Mini Briefing Pack March 2019 - caytoo
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ESPORTS SUMMARY 2 The following presentation is a brief look at eSports and what the future holds for the global phenomenon. • Professional eSports organisers and game publishers organise over 500 leagues and competitions every year for individuals and teams to compete in. • Teams consist of the world’s best professional gamers who compete around the globe in game specific leagues and competitions. • In 2018 the eSports audience was 380 million people worldwide. This is expected to grow to 600 million by 2023. • eSports viewership and prize money has already surpassed those of well-established sporting competitions worldwide. • Total eSports revenue in 2019 is expected to be more than $1b with sponsorship being the main driving force behind this astonishing amount. • eSports teams and competitions have already attracted sponsorship from major global brands. • Traditional sports like football, basketball and motor racing have the opportunity to attract a new generation of fans via simulation sports games. • Current trends include the rapidly expanding Asia eSports following and the rise of mobile eSports with participation via mobile phone devices.
ESPORTS 3 eSports, short for electronic sports, is professional, competitive video gaming. Just as conventional sports hold tournaments for the world’s top players to compete in for cash prizes and prestige, eSports do the same. Individuals or teams of gamers come together in front of live and online audiences to battle in competitive video games such as League of Legends or Call of Duty. Streaming services like Twitch allow viewers to watch their favourite gamers play in real time, and this is typically where popular gamers and teams build up both reputation and following. The first official video game competition on record occurred at Stanford University on October 19, 1972. That event invited players to compete in a game called Spacewar; the prize being an annual subscription to the Rolling Stone Magazine. In 1980, video game competitions hit the mainstream with Atari’s Space Invaders Championship. The event attracted over 10,000 players and helped bring video games out of the shadows as a niche product and firmly into the mainstream.
ESPORTS KEY COMPETITION STRUCTURE 4 Below is a snapshot of some of the world’s most prestigious leagues and competitions There are now over 500 eSports competitions played all over the world, throughout the organised by professional eSports organisations and game publishers. The ESL, MLG, year, and are easily accessible for fans to stream online, attend live events and watch on ELeague and DreamHack are specialised eSports organisers. Whilst the leagues selected broadcasted TV networks. Regardless of everything else involved in the broad and competitions are well established the actual locations of the live events are world of video games, spectator appeal will decide whether a game can become a often rotated. For example, over the last four years, the League Of Legends World favourite eSport or not. New games are constantly created by publishers, however Championship finals events have taken place in Berlin, Los Angeles, Beijing and last year the popularity and potential to be a renowned eSports game is dependent on how in Incheon, South Korea. receptive fans are to each game. eSports Electronic Sports Major League Valve Riot Games E League DreamHack League (ESL) Gaming (MLG) Corporation Type: Publisher Type: Organiser Type: Organiser Type: Organiser Type: Organiser Type: Publisher Founded: 2006 Founded: 2016 Founded: 1994 Founded: 2000 Founded: 2002 Founded: 1996 ESL Intel ESL Overwatch Call of Duty DOTA 2 League of Legends Tekken Team Rocket League DreamHack Starcraft 2 DreamHack One Extreme Pro League World The International World Championships Championship Open CS:GO Championship Fighting Masters League League Series Games Championships Street Fighter CS:GO DOTA 2 Rocket League Invitational Invitational Dream League Pro Circuit ORGANISERS/PUBLISHERS COMPETITIONS
ESPORTS KEY TEAMS 5 Here are some of the most well renowned eSports teams based on prize money Team Liquid Virtus.pro earnings and social media following across Instagram, Twitter, Facebook, Youtube Location: Holland Location: Moscow, Russia Founded: 2000 Founded: 2003 and Twitch. There are approximately 500 professional eSports teams, with 70 teams Games Played: Hearthstone, Counter Games Played: Dota 2, Counter Strike, having accumulated $1m in prize money. Strike, Dota 2, Street Fighter, Super Smash Paladins, Artifact, Fortnite Bros, Fortnite, Call of Duty, Artifact Players: 22 Players: 56 Earnings: $12.2 million Earnings: $25 million Social Following: 1.2 million Social Following: 1.9 million Sponsors: Megafon, Mr. Cat, DXRacer, Fnatic Sponsors: Monster Energy, SAP, Honda, Fragstore, Pari Match Evil Geniuses Location: London, UK Twitch, Jersey Mike’s Subs, HyperX, Location: California, United States Founded: 2004 MAxnomic by Need for Seat Founded: 1999 Games Played: Clash Royale, Counter Games Played: Call of Duty, Dota 2, Super Strike, Dota 2, FIFA, Fortnite, League of Smash Bros, Rocket League, Rainbow Six, Legends, Rainbow Six, Street Fighter Battlegrounds, Street Fighter Players: 54 Players: 19 Earnings: $12.5 million Earnings: $21.1 million Social Following: 5 million Social Following: 1.1 million Sponsors: OnePlus, Rivalry, Chillblast, Sponsors: Monster Energy, Xfinity, Monster Energy, DXRacer, Newzoo, Steelseries, Aorus, AMD, Twitch, Need for Strafe, Fnatic Gear, AMD SK Telecom T1 Seat, Design by Humans Location: Seoul, South Korea Founded: 2002 Games Played: League of Legends, Battlegrounds, Hearthstone Players: 17 Cloud9 Natus Vincere Earnings: $8.5 million Location: Kiev, Ukraine Social Following: 1.5 million Location: California, United States Founded: 2009 Sponsors: SK Telecom, Pocari Sweat, Founded: 2013 Games Played: Dota 2, Counter Strike, New Balance, Corsair, Razer, KLevv Games Played: British Hurricane, Counter Battlegrounds, Fortnite, Paladins Memory Strike, Fortnite, Hearthstone, League of Players: 21 Legends, London Spitfire, Battlefields, Earnings: $8.3 million Rocket League, Rules of Survival, Super Smash Bros SK Gaming Social Following: 2.7 million Location: Germany Sponsors: GG Bet, HyperX, Monster Players: 92 Founded: 1997 Energy, Omen by HP, DXRacer, Fragstore, Earnings: $8.3 million Games Played: Clash Royale, FIFA, NVIDIA, Newzoo Social Following: 2 million Sponsors: Red Bull, Omen by HP, Hearthstone, League of Legends, SMITE HyperX, U.S Air Force, Secret Lab, Twitch Players: 23 Earnings: $5.5 million Social Following: 1.3 million Sponsors: T-Mobile, Razer, Sennheiser, Mountain Dew, Mercedes Optic Gaming G2 eSports eSports teams are made up of the best professional gamers from around the world Location: Texas, United States Location: Berlin, Germany Founded: 2006 Founded: 2013 and specialise in specific games. Team Liquid, for example, competes in Counter Games Played: Call of Duty, Counter Games Played: League of Legends, Strike, Fortnite, Gears of War, League of Counter Strike, Hearthstone, Fortnite, Strike, League of Legends, Hearthstone, StarCraft, Dota 2 and Street Fighter, all of Legends, Overwatch, Battlegrounds Rainbow Six, Rocket League, Clash Players: 53 Royale, Battlegrounds, Super Smash Bros which require different skill sets and strategies. In addition, they also encompass a Earnings: $7.4 million Players: 67 wide range of game types, from shooters to multiplayer online battle arenas (MOBAs) Social Following: 5.8 million Earnings: $4.8 million Sponsors: Mountain Dew, Turtle Beach, Social Following: 1.1 million and fighting games. DXracer, Scuf Gaming Sponsors: Logitech, AOC, AORUS, paysafecard, Need for Seat, Twitch, eSport Management SOURCE: ESPORTS EARNINGS; SOCIAL CORRECT AS OF 25/02/19
ESPORTS AUDIENCE 6 Audience figures and predictions are based on eSports enthusiasts who watch eSports Global Audience Demographics more than once a month and occasional viewers who watch less than once a month. (gender, age & location) Therefore eSports Audience equals eSports Enthusiasts and Occasional Viewers combined. Global eSports Audience 16-24 38% (millions) 25-34 35% 600 35-44 19% 45-54 6% 555 29% 71% 55-64 3% 511 466 422 380 335 18% Europe 281 14% 53% North America Asia 2016 2017 2018 2019E 2020E 2021E 2022E 2023E SOURCE: BUSINESS INSIDER INTELLIGENCE ESTIMATES; NEWZOO, 2018 SOURCE: GLOBAL WEB INDEX, 2017. NEWZOO.
ESPORTS AUDIENCE COMPARISON 7 In 2018 the League of Legends World Championship had 99.6 million unique viewers. 2018 Prize Money across major sports For context, this reaches nearly the same highs as the 2019 Super Bowl. Invictus ($ millions) Gaming, a Chinese team, was the driving force behind the recent high viewership of the 2018 League of Legends World Championship Final, as previous years were dominated by South Korean teams. TOUR DE FRANCE 2.6 MELBOURNE CUP 5.2 League of Legends v. recent sporting events LEAGUE OF LEGENDS WORLD CHAMPIONSHIP eSports 6.4 LEAGUE OF LEGENDS OTHER SPORTS NHL STANLEY CUP 7 INDIAN PREMIER LEAGUE 8 MONACO GRAND PRIX 120 THE MASTERS 11 110 US OPEN 12 ICC CRICKET WORLD CUP 14 99.6 WIMBLEDON 17.1 VIEWERSHIP (MILLIONS) FIFA CONFEDERATIONS CUP 20 58 DOTA 2 THE INTERNATIONAL eSports 25.5 43 FIFA CLUB WORLD CUP 28 36 NBA FINALS Increased media rights deals and sponsorship has seen prize money in eSports increase significantly over the last few years. The international prize pool in 2018 was 8 $25.5m, significantly more than a number of recent sporting events including the 2017 FIFA Confederations Cup, 2018 US Open (Golf), The 2018 Masters Tournament 31 and cricket’s biggest T20 competition, the Indian Premier League. 2015 2016 2017 2018 YEAR SOURCE: FIFA, GAMESPOT, WIMBLEDON, TOTAL SPORTEK, SPORTS ILLUSTRATED, PGA, IPL, NHL, SOURCE: RUGBY WORLD CUP, INDEPENDENT, RIOT GAMES, THE TELEGRAPH, CBS ESPORTS EARNINGS, VICTORIA RACING CLUB, TOUR DE FRANCE
ESPORTS REVENUE AND GROWTH 8 eSports revenue over the last 3 years has shown significant growth, particularly for media rights and sponsorship. 2019 revenues are expected to reach an impressive $1.1 billion, with sponsorship and media rights accounting for 65% of the total revenue. Other components TOTAL REVENUE contributing to eSports revenue are merchandise & tickets, publisher fees and advertising. SPONSORSHIP & MEDIA RIGHTS From 2016 to 2019, eSports sponsorship is expected to increase by 170% to $456.7 million. The driving force behind this amount is the recent increase in non-endemic brands like Mercedes, Nike and Coca Cola investing in eSports in order to reach a very specific audience who are often hard to reach. The growing number of eSports fans offer brands the opportunity to reach a global, predominantly millennial, male audience. 1.1 1 0.9 0.8 0.7 REVENUE ($ BILLIONS) 0.6 0.5 0.4 0.3 0.2 0.1 2016 2017 2018 2019 (E) YEAR SOURCE: NEWZOO
ESPORTS SPONSORSHIP BREAKDOWN 9 50 of the biggest eSports teams’ sponsors have been analysed to gain a better There is clear evidence that emerging eSports markets are attracting sponsorship from understanding of the types of brands investing in eSports. Of the 261 team sponsors, major global brands. Analysis of the League Of Legends competition events in Asia and 159 are endemic to eSports leaving the remaining 39% non-endemic brands. When Latin America shows that sponsorship is not restricted to minor, domestic brands, but by comparing the top 10 teams (see page five of this document) to the next 40, there is multinationals keen to push their brand into developing markets. a notable difference with non-endemic brands partnering the more successful teams. Sponsorship Breakdown for Top 50 eSports Teams % Non-Domestic Sponsorship (League of Legends) Do ic m m Non-Ende es Non-Dom tic 39% emic 61% 69% 31% nd E es tic SOUTH AMERICA ASIA Comparing Endemic and Non-Endemic Sponsorship: Top 10 eSports teams v. next 11-50 Brazllian League of Legends League 100% Non-Endemic Endemic League of Legends Latin America League 100% League of Legends Pro League China 80% Top 10 Teams 48% Top 10 Teams 52% League of Legends Mid Season Invitational 67% The Kuala Lumpur Major 57% The Rest 36.5% The Rest 63.5% League of Legends Korea 25% ENDEMIC SPONSORSHIP DEFINED AS SPONSORSHIP BY BRANDS WHO ONLY SELL PRODUCTS WITHIN THE VIDEO GAMING INDUSTRY.
ESPORTS AND SPORTS 10 Following the emergence of eSports over the last decade, sports like football, basketball and motor racing now have an opportunity to attract a new generation of fans through simulation games like FIFA, NBA 2K and Formula 1. For sports rights holders and their brand partners, a key element to the appeal of eSports is that with no physical assets required there is effectively no barrier to entry. It offers an effective route to penetrate markets their sport does not currently have a foothold in, enabling them to reach new audiences. FIFA Formula 1 NBA 2K • In 2014, EA cited data from an ESPN sports poll • The 2018 Formula 1 eSports Series had over • The NBA recently announced that people who stating 34% of Americans became football fans 100 million social media impressions, 20 million purchase real-life player jerseys will receive in- after playing FIFA. online video views and was watched live by 4.4 game rewards for NBA 2K’s MyTeam and million people. MyPlayer modes, highlighting the connection • 34% of FIFA gamers in the US said they the NBA makes with the NBA 2K video game. became football fans after playing the video • 14% of regular viewers under the age of One is an advertisement for the other. game, with 50% taking more of an interest in 25, Formula One can utilise the F1 eSports the sport having played it. Series to boost its appeal to a younger audience. SOURCE: MALLORY GROUP, ESPN, EA SPORTS, NBA
ESPORTS TRENDS 11 Mobile eSports Interaction between traditional sports and eSports Influence Streamers Mobile gaming, which takes place on mobile There is increasing interaction between Since broadcasting game sessions is a natural phones, is currently the fastest growing area of eSports and traditional sports. eSports titles part of their career, eSports players will often gaming. This naturally extends to eSports, with that are developed on the basis of traditional provide advertising space on their streams for mobile eSports estimated to be a $60bn market sports help to bring a newer generation of fans teams and brands. Monetised by a combination in 2019 driven by developed franchise structures, to the traditional sports fan base and vice versa. of adverts and subscriptions, some of the players professional leagues and live stadium events, are becoming genre stars in their own right, led attracting millions of viewers. by the Fortnite-playing Ninja, who currently has over 13 million followers on Twitch. Recognition of eSports as an official sport Opportunities for Brands Southeast Asia to Continue Rapid Growth eSports players are starting to be recognised Brands can leverage eSports to reach dedicated Southeast Asia is 2019’s eSports region to as athletes. The International Olympic Committee audiences in new markets, especially via live look out for. The region boasts the fastest - (IOC) has recognised eSports as a sporting streaming and social media versus traditional growing esports audience, which will reach 31.9 activity and was introduced to the 2018 Asian broadcast. Activation requires careful million in 2019. Competitive games like Starcraft Games as a demonstration sport. Tokyo 2022 consideration with a focus on merchandise and and Dota 2 will be medal sports at the 2019 could see the official debut of eSports, however content, particularly downloadable content. Southeast Asian Games. the introduction of an official world regulated In FIFA 19, Adidas released a special “digital” governing body will determine the outcome. 4th kit for several teams in the game. This complemented the 3 kits they manufacture in real life, which also featured in the game.
12 to obtain the full eSports Briefing Pack and for more information about caytoo contact ellen@caytoo.co.uk
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