Industry
Publishers
Tournament Operators/E-sports producers
Streaming platforms
100

What is the largest e-sports market in the world in terms of revenue and viewership?

a) North America

b) APAC

c) Europe

d) Middle East and North Africa


b) APAC (revenue 47% and viewership 57%)

100

Biggest global game publisher by revenue in 2018

a) Tencent

b) Microsoft

c) Sony

d) Activation Blizzard

a) Tencent

100

Which is the top revenue segment for live e-sports events?

a) Sponsorship

b) Media rights

c) Advertising

d) Merchandise & tickets 

a) Sponsorship

100

Which of the following are the top 2 e-sports streaming platforms ? 

a) Youtube gaming

b) Twitch

c) Facebook Gaming

d) Mixer

b) Twitch and a) Youtube gaming


200

The expected size of global e-sports industry in 2019 is ?

a) > $1 billion

b) $0.5 billion - $1 billion

c) $0.1 billion - $0.5 billion

d) None of these  

a) >$1 billion

200

Game publishers in the e-sports industry can maintain control over the following

a) Creation and prototyping of the game

b) Distribution of the game

c) Marketing of the game

d) Hosting of esports competition

All of the above

200

Intel is a title sponsor of Intel Extreme Masters. This tournament is organised by which tournament operator ?

a) DreamHack

b) MLG (Major League Gaming)

c) ESL (formerly Electronic Sports League)

d) Epic Games

c) ESL (formerly Electronic Sports League)

200

Super chats and super stickers are revenue models in which streaming platform/s ? 

a) Mixer

b) PandaTV

c) YouTube gaming

d) Facebook gaming

c) YouTube gaming

300

According to Hootsuite a typical e-sports fan (audience)  

a) Male

b) Female

c) 35- 44 age range

d) 16-24 age range

a) Male and d) 16-24 age range

300

The difference between a typical e-sports publisher and e-sports producer is 

a) They are the same 

b) Publisher creates the games (titles) and producer invests money for the creation of game

c) Publisher creates the games (titles) and producer organises the game tournaments

d) Publisher distributes the games (titles) and  producer invests money for the creation of game 

c) Publisher creates the games (titles) and producer organises the game tournaments

300

To conduct e-sports tournament, tournament operators will have to 

a) Bring sponsorship

b) Pay licensing fees to the game publisher

c) Participate in the game 

d) Arrange prizes for the winners


a) Bring sponsorship

b) Pay licensing fees to the game publisher

d) Arrange prizes for the winners

300

Which of the following monetization models are used by Twitch?

a) Advertising

b) Subscription to the channel

c) Premium membership

d) In app purchases like Bit Emotes


All of the above

400

Which of these are expected future trends in e-sports industry?

a) Decrease in viewership

b) Increase in % women audience

c) Mobile esports becoming growth driver

d) LATAM doubling its revenue from esports by 2023

b) Increase in % women audience

c) Mobile esports becoming growth driver

d) LATAM doubling its revenue from esports by 2023

400

Which among the following are Indian e-sports publishing companies 

a) NAZARA Technologies

b) JetSynthesys 

c) NODWIN Gaming

d)Hi-Rez Studios

a) NAZARA Technologies

b) JetSynthesys 

c) NODWIN Gaming

400

The first ever mobile e-sports competition was held in 2019 in which country?

a) Japan

b) China

c) USA

d) South Korea

b) China

400

Which of the following strategy is YouTube gaming following to increase viewership in 2020?

a) Exclusive broadcasting partnership with e-sports organizations

b) Partnership with popular individual content creators in e-sports

c)  Celebrity Endorsement

d) None of these

a) Exclusive broadcasting partnership with e-sports organizations

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