eSports and VR are two of the hottest trends in the video game industry. A lot has been written about what’s happening in the industry, including key companies, investments, and technologies, but coverage on consumer perspectives is lacking. This presentation will provide analysis and insights on consumer behavior and interests related to these two key trends. What are the key motivators for eSports participation and viewership? What are some of the key platforms, teams, and leagues? What’s the awareness level and interest in different VR technologies? Is video game the key driver for VR, and if so, what kinds of games? Who’s the target audience for VR and eSports? These are just a few of the questions this presentation will help answer.