ESPORTS & BRANDS Powered by - One of the Fastest Growing Global Industries - SAM immersive

 
CONTINUE READING
ESPORTS & BRANDS Powered by - One of the Fastest Growing Global Industries - SAM immersive
ESPORTS & BRANDS

                            Powered by

 Esports, VR, AR, MR and LBE business development for companies around the world.

One of the Fastest Growing Global Industries
                www.samimmersive.com
ESPORTS & BRANDS Powered by - One of the Fastest Growing Global Industries - SAM immersive
Esports
                                 Esports Overview
                                         Overview
                                         +
                                         +
                               Brand
                               Brand Opportunities
                                     Opportunities
www.samimmersive.com

                        The secret is out. Competitive gaming is both the world’s fastest growing
                                             sport and form of entertainment.

                        Advertisers and investors are finally taking notice of esports’ access to key
                       audiences, with contributions accounting for 85% of the worldwide market
                       — which, by the way, reached $1.5 billion in 2017, according to SuperData.

                        Those among us who have never picked up a game controller may scoff,
                       but the reality is clear for those who are paying attention to the numbers.
                         SuperData reported that today, more people watch video games across
                         platforms like Twitch, Facebook, and YouTube than consume content on
                       HBO, Netflix, ESPN, and Hulu, combined. And it’s not just viewership — the
                          Intel® Extreme Masters World Championship 2017, one of the most
                       renowned gaming circuits globally, had more than 173,000 attendees …
                                         By all indications, esports is here to stay.

                          -Paul Brewer, Vice President of Global Sponsorships at ESL
ESPORTS & BRANDS Powered by - One of the Fastest Growing Global Industries - SAM immersive
What Are Esports
                                                                                                                         Top 25 Games watched by esports hours on
                                                                                                                          Twitch according to Newzoo 2018 Global
                                                                                                                                    esports market report

                       Broad Definition: Competitive video gaming.

                       Extended Definition: Competitive gaming at a professional level and in
                       an organized format (a tournament or league) with a specific goal (i.e.,
                       winning a champion title or prize money) and a clear distinction between
                       players and teams that are competing against each other. (Newzoo 2018)
www.samimmersive.com

                       Popular Types of Esports Games:                          Top 5 Esports Games of 2017
                       First-Person Shooter (FPS)                               (Business Insider based on viewership/

                       Multiplayer Online Battle Arena                          players/earnings):

                       (MOBA)                                                   League of Legends
                       Card Games                                               Call of Duty
                       Sport Games                                              DOTA 2
                       Strategy Games                                           Overwatch
                       Fighting Games                                           Starcraft
                       Most followed games according to 2017 Neilson Report on the 4 key Western esports markets.
ESPORTS & BRANDS Powered by - One of the Fastest Growing Global Industries - SAM immersive
Current Market + Projections
                                    Esports is one of the fastest growing industries. It has shown impressive growth in revenue, viewership, sponsorship,
                                    and content creation over the last five years. The industry shows no signs of slowing down.

                       Since the start of 2016, over 600 esports sponsorship agreements have been signed,        Global esports revenues will reach $905.6 million in 2018, an increase
                       with the majority of them coming from the IT/computer space. More than 360 IT/            of more than $250 million compared to 2017. North America will
                       computer sponsorships have been secured, followed by retail with over 100 deals, online   generate the most revenues, contributing 38% of the global total in
www.samimmersive.com

                       services (60+), non-alcoholic drinks (50+) and online media (40+), according to
                                                                                                                 2018.
                       Nielsen.
                                                                                                                 Sponsorship is the highest grossing esports revenue stream worldwide,
                       The number of people who are aware of esports worldwide will reach 1.6                    contributing $359.4 million in 2018 compared to $234.6 million in
                       billion in 2018, up from 1.3 billion in 2017. (Newzoo)                                    2017. (Newzoo)
ESPORTS & BRANDS Powered by - One of the Fastest Growing Global Industries - SAM immersive
Demographics + Who is Watching
                       Esports is a very attractive industry to non-endemic brands because 18-35 year olds
                       make up between 65-75 percent of the market according to multiple reports- the
                       sought after millennial market with the up and coming spenders of the gen z.

                       What also plays into the power of marketing to the esports fan is that the median
                       household income is above average. Mindshare research reports that , Forty-three
                       percent of eSports enthusiasts have an annual household income of $75,000 per year
                       or higher—and nearly one third (31%) have an HHI2 of $90,000 or higher.
www.samimmersive.com

                       Esports fans are known for their passion, commitment to viewership, loyalty, and
                       interest in play themselves. For non-endemic brands there are multiple appealing
                       ways to engage these fans. From product placement in live streams to team
                       sponsorship to league sponsorship the opportunities are open.

                                                                                                             61% of esports fans live in households with 3+ people – while
                                                                                                             esports may be their personal hobby, they are part of (and making
                                                                                                             purchase decisions for) a household/family. (Nielson)

                                                                                                             7 in 10 esports fans are male; further, male fans tend to live stream
                                                                                                             esports content more frequently than their female counterparts.
                                                                                                             However, nearly 1 in 4 female fans still stream at least weekly. To
                                                                                                             characterize all esports fans as Millennial males would be far too
                                                                                                             simplistic. (Nielson)

                                                                                                             Esports fans are avid streamers who also watch linear TV and
                                                                                                             are consuming content via all sorts of different screens.
                                                                                                             Interestingly, female esports fans are watching 15% more TV on average
                                                                                                             than their male counterparts. (Nielson)
ESPORTS & BRANDS Powered by - One of the Fastest Growing Global Industries - SAM immersive
Leagues + Competition                                                                                                       One of the biggest differences between a
                                                                                                                                                        pro sports league like like the NBA and a
                               The ecosystem of esports is a multifaceted one with publishers/developers,                                                pro gaming league like Major League
                               league organizers, and tournaments working together to create competitive                                                Gaming (MLG) is, of course, that the latter
                               game-play situations.                                                                                                        covers multiple games. (Recode)

                               Every competitively played esports title (game) has at least one official pro-
                               league. Some titles (games) have multiple pro-leagues and competitions.
                               Some publishers/developers host their own leagues and championships,
www.samimmersive.com

                                                                                                                                                         The international fandom of eSports is
                               while others work with organizations to license their titles.                                                            heavily splintered, and the jury’s still out
                                                                                                                                                         on who really “owns” it. Is it MLG, well-
                                                                                                                                                        known to pro gamers in the U.S.? Is it the
                       Below Blake Robbins of Ludlow Ventures explains the difference between Organizers and Publishers. This helps to understand how
                       leagues and competitions are created:
                                                                                                                                                         Europe-based Electronic Sports League,
                       Organizers:                                                                                                                       or ESL, which is preparing to challenge
                       In esports, there are a lot of tournament and league organizers. Most of the organizers listed have                                   MLG on its home turf? (Recode)
                       direct support from the game publishers, thus they receive assistance with marketing these events.
                       League of Legends Championship Series, LCS, is a unique league as it is directly organized and run
                       by the gaming publisher themselves.
                       For other games, it is quite common to compete in a variety of leagues and tournaments. In
                       Counter-Strike, for example, you will see professional teams compete in ELEAGUE, Dreamhack,
                       Esports Championship Series, ESL, and MLG events throughout the year.                                                                    League of Legends is an
                       Publishers:                                                                                                                         interesting case as the publisher
                       There are thousands of game publishers; however, for the sake of simplicity, there are only a handful of                            (Riot Games) run all professional
                       publishers that have successfully focused on competitive gameplay and reached a critical mass.                                          leagues and tournaments
                       Publishers play an extremely critical role in whether games will be played competitively as they have
                                                                                                                                                                     themselves.
                       full control over gameplay, customizability, and the community involvement.
                       Without publishers, there would be no esports. They ultimately control all intellectual property and
                       have fortunately allowed their gameplay to be streamed and recorded.
ESPORTS & BRANDS Powered by - One of the Fastest Growing Global Industries - SAM immersive
Key Publishers + Leagues
                                                                                                                                                                   Leagues
                                    Publishers                                                 Highlights                                                   Dreamhack
                       Riot                                            MLG is one of the fastest growing digital networks worldwide, the most recognized
                                                                                                                                                            MLG
                                                                       brand in eSports and pioneer of the competitive gaming industry. Activision |
                       Activision | Blizzard                           Blizzard acquired MLG in 2016. MLG currently works with game publishers and          ESL
                       Epic Games                                      developers such as Riot Games, Hi-Rez Studios, Valve, Microsoft, Warner Bros.
                                                                                                                                                            LOL
www.samimmersive.com

                       EA                                              Games, Ubisoft, Nintendo, and Take-Two Interactive. They host several pro-leagues
                                                                                                                                                            EVO
                                                                       and competitions.
                       Ubisoft                                                                                                                              ECS
                       Supercell                                       Blizzard Blizzard Entertainment® is a premier developer and publisher of
                                                                                                                                                            ESEA
                                                                       entertainment software. Blizzard is a developer of upwards of 20 video games.
                       Wargaming.net                                   They host several leagues and tournaments for their games, as well as work with      ELEGUE
                       CapCom                                          other associations to host leagues and tournaments. Their main esports leagues
                                                                                                                                                            OWL
                       Super Evil Megacorp                             are for Overwatch, Heroes of the Storm, Hearthstone, World of Warcraft, and
                                                                                                                                                            The International
                                                                       Starcraft II.
                       Valve                                           ESL is the world's largest esports company, and the oldest professional              Intel Extreme
                       Hi-Rez Studios                                  esports organization that is still operational. ESL hosts competitions
                                                                                                                                                            Masters
                                                                       around the globe, partnering with publishers such as Blizzard
                                                                       Entertainment, Riot Games, Valve Corporation, Microsoft,
                                                                       Wargaming.net and multiple others to facilitate thousands of gaming
                                                                       competitions annually. ESL competitors are supported on both
                       The League of Legends World Championship        national and international levels.                                                   In 2017, there were 588 major
                       is the annual professional League of Legends                                                                                         esports events that generated an
                       world championship tournament hosted by                                                                                              estimated $59 million in ticket
                                                                       Intel® Extreme Masters is the longest running global pro gaming tour in the world.
                       Riot Games. In 2017, the finals were                                                                                                 revenues, up from $32 million in
                       watched by 60 million people.                   Started in 2006 by ESL, the competition features Counter-Strike: Global Offensive,
                                                                                                                                                            2016. (Newzoo)
                                                                       StarCraft II and League of Legends tournaments across multiple continents.
ESPORTS & BRANDS Powered by - One of the Fastest Growing Global Industries - SAM immersive
Everyone is Buying into Esports

                        Not only are endemic and non-endemic brands make esports plays, but celebrities, Venture Capitalist, former sports stars, and
                        established traditional sports franchises are procuring teams and sponsorships. For the NBA 2K 18 inaugural season 17 of the
                        30 NBA teams have started their own 2K teams/leagues.

                                                                                               Multiple NHL, MLB, NBA, and MLS
www.samimmersive.com

                                                                                               Franchises are creating or buying esports
                       Recently, “Twitch broke its record for most-viewed stream by a single   teams.
                       player when pro-gamer Tyler “Ninja” Blevins assembled an unlikely
                       supergroup to play the wildly-popular sandbox shooter Fortnite.
                       Ninja was joined by NFL rookie turned gamer JuJu Smith-Schuster ,                      Musician, record producer, and music executive,
                       rapper Travis Scott, and — drum roll please — pop superstar Drake. At                  Steve Aoki invested in Team Rogue.
                       its peak, the stream was trending on Twitter and hit 628,000
                       concurrent viewers, smashing the previous record of 388,000 viewers
                       for a single-player stream . (The Verge )                               Former NBA star Rick Fox, owns the
                                                                                               esports organization Echo Fox.

                                                                                                                     The Philadelphia 76ers, own the majority
                       Magic Johnson is a co-owner of the investment group aXiomatic,
                                                                                                                     share in Team Dignitas.
                       which in September acquired controlling ownership to one of the top
                       esports organizations in the world, Team Liquid.
                                                                                               Shaquille O’Neil , Jimmy
                                                                                               Rollins, and Alex Rodriguez
                                                                                               bought Team NRG.
ESPORTS & BRANDS Powered by - One of the Fastest Growing Global Industries - SAM immersive
Key Teams                                            Key Brand Team Sponsors
                       Many of the top teams are also multi-game organizations. Just how
                       different leagues and tournaments host multiple games, many teams                       Non-Endemic
                       have separate teams for different game titles all playing under the   Audi - Astralis
                       same umbrella name.
                                                                                             Monster Energy - Team Liquid, Evil Genuses,
                                                                                             Alliance, Team Envyus, Fnatic, and Vici Gaming

                                                                                             Red Bull- Tempo Storm and OG
www.samimmersive.com

                                                                                             Mountain Dew- Team Dignitas, Splyce, and
                                                                                             Team SK Gaming

                                                                                             T-Mobile- TSM and Cloud9

                                                                                             Visa- Splyce

                                                                                             Pepsi’s Adrenaline Rush- Virtus.pro

                                                                                             Gilette- EDward Gaming

                                                                                             Hot Pockets- Cleveland Cavaliers NBA 2K Team
                                                                                             (Many additional sponsors are expected to come
                                                                                             on for teams as the NBA 2K 18 League kicks off it’s
                                                                                             inaugural season)

                                                                                             Snickers- FlyQuest
ESPORTS & BRANDS Powered by - One of the Fastest Growing Global Industries - SAM immersive
League of Legends Championship Series (LCS)
                                                           North America Brand Sponsorships
                        LCS NA is one of the largest esports leagues, LCS NA is a league dedicated to the game League of Legends (LOL). The publisher of LOL, RIOT, hosts all of it’s own professional
                       leagues and competitions. We are breaking out the newly announced Spring Season LCS NA brand sponsors as a visual example of how brand can sponsor a specific league.
www.samimmersive.com
www.samimmersive.com   Key Non- Endemic Brands Involved in Esports
Breakout of Q1
                           2017
                           Brand
                        Sponsorships
www.samimmersive.com

                       Esports is a fast-growing industry with
                       an ever-changing topography of
                       sponsors. Brand involvement is
                       multiplying every quarter and most
                       brands are renewing prior
                       sponsorships. The table to the right is
                       a highlight of brands from the first
                       quarter of 2017.
Brand Opportunities
                                                              Sponsor Esports Leagues & Tournaments
                       Example: In 2016, Mountain Dew, which Pepsico owns, created the Mountain Dew League (MDL), a professional competitive gaming league designed to help amateur
                       gamers become pros. In partnership with ESL, the world’s largest esports company, Mountain Dew and E-Sports Entertainment Association League (ESEA) provide
                       amateur gaming teams the opportunity to qualify directly for a place in the ESL Counter-Strike: Global Offensive (CS:GO) Pro League. (Venture Beat)
www.samimmersive.com

                       Example: As a part of its sponsorship with the Overwatch League, SOUR PATCH KIDS brand—the country’s #1-selling sour candy—will bring fans content that will air
                       during the Overwatch League season-one livestream. Fans on-site at Blizzard Arena Los Angeles also will be able to enjoy a branded experience, digital-board
                       messaging, branded thundersticks to cheer on their favorite teams, and of course free SOUR PATCH KIDS candy at select matches. (Business Wire)

                       Sponsor a Team or Player                                           Create Brand                                    Content + Influencers
                       Example: Pepsi’s Adrenaline Rush brand signed                                                                     Research media company digitalsurgeons on the
                       a partnership with ESforce Holding, which owns
                       Russian eSports team Virtus.pro. The 1-year deal
                                                                                           Experiences                                   importance of using popular streamers for brand
                                                                                                                                         promotion and content creation:
                       includes the usual jersey logo across their teams      One way to test the waters of Esports is to create
                                                                                                                                         On influencers/streamers: What better way than
                       and athletes in Counter-Strike, League of              branded experiences. As opposed to sponsoring an
                                                                                                                                         to let the Michael Jordans of gaming do some of
                       Legends, Hearthstone and Dota 2. (The Next Level       entire tournament or leagues, these experiences can
                                                                                                                                         that talking and relationship building for you? Each
                       Media)                                                 be on a much smaller scale. From viewing parties to
                                                                                                                                         of these influencers have tremendous amounts of
                                                                              VIP rooms at events to experimental brand
                                                                                                                                         loyal followers, who see them as a source of
                       Example: Team Liquid has signed its first non-         installations these are great way to reach fans.
                                                                                                                                         valuable information pertaining to their favorite
                       endemic sponsor, Monster Energy. The energy                                                                       eSport.
                       drink maker is working with the team and its           Example: Coca Cola’s viewing parties which offered
                                                                                                                                         On Content: An effective way of getting the eyes
                       players just as it does with extreme athletes          fans the chance to see the League of Legends World
                                                                                                                                         of the eSports community exposed to your brand is
                       around the world. Team Liquid’s director of            Championships (held in Los Angeles) in 200 cinemas
                                                                                                                                         to create compelling videos around the eSports
                       operations, Mike Milanov, told [a]listdaily that the   across Europe, Canada and US in realtime. The
                                                                                                                                         they're interested in, where your brand takes a back
                       energy drink category is very important to Team        purpose was to recreate the excitement and the
                                                                                                                                         seat to the content itself. eSports fans appreciate
                       Liquid because these companies are sponsoring          atmosphere for those fans unable to see the real deal
                                                                                                                                         the brands who bring them valuable content that is
                       events and teams around the world. ([a]list)           live. (SevenVentures)
                                                                                                                                         relevant to their interests.
Mountain Dew                                                    Coca-Cola                                                   Snickers
                       Mountain Dew has made major plays in the esports       Coca-Cola is another huge player in the esports world.
                                                                                                                                           Snickers is a great example of another non-
                       industry. They sponsor an amateur league to help       Coca-Cola does not sponsor any teams, but supports
                                                                                                                                           endemic brand moving into the world of
                       players on the path to the pro-leagues, three pro-     multiple leagues, tournaments, live fan events, and
www.samimmersive.com

                                                                                                                                           esports.
                       teams, and have an Esports dedicated Twitch            content creation. Coca-Cola has a global head of
                       channel.                                               esports and is dedicated to the growth of this sector of
                                                                                                                                           They made a splash in 2016 when Snickers
                                                                              the market for their brand strategy. Coca-Cola’s Twitter
                                                                                                                                           became a sponsor or Eleague. Snickers was an
                       Mountain Dew has been a major player in the            account, @CokeEsports, engages over 354,000
                                                                                                                                           official marketing partner with Turner and WME
                       gaming world since 2003, not only by introducing       followers each day, growing by 100,000 in just a year.
                                                                                                                                           IMG’s joint esports venture.
                       its signature Game Fuel flavor but by initiating
                       partnerships with popular titles, systems and          The soda giant sponsors the League of Legends World
                                                                                                                                           As of March 2018 Snickers is the official
                       gaming platforms such as Twitch. Mountain Dew will     Championship, one the largest eSports competitions
                                                                                                                                           sponsor of season 5 of the Rocket League
                       continue to push boundaries and explore new            on earth. But to take it a step further, Coca-Cola and
                                                                                                                                           Championship Series.
                       territories in gaming to be able to provide casual,    Riot Games partnered with some cinemas to host more
                       amateur and professional gamers with unique            than 200 simultaneous viewing parties for the 2016
                                                                                                                                           Earlier this year in Jan. 2018, Snickers
                       experiences, trainings and opportunities. (Mountain    League of Legends World Championships throughout
                                                                                                                                           announced it will be sponsoring team FlyQuest
                       Dew Press Release)                                     the U.S., Canada, and Europe. (Business Insider)
                                                                                                                                           for the 2018 North American League of
                                                                                                                                           Legends Championship Series. The team will
                       Mountain Dew and Immortals just announced their        Coca-Cola’s head of global eSports,
                                                                                                                                           have the Snickers logo on their jersey’s. In
                       landmark deal! They are planning on an array of        Alban Dechelotte told [a]listdaily that, from a brand
                                                                                                                                           addition speculation has been made that the
                       digital and live activations, including extensive      perspective, there’s a greater ability for brands to be on
                                                                                                                                           team will create lighthearted fan-based content
                       programming on Mountain Dew’s Twitch channel.          stage in eSports than anywhere else in gaming in the
                                                                                                                                           that will more than likely be released under the
                       Immortals’ players from multiple games, including      past. “Fans love that Coke is engaged with them and
                                                                                                                                           Snickers name.
                       Super Smash Bros., Dota 2, and the newly               recognizes the popularity of eSports,” Dechelotte said.
                       announced Immortals Mobile division, with teams in     “They love being invited to live events, whether it’s
                       Arena of Valor and Clash Royale, will be prominently   through an activation in movie theaters for League of
                       integrated into Mountain Dew branded esports           Legends or connecting with fans live at the League of
                       events, including Dew Tour and Mountain Dew            Legends world championship—which we see as the
                       League, currently in its third year of operation.      Super Bowl of eSports.”
Target Audience = Loyal Consumers for Life

                           As stated previously, esports hits the sought after consumer demographic of Millennials
                           and is set to appeal to Get Z. With the right approach brands can gain loyal consumers at
                           a young age through esports and keep them for life.
www.samimmersive.com

                           Gillette and Dollar Shave Club both recognized the potential in sponsoring esports teams,
                           leagues, and tournament.

                           According to multiple online sources, Most young men start shaving around the age of 15.
                           The Next Level notes, “Assuming a life expectancy of 80, that’s 65 years of potential
                           revenue, with a ridiculous LTV (Lifetime Value) and makes sense for CPG Brands to invest
                           in eSports with its core male audience.”

                           According to a study by Statistia released in 2018, in 2010 Adults age 18-44 were the
                           highest percent of consumers of chocolate. This age range is the main demographic of
                           the esports market.
Why Non-Endemic Brands Should Jump Into Esports

                       In esports, Coke and Red Bull have been the      According to ESL’s 2017 achievement                   Turtle Wax, a brand which has absolutely
                       innovative non-endemics who were first to        summary they had Non-endemic revenues                 nothing to do with competitive gaming, has
                       market and have led in helping grow the          grow from 17% to 28% of total sponsorships            paved an organic path into the space by way
                       scene.                                           for ESL .                                             of their team partnership and content
                                                                                                                              creation, and continues to reside naturally.
www.samimmersive.com

                       The first questions we are usually asked by                                                            (Huffpost)
                                                                        This trend isn’t new to 2018 since it’s technically
                       non-endemic brands looking to invest in          already happening. Companies
                       esports are ‘what other brands are involved?’,   like BMW, Mercedes-Benz, Jack in the                  Chipotle went from outsider to fan favorite in
                       ‘what are they doing? and ‘who is doing it       Box, Intel, Snickers, Coca-Cola and others are        record time, because its involvement was
                       well and what examples can you show me?’.        diving into the space, innovating across an
                                                                                                                              genuine, and now Chipotle is a new endemic
                       This was no different to cycling in the UK 10    industry that has already generated $1.5 billion
                                                                                                                              in the space. (Media Post)
                       years ago. -Malph Minns, founder of Strive       in 2017 alone. At this rate, esports is projected
                       Sponsorship, which specializes in sport,         to bring in $2.3 billion by 2022, according to
                                                                        statistics company SuperData.                         What has me surprised me at Super
                       music, esports and film partnerships.
                                                                        What we will see in 2018 is the accelerated pace      League the most is how many non-
                                                                        of new brands entering the space and the
                                                                                                                              endemics want to talk to us about our
                       The “gamer” stereotype is outdated and this      sophistication and reach of these partnerships.
                                                                        No longer is the market so fragmented that
                                                                                                                              youth product. It validates that so may
                       audience is one that brands should covet.
                                                                        brands can’t get a good read on their ROI.            brands want to get on esports and talk to
                       According to Nielsen’s latest Total Audience
                                                                        Stability and projected longevity from entities       mainstream gamers, but don’t have a lot of
                       Report, average household income for
                                                                        like Overwatch League and Riot’s League               positive access points to reach them.
                       esports fans is nearly $65,000, which is         Championship Series will offer brands more            Super League’s super accessible wrapper
                       greater than that of some major sports           visible, global, robust platforms from which to       around gaming and gamers provides that
                       leagues, including NASCAR and MLS. This          activate and leverage their sponsorships. (Taylor)
                       consumer is educated, employed, incredibly                                                             marketing channel in a way that is low risk
                       savvy, and has no geographical limitations.                                                            for a brand. - Ann Hand CEO Super League
                       (Huffpost)                                                                                             Gaming
Louisa Spring

                                       Ms. Spring is an accomplished C- level executive
                                       in immersive media and gaming. Entrepreneur,
                                       gamer, lawyer, producer, she has moved the
                                       needle at every VR company she has worked with
                                       including facilitating deals with Intel, Oculus and
                                       Walmart with Spatialand which resulted in a
                                       successful acquisition. Ms. Spring has worked on
www.samimmersive.com

                                       award winning VR campaigns for Mini-Cooper and
                                       NYTVR, the award winning game Firebird: La Peri
                                       and other PC and VR games around the world. As
                                       a TV producer Ms. Spring has worked with Far
                                       Moor, (successfully acquired by Endemol), and
                                       William J. Macdonald, (Rome) as well as
                                       representing Sir Roger Moore, John Rhys-Davies
                                       and Christopher Judge. She's a former member of
                                       the board of BAFTALA, and practiced law in
                                       London.

                                       Judge for the AICP Virtual Reality Awards 2016,
                                       speaker on Virtual Reality and Storytelling at the
                                       Silicon Valley Virtual Reality Conference 2016,
                                       Silicon Valley Comicon panel on VR 2016,
                                       moderator of Women in Virtual Reality at Digital
                                       Hollywood 2016, 2017 Spring and Fall, speaker at
                                       AWE 2016 on storytelling and VR, organised
                                       inaugural Women In Virtual Reality for Women In
                                       Film. Judge VR FEST 2018, speaker at VR FEST
                                       2018, moderator at Amusement Expo 2018.
You can also read