ELEAGUE Has Highest Rated Show With NCAA Lead In

TNL Take: Why is there a picture of the NCAA tournament? We'll get to that below.

Let's jump right in and look at the final esports TV ratings for Q1 2018:

2018 Q1 Esports TV Ratings (Chart: The Next Level)

2018 Q1 Esports TV Ratings (Chart: The Next Level)


This past week saw ELEAGUE surge into the #1 slot with 413,000 viewers for Episode 2 of their shoulder content "Tekken Team Takedown". When did the show air on the East Coast?  1:50AM.  

How did ELEAGUE see such great performance?

I posted the chart to Twitter and that brought forth the inevitable similar comments.

Well I slipped on a crucial datapoint - the NCAA tournament lead in programming - as mentioned by former The Next Level analyst Jordan Fragen. 

The late night game between Purdue and Texas Tech starting at 10PM garnered 2.7M people and the post game show at 12:40AM brought in 1.4M viewers; which equals 50% retention from show-to-show.

What's interesting is that from the Post Game Show to "Tekken Team Takedown" had a viewer retention rate of 30% - 1.4M viewers to 413K. The 413K viewers would have been the #1 rated ELEAGUE show for the past 2 years also beating last year's Street Fighter V Finals.

This is to take nothing away from the production value of the show or the rabid FGC community but a huge lead in definitely helps.

Was that Tekken/ELEAGUE fans staying up to watch it at that late slot (probably some) or was it a new audience coming in from the NCAA tournament (probably more so)?

If it was more likely the latter, this bodes well for future esports shoulder content on TV helping to find new viewership.

For those willing to experiment.



Unfortunately no data available for Madden's Ultimate League debut on Disney XD which started in February and runs through April.

There have been ~8 episodes that have aired and last year Disney XD aired 60+ esports episodes across a wide variety of content. Those 60+ shows generated an average of ~100,000 viewers per episode; so taking a rough guess, Madden Ultimate League is probably in the ballpark but would need definitive Nielsen data for confirmation.

2018 Esports TV Ratings

TNL Take: Last year saw a huge increase in esports programs on TV with well over 100 across numerous channels.

2017 Esports TV Ratings (Chart: The Next Level)

2017 Esports TV Ratings (Chart: The Next Level)

Let's take a look at what 2018 has delivered so far.

2018 Q1 Esports TV Ratings (Chart: The Next Level)

2018 Q1 Esports TV Ratings (Chart: The Next Level)


Madden continues its run as a very popular esport for TV. Considering that ESPN2's audience is already familiar with football makes sense as to why it performs so well. Even the Madden Club Championship winner Gos stated that Madden belongs on TV and with the ESPN/Disney deal, we will see more programs this year.



ELEAGUE's esports content programming outside of tournaments ranked high in 2017 and remains the same for 2018. The "Road to the Boston Major", a 5 part behind-the-scenes series on teams and their players, has performed well and higher than several programs last year. Episode 1 was against the Winter Olympics Opening Ceremony and the remaining 3 episodes should garner 200K+ viewers.

While the ELEAGUE Major wasn't shown on TV, it absolutely killed it on Twitch, setting a new record for viewership on a single channel with 1.1M+ peak concurrents.



Australia's E-League (Photo: Twitter)

Australia's E-League (Photo: Twitter)

There was a recent article in the Sydney Morning Herald that caught my eye stating that "FIFA 18 is proving more popular viewing than actual A-League matches; attracted a larger audience than the average ratings for the competition".

Did FIFA esports really beat its traditional counterpart?

Digging in a little deeper was the classic comparison of digital viewers vs. TV viewers, with Twitch grabbing 138,000 viewers compared with the average A-League audience of 119,000. However, assuming 100,000 average concurrent users for FIFA would still be impressive and in sight of A-League's audience.