"text":415,"type":82},", dont la finale de Counter-Strike 2 a dû changer de salle parce que la billetterie était saturée, montre ce qu'il en coûte de découvrir la demande au guichet. La notion de signal est détaillée dans la catégorie ",{"url":417,"type":184,"children":418},"\u002Fblog\u002Fcategory\u002Fsignaux",[419],{"text":420,"type":82},"Signaux",{"text":422,"type":82},".",{"type":84,"level":4,"children":424},[425],{"text":426,"type":82},"Qui décide, et avec quelle lecture",{"type":78,"children":428},[429],{"text":430,"type":82},"L'e-sport réunit des décideurs aux intérêts différents. Chacun a une question à laquelle la demande observée répond mieux que l'exposition.",{"type":84,"level":57,"children":432},[433],{"text":434,"type":82},"Les structures e-sport",{"type":78,"children":436},[437],{"text":438,"type":82},"Les structures comme Karmine Corp ou Team Vitality vivent de leur communauté : billetterie de leurs événements, produits dérivés, partenariats. Leur question est de savoir où se trouve leur public, au-delà de celui qui commente chaque match. La géographie des recherches liées à une structure indique les villes où un événement de fans, une tournée ou une boutique éphémère trouveraient leur public.",{"type":84,"level":57,"children":440},[441],{"text":442,"type":82},"Les éditeurs de jeux",{"type":78,"children":444},[445],{"text":446,"type":82},"Les éditeurs comme Riot Games organisent les compétitions de leurs propres jeux. Ils choisissent les villes hôtes des finales, les horaires des ligues régionales, le découpage des circuits. Les recherches par territoire et par fuseau horaire indiquent où la demande dépasse l'offre de compétitions en salle.",{"type":84,"level":57,"children":448},[449],{"text":450,"type":82},"Les organisateurs d'événements",{"type":78,"children":452},[453],{"text":454,"type":82},"Un organisateur comme l'Esports World Cup fixe des jauges, des salles et des prix avant de connaître ses ventes. La demande par jeu, par journée et par ville d'origine est la donnée qui permet de dimensionner avant l'ouverture de la billetterie, plutôt que de corriger après.",{"type":84,"level":57,"children":456},[457],{"text":458,"type":82},"Les marques non endémiques",{"type":78,"children":460},[461,463,467],{"text":462,"type":82},"Une marque non endémique est une marque dont l'activité n'a pas de lien direct avec le jeu vidéo : banque, automobile, alimentation, assurance. Elle entre dans l'e-sport pour atteindre un public jeune qu'elle touche mal ailleurs. Sa question n'est pas la taille de l'audience, mais la densité de sa cible dans cette audience et l'association qu'elle peut y construire. Voir le sponsoring e-sport des marques non endémiques et, pour le choix du territoire et du moment, la catégorie ",{"url":464,"type":184,"children":465},"\u002Fblog\u002Fcategory\u002Factivation",[466],{"text":241,"type":82},{"text":422,"type":82},{"type":84,"level":57,"children":469},[470],{"text":471,"type":82},"Les diffuseurs et les plateformes",{"type":78,"children":473},[474],{"text":475,"type":82},"Les diffuseurs et les plateformes de streaming arbitrent entre droits exclusifs et co-streaming, entre portée et contrôle. La demande permet de distinguer l'attention captée par une compétition de celle captée par les créateurs qui la commentent. La dernière édition du ZEvent montre ce que l'attention en direct dit, et ne dit pas, de l'intérêt durable.",{"type":84,"level":57,"children":477},[478],{"text":479,"type":82},"Les fédérations et les instances",{"type":78,"children":481},[482],{"text":483,"type":82},"Les instances comme France Esports défendent la reconnaissance de la discipline auprès des pouvoirs publics et du mouvement sportif. Elles s'appuient souvent sur des enquêtes déclaratives. La demande observée leur apporte un complément vérifiable, qui ne dépend pas d'une question posée à un panel. La place de l'e-sport dans le mouvement olympique pose la même question : le CIO et l'Arabie saoudite ont mis fin le 30 octobre 2025 au partenariat de douze ans qui devait organiser les Jeux olympiques de l'e-sport. Nous analysons ce que cette annulation dit de la demande.",{"type":84,"level":57,"children":485},[486],{"text":487,"type":82},"Les collectivités",{"type":78,"children":489},[490],{"text":491,"type":82},"Une ville ou une région qui accueille un événement e-sport investit dans une salle, une logistique et une image. Sa question porte sur les retombées : qui viendra, d'où, et combien de temps restera-t-il. Les recherches d'hébergement et de transport associées à un événement en donnent une première estimation, avant les chiffres de fréquentation, et permettent de comparer plusieurs événements candidats entre eux.",{"type":84,"level":4,"children":493},[494],{"text":495,"type":82},"Les limites de la lecture par la recherche",{"type":78,"children":497},[498],{"text":499,"type":82},"La recherche ne voit pas tout. Une partie du public e-sport s'informe directement sur les réseaux sociaux, les serveurs communautaires ou les plateformes de streaming, sans passer par un moteur. Dans certains marchés, les moteurs dominants ne sont pas les mêmes qu'en Europe, ce qui demande d'adapter la source.",{"type":78,"children":501},[502,504,509,511,516],{"text":503,"type":82},"Une recherche est aussi une intention, pas un achat. Un écart entre deux territoires ou deux jeux est un classement, pas une prévision de ventes. Le présenter ainsi, plutôt que comme un nombre de billets attendus, est ce qui le rend défendable en comité. Ces règles sont détaillées dans la catégorie ",{"url":505,"type":184,"children":506},"\u002Fblog\u002Fcategory\u002Fmethodologie",[507],{"text":508,"type":82},"Méthodologie",{"text":510,"type":82},", et les cas chiffrés du sport business dans la catégorie ",{"url":512,"type":184,"children":513},"\u002Fblog\u002Fcategory\u002Fanalyses",[514],{"text":515,"type":82},"Analyses",{"text":422,"type":82},{"type":84,"level":4,"children":518},[519],{"text":520,"type":82},"Par où commencer",{"type":78,"children":522},[523],{"text":524,"type":82},"Une première lecture de la demande e-sport tient en trois questions : quel jeu ou quelle équipe porte l'intérêt de mon public, où se trouve ce public, et à quel moment cherche-t-il. Les réponses changent souvent le choix d'une salle, d'une ville ou d'un partenariat avant que la billetterie ou les audiences ne le fassent, plus tard et plus cher.",[526,530,534,538,542,546],{"id":527,"question":528,"reponse":529},447,"What is esports?","Esports is organised competitive video gaming, played by professionals within teams, in leagues and tournaments. It is followed by an audience online, on streaming platforms, and in arenas for the major events.",{"id":531,"question":532,"reponse":533},448,"Do peak viewers measure how popular an esports tournament is?","Peak viewers is the highest number of people watching a broadcast at the same moment, so it measures exposure at one instant. It depends on format, time slot and the number of channels carrying the event. It says nothing about who was looking for that match or where the audience came from.",{"id":535,"question":536,"reponse":537},449,"What is co-streaming in esports?","Co-streaming is the live rebroadcast of a competition by content creators on their own channels, with their own commentary. It widens reach, but it blends the audience that came for the competition with the audience that came for the creator.",{"id":539,"question":540,"reponse":541},450,"How do you measure demand from an esports audience?","By observing the searches that come before a committed act: match times, tickets, accommodation, games and teams, together with where they come from. Those searches are addressed to no one and happen before the purchase, which sets them apart from both a survey and a viewership figure.",{"id":543,"question":544,"reponse":545},451,"Why do non-endemic brands invest in esports?","To reach a young audience they struggle to reach through other channels. A non-endemic brand, whose business has no link to video games, gains more from measuring the density of its target within the audience than from the size of the audience itself.",{"id":547,"question":548,"reponse":549},452,"How many tickets did the 2026 Esports World Cup sell?","The organiser claims 175,000 tickets sold for the 2026 edition in Paris, against 90,000 at the last edition in Riyadh. It also claims 850 million online viewers, an exposure metric that cannot be compared with a paid act.",[551],{"datePublication":552,"id":553,"documentId":554,"title":555,"slug":556,"description":557,"content":558,"createdAt":648,"updatedAt":649,"publishedAt":650,"locale":29,"coverImage":651,"category":700},"2026-10-04T07:00:00.000Z",320,"tj89u8ctjl9o335uviv6gcci","Esports World Cup Paris: 175,000 tickets and a venue too small","esports-world-cup-paris-175000-tickets","The Esports World Cup claims 175,000 tickets sold in Paris, up from 90,000 in Riyadh, and had to move its CS2 final. Demand discovered at the box office.",[559,563,567,571,575,579,584,588,592,611,615,619,629,640,644],{"type":78,"children":560},[561],{"text":562,"type":82},"The Esports World Cup claims 175,000 tickets sold for its 2026 edition, the first held outside Saudi Arabia, staged in Paris over seven weeks until 23 August. The last edition in Riyadh sold 90,000. In late July, the organiser moved the Counter-Strike 2 final from Paris Expo Porte de Versailles to the Accor Arena: tickets for the final day had sold out.",{"type":78,"children":564},[565],{"text":566,"type":82},"The success is real. So is the way it was discovered: at the box office, after sales opened, when the only remaining option was a bigger room.",{"type":84,"level":4,"children":568},[569],{"text":570,"type":82},"A timeline that left no room to measure",{"type":78,"children":572},[573],{"text":574,"type":82},"The move from Riyadh to Paris was announced on 20 May 2026. Ticketing opened on 29 May. On 8 July, the organiser announced 100,000 tickets sold. On 28 July, it announced that the 23 August final would move to the Accor Arena, with existing tickets transferred automatically.",{"type":78,"children":576},[577],{"text":578,"type":82},"Between the announcement and the first match there were a few weeks. Enough to sell, not enough to investigate. Capacities were set on assumptions, then corrected by sales.",{"type":580,"children":581},"quote",[582],{"text":583,"type":82},"175,000 tickets · claimed in Paris, against 90,000 at the last edition in Riyadh",{"type":84,"level":4,"children":585},[586],{"text":587,"type":82},"Esports World Cup Paris: what search showed before tickets went on sale",{"type":78,"children":589},[590],{"text":591,"type":82},"Demand is not born on the day sales open. In esports it leaves traces online well before: an audience that follows competitions on stream looks up dates, venues and prices before committing. Three readings were available from 20 May.",{"type":149,"format":150,"children":593},[594,599,605],{"type":153,"children":595},[596,597],{"bold":156,"text":175,"type":82},{"text":598,"type":82}," The geography of event-related searches separates a Paris audience, coming for a day, from fans in the rest of France or abroad, who need to travel and find a bed. The two do not fill the same venue at the same time.",{"type":153,"children":600},[601,603],{"bold":156,"text":602,"type":82},"Ticket and accommodation queries.",{"text":604,"type":82}," A ticket search tied to a final's date, or a hotel search near Porte de Versailles, signals purchase intent. Their relative volume, game by game, shows which days are heading for a sell-out.",{"type":153,"children":606},[607,609],{"bold":156,"text":608,"type":82},"The games.",{"text":610,"type":82}," According to the review published by Sud Radio, attendance was uneven across games. That unevenness was readable upstream: each game has its own audience and its own geography. Sizing a multi-game event on an average under-equips the most wanted days and over-equips the rest.",{"type":78,"children":612},[613],{"text":614,"type":82},"None of these readings yields a ticket count. They yield a ranking: which days, which games, which audiences outweigh the others. That is what a venue decision needs.",{"type":84,"level":4,"children":616},[617],{"text":618,"type":82},"Ticket sales and viewership measure different things",{"type":78,"children":620},[621,623,628],{"text":622,"type":82},"The organiser also claims 850 million viewers across platforms and 440 million hours watched. Those figures measure exposure, free and remote. The 175,000 tickets measure a paid act that requires travel. The first does not predict the second, any more than it did at the ",{"url":624,"type":184,"children":625},"\u002Fen\u002Fblog\u002Frecalibrating-stated-intent-forecast-world-cup-2026",[626],{"text":627,"type":82},"2026 World Cup, where stated intent and observed audience could not be compared",{"text":422,"type":82},{"type":78,"children":630},[631,633,638],{"text":632,"type":82},"Search sits between the two: more committed than watching, earlier than buying. That is what ",{"url":634,"type":184,"children":635},"\u002Fen\u002Fblog\u002Fsearch-intent-versus-stated-preference",[636],{"text":637,"type":82},"sets it apart from what audiences say",{"text":639,"type":82},", and what makes it useful for sizing.",{"type":84,"level":4,"children":641},[642],{"text":643,"type":82},"What it changes for an organiser",{"type":78,"children":645},[646],{"text":647,"type":82},"For an esports event organiser, the concrete decision is to set the capacity and the venue for each day before ticketing opens, from searches by game and by home city, rather than correcting them once sales saturate. A final moved late costs a logistics overhaul, a ticket transfer and, most likely, buyers lost between the sell-out and the announcement. The same reading then informs pricing for the most wanted days and the share of tickets held for fans who have to travel.","2026-10-04T21:35:31.658Z","2026-10-04T21:35:32.192Z","2026-10-04T21:35:32.241Z",{"id":652,"documentId":653,"name":654,"alternativeText":655,"caption":656,"focalPoint":656,"width":657,"height":658,"formats":659,"hash":694,"ext":661,"mime":664,"size":695,"url":696,"previewUrl":656,"provider":697,"provider_metadata":656,"createdAt":698,"updatedAt":698,"publishedAt":699},28,"uxcnlw4gq7zqockc9dkjt9m0","esports-world-cup-paris-175000-billets.webp","Façade d'une salle omnisports pavoisée aux couleurs d'un tournoi e-sport, sous un ciel 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Le Ficher","","29 rue du Capitaine Ferber","92130","Issy-les-Moulineaux","France","988 729 745","FR57988729745","brice@noyzee.io","https:\u002F\u002Fwww.linkedin.com\u002Fcompany\u002Fnoyzee","Microsoft Ireland Operations Limited (Microsoft Azure)","One Microsoft Place, South County Business Park, Leopardstown, Dublin 18, D18 P521, Irlande","France Central (Paris)","Google Ireland Limited (Google Workspace)","2026-07-25T17:19:58.435Z","2026-08-13T10:23:23.758Z","2026-08-13T10:23:23.751Z","Noyzee","988 729 745 00014","7022Z, Conseil pour les affaires et autres conseils de gestion","Fondateur de Noyzee","Brice Le Ficher est le fondateur de Noyzee, société incubée à Station F, à Paris, qui mesure l'intelligence de la demande des fans pour le sport business. Il publie régulièrement des analyses du secteur (audiences, droits médias, sponsoring) dont le blog de Noyzee reprend et développe les sujets. Il est directeur de la publication du site noyzee.io et l'auteur des analyses qui y paraissent.","https:\u002F\u002Fwww.linkedin.com\u002Fin\u002Fbrice-le-ficher-3b388415a\u002F"]