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      "text": "Regular viewer: Esports viewers who watched esports content between 1-3 hours per week in the last six months. RTS / Real-Time Strategy: In RTS games, players develop assets such as infrastructure, resources or troops in an attempt to outmanoeuvre their opponents. Simulation: The Simulation genre aims to closely simulate/copy real-world activities. Sports: Sports simulations bring sports into the video gaming world by either adapting real-world sports in their original game environment or adapting specific elements of sports in a more abstract setting. Video gaming peripherals: Add-on video gaming products such as controllers, gaming chairs and headsets.",
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      "text": "NFT / Non-Fungible Token: A non-copyable, non-changeable, and non-subdividable digital identification stored on a blockchain, used to verify ownership. Non-endemic companies: Companies whose core products and services are unrelated to video gaming and/or esports. Non-viewers: Respondents who have never watched professional esports. Racing: Racing games simulate racing competitions based on a wide variety of vehicles. Regular Esports Engagement: Share of respondents who have watched professional esports content at least once per week in the last six months.",
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