CAPITAL MARKET DAY Stockholm, March 12 2019 - Modern Times Group
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INTRODUCTION ESPORTS HISTORY – ESL FROM VISION TO A GLOBAL MARKET 2000-2010 • 2000-2010 2011-2015 2016-2019+ IEM Global Challenge Los Angeles 2007 ESL One Cologne 2014 IEM Katowice 2019 Build Grow Scale & Monetize FANS Tens of thousands Hundreds of thousands Tens of millions REGIONS EU EU, NA, LATAM, APAC Global EVENT SIZE Micro / small Large Global 13.03.2019 3
INTRODUCTION ESL strategic framework WHY (PURPOSE) TO CREATE A WORLD WHERE EVERYBODY CAN BE SOMEBODY VISION TO MAKE ESPORTS THE LARGEST & MOST ATTRACTIVE SPORT IN THE WORLD BUILD THE MOST AMAZING STAGES WHERE THE PLAYERS ARE CELEBRATED AS STARS OF THEIR GENERATION, MISSION CREATE LEGENDARY ESPORTS MOMENTS FOR OUR FANS AND CONNECT THEM TO OUR PARTNERS HOW By building esports ecosystems from zero to hero and local to global THE GLOBAL ESPORTS Company WHAT For Players For Fans For Partners 13.03.2019 4
INTRODUCTION ESL TEAM OPERATES AROUND THE GLOBE – Studios and offices ESL OFFICE AND STUDIO HQ GERMANY ESL OFFICE AND STUDIO UK ESL OFFICE RUSSIA ESL STUDIO BENELUX ESL OFFICE AND STUDIO POLAND ESL OFFICE FRANCE ESL OFFICE ESL OFFICE ITALY ESL OFFICE NY, USA ESL OFFICE AND STUDIO SPAIN AND STUDIO LA, USA ESL OFFICE AND STUDIO INDIA ESL OFFICE ASIA ESL OFFICE AND ESL OFFICE STUDIO INDONESIA AND STUDIO BRAZIL 500+ EMPLOYEES ESL OFFICE WORLDWIDE AND STUDIO AUSTRALIA 13.03.2019 5
INTRODUCTION ESL GROWTH FOCUSED ON OWNED AND OPERATED PROPERTIES INCREASE BRAND PARTNERS ADD MEDIA PARTNERS Revenue Growth Grow premium content Grow long-term value with existing partners BRAND MEDIA Expand distribution channels and PARTNERS PARTNERS platforms Add non-endemic partners Increase audience & reach PublisherS FANS EXPAND product verticals Grow REGIONAL PRODUCTS Add game licenses TEAMS PLAYERS Grow existing and new properties in Asia, China, LATAM Extend game’s verticals Co-Build ecosystems Audience Growth Add local championships and FOCUS O&O events 13.03.2019 6
WE BUILD ESPORTS ECOSYSTEMS ESL ENABLES growth IN new games verticals – the Game “Pyramid” Initial ESpORTS ECOSYSTEMS STRUCTURE GAME PYRAMIDS 360° ESPORTS Properties (O&O) DEFINE GAME ESPORTS STRATEGY CUSTOMIZE COMPETITION FORMAT OPERATE PRODUCTION MANAGE CONTENT Scale: Add more games Full product development Mature esports ecosystems 1 – 3 years 13.03.2019 8
WE BUILD ESPORTS ECOSYSTEMS ESL PROPERTIES cover the full scope of esports FROM ZERO TO HERO 1 MASTERS MEGA prizes Mass-Market LARGE PROPERTIES & STAGEs + online ESL BRANDED OR WHITELABEL Watch & Play All platforms 2 CHALLENGER LARGE PRIZES ENTHUSIAsts & STAGEs All games + online Watch & Play All levels All geographies 3 OPEN TEASER PRIZES & OPEN Online Friends & Family Watch , Play, Engage, Learn Competition Style PRIZE LEVEL TARGET AUDIENCE 13.03.2019 9 & Venue SIZE
WE BUILD ESPORTS ECOSYSTEMS EACH GAME PYRAMID FUELED WITH 20 YEARS OF EXPERIENCE WE BUILD ESPORTS ECOSYSTEMS TOURNAMENT STYLE LOCATION SIZE ACCESS AGNOSTIC TO PUBLISHERS REGIONAL SCOPE PRIZES … SCALE : # of Games & Pyramid Scope ESL BRANDED – O&O WHITELABEL – ESS Masters CHALLENGER OPEN Existing Full Scope Pyramids – Grow Scope with existing Partners New Pyramids – Grow Scope MaintaiN Test & Learn with New Publishers 13.03.2019 10
WE BUILD ESPORTS ECOSYSTEMS ESL CONTINUES INVESTING IN OWNED AND OPERATED PROPERTIES Relative revenue breakdown 38% 70% Growing O&O properties to push brand, expand existing core products, create new pyramids and scale 62% 30% ESS 2015’ACT 2018’ACT O&O 13.03.2019 11
WE BUILD ESPORTS ECOSYSTEMS O&O SHOWCASE – IEM KATOWICE CS:GO 2019 52M 1M 375K 20 12 34% Video sessions Peak during the Gained followers Broadcasted Linear TV takers during Champions Champions Stage ESL CSGO Twitch languages Market share Stage among 21-30 age group +80% +20% 2.9M Largest live vs. 2018 vs. 2018 Total followers TV esports +137% +67% audience in 587K #13 Merchandising Ticketing revenue Denmark revenue vs. 2018 vs. 2018 Peak on main Largest Twitch ever Twitch channel channel (followers) 13.03.2019 12
FANS, PLAYERS AND TEAMS 13
FANS, PLAYERS AND TEAMS ESL CREATES PLATFORMS FOR PLAYERS AND FANS Watch ▪ Community-based approach: Play – Watch – Learn – Engage Play Watch ▪ Game hubs: tailor-made for community for selected core ESL games ESL B2C GUIDING Game Platform Approach PILLARS Hubs Hubs ▪ Deep-game related features: anticheat, matchmaking, AI assistant Learn ▪ Platform hubs: cluster non-core games by platform Engage ▪ Further explore potential of new titles 13.03.2019 14
FANS, PLAYERS AND TEAMS ESL ATTRACTS THE WORLD’S TOP TEAMs Astralis #1 Virtus Pro ** #1 G2 Esports ** * 100% Natus Vincere ** #2 Team Liquid #2 PENTA * of world‘s top teams participate at events run by Faze Clan ** #3 PSG.LGD #3 Evil Geniuses * Team Liquid #4 Team Secret #4 Team Empire * Mousesports ** #5 Mineski #5 PET Nora-Rengo * Fnatic ** MIBR #6 #7 Vici Gaming Newbee #6 #7 Faze Clan ** Team Secret * * 13 Teams are members of Cloud 9 #8 VGJ.Thunder #8 Team Liquid * Ninjas in #9 OG TI8 winner Rogue * Pyjamas ** * Based on # of top 3 appearances at Intel Grand Slam 2018-2019 premier tournaments CONTENDERS SOURCES: - CS:GO: HLTV top 10 teams of 2018 (https://www.hltv.org/news/25740/top-10-teams-of-2018) - Dota 2: Dota Pro Circuit 2017-2018 Rankings (https://liquipedia.net/dota2/Dota_Pro_Circuit/2017-18/Rankings) 15 - Rainbow Six Siege: top 3 appearances at 2018-2019 Premier Tournaments (https://liquipedia.net/rainbowsix/Premier_Tournaments)
FANS, PLAYERS, TEAMS TEAM SHOWCASE: ENCE @ IEM KATOWICE 2019 – from ZERO to HERO ENCE, the most unlikely of IEM KATOWICE 2019 FINALISTS In the course of one event, team ENCE left its mark on the history of CS:GO. They played more than 35 maps all the way from the regional qualifiers to the grand finals. ▪ From European closed qualifiers… ▪ To Champions stage and Grand Finals ▪ From underdog… ▪ To victory against #2 and #3 teams in the world ▪ From small offsite venue… ▪ To IEM Katowice legendary stage ▪ From #17 CS:GO team in the world… ▪ To world Top 5 13.03.2019 16
GAME PUBLISHERS 17
GAME PUBLISHERS Esl PROVIDES GAME SOLUTIONS TO GROW ESPORTS Global Footprint Strategic vision Time to market Global network reach Scaleability Content Brand Partners Teams Distribution networks Product Management Operations Players’ understanding Lifecycle management > 40 Games under license 13.03.2019 18
GAME PUBLISHERS Publisher partnerships – latest achievements Arena of Valor Pro League ESL Katowice Royale Fortnite European Masters League of Legends Clash of Clans World Championship PUBG Starchallenge & PGI EU & FIFA19 Major at Paris Games Week Gamescom QuakeCon Global Rainbow Six esports partner CS:GO Major Katowice BlizzCon (3 stages), Hearthstone Global Games, Starcraft Katowice 13.03.2019 19
GAME PUBLISHERS Publisher showcase: EPIC GAMES ESL Katowice royale ▪ Most competitive Fortnite tournament to date ▪ Dedicated 100 seats stage at IEM Expo 2019 ▪ $ 500.0000 Prize Pool ▪ 200 onsite participants in 4 days ▪ > 300K peak online audience 13.03.2019 20
GAME PUBLISHERS Publisher showcase: UBISOFT developing A complete Rainbow 6’s global ECOSYSTEM ▪ Rainbow Six: Siege became a top esports title ▪ 35 million players ▪ Increased consumer engagement ▪ Viewing hours multiplied heavily ESPORTS STRATEGY PRODUCT MANAGEMENT GLOBAL PROJECT GAME CONSULTATION MANAGEMENT LEAGUE & TOURNAMENT TV PRODUCTION & OPERATIONS BROADCAST 13.03.2019 21
BRAND PARTNERSHIPS 22
BRAND PARTNERSHIPS ESL CONSUMER Profiles ARE HIGHLY ATTractive for brands 54% >70% >550k are 21-35 years old* of esports Enthusiasts Live visitors globally are male at ESL events in 2018 38% NPS 56 >240m buy goods from a brand +11 pts increase vs. 2016 Online ESL Fans in 2018 showcased at ESL event 23 13.03.2019 23
BRAND PARTNERSHIPS REACHING THE LEVEL OF LARGER SPORTS 13.03.2019 24
BRAND PARTNERSHIPS REACHING THE LEVEL OF LARGER SPORTS 13.03.2019 25
BRAND PARTNERSHIPS BRAND SHOWCASE: DHL – GLOBAL DEAL WITH HOLISTIC ESPORT INTEGRATION STADIUM ACTIVATION BRAND ACTIVATION IN-GAME ADVERTISEMENT CUSTOMER ENGAGEMENT 13.03.2019 26
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BRAND PARTNERSHIPS BRAND SHOWCASE: INTEL, THE longest standing parTnership in esports 2000 2006 2016-2018 2019+ ▪ Intel becomes ▪ Cooperation ▪ Intel becomes ▪ 3 years one of the first between Intel ESL Global partnershipü investors in and ESL turns Technical announced esports global Partner (longest so far) extending ▪ Intel starts ▪ Intel Extreme beyond IEM ▪ Intel and ESL From IEM Season 1 finals at CeBIT 2007… 13+ supporting ESL Masters commits to years early events in property is ▪ $1M Intel Grand long-term Germany launched Slam is esports launched partnership >70 IEM EVENTS … to IEM Katowice CS:GO Major 2019 Same core values and principles, magnified investment and memorable events 13.03.2019 28
MEDIA PARTNERS 29
MEDIA PARTNERS MEDIA DISTRIBUTION IN ESPORTS IS EVOLVING AND GETTING MORE LOCAL SELECTION OF DISTRIBUTION PARTNERS LOCAL VIDEO STREAMING GLOBAL VIDEO STREAMING LIVE & VOD LIVE & VOD NEW in CHINA – HuamoaTV, HuyaTV EXPLORED: Exclusivity Facebook NEW in US – Mixer, PlutoTV CONTINUED: Twitch, YouTube NEW in GERMANY - ProSieben TV ADDED: Caffeine TV EXPLORED: Oculus VR GLOBAL AND LOCAL LINEAR TV OTHERs 13.03.2019 30
MEDIA PARTNERS LINEAR MEDIA PARTNER SHOWCASE – PRO7 20.5 % Total Market Share Market Share 14-29 Magazines Market Share 14-49 7% up to 20% share in the 4% target LIVE Group 14-29 Analysis Well-known esports faces as casters ▪ Reach per week +150K Pro players as co-commentators ▪ Reach per year +5M Make esports understandable for 13.03.2019 everyone 31
MEDIA PARTNERS IEM AND ESL ONE KATOWICE 2019 captured LINEAR MEDIA TV2 DENMARK YLE FINLAND DMAX Italy ▪ 95K viewers during Grand Finals ▪ 240K viewers on YLE Areena (OTT) ▪ Highlight and Live Broadcast for Fortnite ▪ 34% market share in target group ▪ 30K viewers as TV Highlight (rerun) ▪ 115K viewers 21-30 ▪ 2,3% market share in target group 15-34 (40% above average) 13.03.2019 32
MEDIA PARTNERS DIGITAL MEDIA PARTNER SHOWCASE – HUYA and HUOMAOTV IEM KATOWICE CS:GO – 2018 vs. 2019 ▪ In January 2019, ESL expanded digital media +204% +233% distribution partnership in 34 14 China with Huya and HuomaoTV 8 4 ▪ ESL properties will include ESL One, IEM and CS:GO Pro League 11 26 4 Huya 0 10 Huya 0 HuomaoTV 11 HuomaoTV 4 ▪ China accounted for c.18% of 2018 2019 2018 2019 the global esports revenue in # of sessions (mm) # of unique viewers (mm) 2018* 13.03.2019 * Source: Newzoo 33
KEY MESSAGE 34
KEY MESSAGE ESL IS DEDICATED TO GROW THE ESPORTS INDUSTRY FANS & AUDIENCE € | Merchandising € | Ticketing € | Prize money € | Media rights fees PLAYERS AND TEAMS MEDIA PARTNERS We build esports ecosystems € | Publisher contribution € | Sponsor + advertisement fees GAME BRAND PUBLISHERS SPONSORS 13.03.2019 35
KEY MESSAGE ESL TODAY AND TOMORROW 1 Leading global esports company in a fast growing ESL PRODUCTS MONETIZATION market Grow and build more full Catch up on monetization grown properties and games’ backlog and market growth pyramids 2 Building esports ecosystems by growing new players, audience, governance and fairplay We focus on 3 growth Experienced team with proven track record B2C Brand 4 Very broad portfolio of publishers, brand sponsors Expand consumer offering Open, inclusive, to become from Play and engage with the brand of the largest sport and media partners learn and watch where everybody can be somebody 13.03.2019 36
Thank You 37
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