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