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  "documentTitle": "Monitor Deloitte’s 2022 Chief Transformation Officer Study — Designing Successful Transformations",
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  "notes": "The heatmap shows reach percentages for various esports genres across different European countries.",
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      "text": "Fig. 3 – Esports genre reach per country among Europeans who have watched esports in the last six months",
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      "text": "Esports attracts a wide range of consumer groups. Anyone wanting to unlock esports' full target group potential must know that there is no 'one' esports consumer. Stakeholders such as gaming companies have to know the preferences and needs of a particular consumer group for each genre in which they become active. Notably, there is a lack of dominance of a single genre amongst the current esports audience.",
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      "text": "Notes: 1) N per country equals share of participants who have watched esports in the last six months; 2) FPS = first-person shooter; 3) MOBA = Multiplayer Online Battle Arena; 4) RTS = Real-time strategy. Source: Deloitte analysis",
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      "text": "02 | Esports Consumption in Europe – Consumer Engagement Maturity",
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