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  "documentTitle": "Monitor Deloitte’s 2022 Chief Transformation Officer Study — Designing Successful Transformations",
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  "notes": "Source: Deloitte analysis. Data points represent percentages for various platforms across three categories: esports viewers, esports companies, and overall sample.",
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      "text": "Media and online platforms bring esports content to the remote viewing audience via linear TV, live streams or video on demand. Content can cover entire tournaments, event highlights and topics beyond the competitions",
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      "text": "Esports consumers are exploring the range of offerings – from live streams over video-on-demand to free and pay TV and live events. While each of these channels has legitimacy, online consumption is and will be the mainstay for esports broadcasts, with Big Tech streaming services acting as gatekeepers for esports content (see figure 14). Esports viewers display higher affinity to social media, with 79% of them stating that they identify as heavy social media users compared to 61% among the overall sample. Furthermore, usage spreads differently across social media platforms (see figure 15), leading to tailor-made social media strategies among esports stakeholders that reflect this specific usage behaviour.",
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      "text": "Notes: 1) Europeans who have watched esports content in the last six months were asked to evaluate their consumption behaviour regarding 14 streaming platforms and TV channels on which esports can be watched as well as the social media channels they use and were given the possibility to name further channels they deemed relevant. 2) Experts were asked to evaluate 14 streaming platforms and TV channels as well as social media channels regarding how important they are for their organisation in terms of delivering value to their customers (100 = channel is of highest importance; 0 = channel is not important at all)\nSource: Deloitte analysis",
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      "text": "03 | Enabling Value Delivery in European Esports – Broadcasting channels",
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