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© mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved.
TAKING ESPORTS MAINSTREAM VIA MOBILE
FEBRUARY 2016
© mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved.
what is an ESPORT?
© mobcrush 2016. all rights reserved.
DEFINITION
An eSport is a term for organized multiplayer video
game competition, particularly between professional
players.
w w w.mobcrush.com
© mobcrush 2016. all rights reserved.
eSports players are multicultural, multilingual and diverse
© mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved.
HOW BIG IS ESPORTS?
© mobcrush 2016. all rights reserved.
ESPORTS IS ALREADY RIVALING AMERICAN PRO SPORTS
© mobcrush 2016. all rights reserved.
League of legends worlds final 2015 in Berlin drew 36M viewers
© mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved.
Esports vs football (or Soccer)
w w w.mobcrush.com
World cup 2014 Brazil
1. 3.2B viewers on TV
2. 280M watched online or on mobile DEVICE
© mobcrush 2016. all rights reserved.
League of legends worlds final 2015 in Berlin drew 36M viewers
•	 73 games over 4 weeks
•	 334M total viewers
•	 Average concurrent viewers of 4.2M
esports is a massive business and
continues to grow
•	 sponosrships & advertising - $579M
•	 fantasy & eSports bet ting - $56M
•	 prize pools - $54M
•	 amateur & microtournaments - $28M
•	 merchandise - $17M
•	 ticket sales - $16M
w w w.mobcrush.com
© mobcrush 2016. all rights reserved.
asia continues to dominate but north America not far behind
•	 china and korea dominate asia esports market ($321M)
•	 north american - $224M (US is 96%)
•	 Europe - $172M
© mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved.
traditional sports networks and players
are enterting esports
© mobcrush 2016. all rights reserved.
why mobile will push esports
mainstream
© mobcrush 2016. all rights reserved.
© mobcrush 2016. all rights reserved.
Mobile games are becoming more immersive and designed to be watched
•	 Gamers don’t care what device we play on, whether it’s a PC, Xbox One, Nintendo DS, iPad Air or Samsung galaxy
•	 More developers are thinking about how to design and market a mobile game for spectators. This year will be the year where we will see
the first generation of mobile games created for the spectator in mind. At the same time, we will see more mobile game developers utilizing
streaming as means to acquire and engage users.
© mobcrush 2016. all rights reserved.
Mobile has massive market size and reach
•	 there are 2.1B people playing mobile games around the world
•	 PC gaming market: 700M gaming-capable PCs out of a global install base of 1.5B PCs
•	 Mobile will be over 3B touch screen devices that can run competitive mobile games like Vainglory by end of 2016
w w w.mobcrush.com
mobile is more accessible
1. Smartphones allow for immediate download of a
particular game
2. More emerging market consumers coming online due to
increased mobile phone penetration and data connectivity
© mobcrush 2016. all rights reserved.
Mobile means freedom and more social interactions
•	 You can take your mobile device anywhere or any time, and it opens up more interactions with players in real life or online.
w w w.mobcrush.com
Mobile is primed for digital
marketers and data-driven grow th
1. Mobile is the only ecosystem where you can truly track a
user’s lifecycle from discovery to conversion
2. Mobile game publishers, teams and event organizers can use
mobile platforms to bet ter understand users
© mobcrush 2016. all rights reserved.
What is holding mobile (& esports) back?
•	 game experience for spectators (Social & gameplay)
•	 network infrastructure and hardware fragmentation
•	 formalized esports organizations & regulations
•	 esports monetization options
© mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved.
thank you

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Taking eSports Mainstream via Mobile | Koh Kim

  • 1. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. TAKING ESPORTS MAINSTREAM VIA MOBILE FEBRUARY 2016
  • 2. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. what is an ESPORT?
  • 3. © mobcrush 2016. all rights reserved. DEFINITION An eSport is a term for organized multiplayer video game competition, particularly between professional players. w w w.mobcrush.com
  • 4. © mobcrush 2016. all rights reserved. eSports players are multicultural, multilingual and diverse
  • 5. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. HOW BIG IS ESPORTS?
  • 6. © mobcrush 2016. all rights reserved. ESPORTS IS ALREADY RIVALING AMERICAN PRO SPORTS
  • 7. © mobcrush 2016. all rights reserved. League of legends worlds final 2015 in Berlin drew 36M viewers
  • 8. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. Esports vs football (or Soccer)
  • 9. w w w.mobcrush.com World cup 2014 Brazil 1. 3.2B viewers on TV 2. 280M watched online or on mobile DEVICE
  • 10. © mobcrush 2016. all rights reserved. League of legends worlds final 2015 in Berlin drew 36M viewers • 73 games over 4 weeks • 334M total viewers • Average concurrent viewers of 4.2M
  • 11. esports is a massive business and continues to grow • sponosrships & advertising - $579M • fantasy & eSports bet ting - $56M • prize pools - $54M • amateur & microtournaments - $28M • merchandise - $17M • ticket sales - $16M w w w.mobcrush.com
  • 12. © mobcrush 2016. all rights reserved. asia continues to dominate but north America not far behind • china and korea dominate asia esports market ($321M) • north american - $224M (US is 96%) • Europe - $172M
  • 13. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. traditional sports networks and players are enterting esports
  • 14. © mobcrush 2016. all rights reserved. why mobile will push esports mainstream © mobcrush 2016. all rights reserved.
  • 15. © mobcrush 2016. all rights reserved. Mobile games are becoming more immersive and designed to be watched • Gamers don’t care what device we play on, whether it’s a PC, Xbox One, Nintendo DS, iPad Air or Samsung galaxy • More developers are thinking about how to design and market a mobile game for spectators. This year will be the year where we will see the first generation of mobile games created for the spectator in mind. At the same time, we will see more mobile game developers utilizing streaming as means to acquire and engage users.
  • 16. © mobcrush 2016. all rights reserved. Mobile has massive market size and reach • there are 2.1B people playing mobile games around the world • PC gaming market: 700M gaming-capable PCs out of a global install base of 1.5B PCs • Mobile will be over 3B touch screen devices that can run competitive mobile games like Vainglory by end of 2016
  • 17. w w w.mobcrush.com mobile is more accessible 1. Smartphones allow for immediate download of a particular game 2. More emerging market consumers coming online due to increased mobile phone penetration and data connectivity
  • 18. © mobcrush 2016. all rights reserved. Mobile means freedom and more social interactions • You can take your mobile device anywhere or any time, and it opens up more interactions with players in real life or online.
  • 19. w w w.mobcrush.com Mobile is primed for digital marketers and data-driven grow th 1. Mobile is the only ecosystem where you can truly track a user’s lifecycle from discovery to conversion 2. Mobile game publishers, teams and event organizers can use mobile platforms to bet ter understand users
  • 20. © mobcrush 2016. all rights reserved. What is holding mobile (& esports) back? • game experience for spectators (Social & gameplay) • network infrastructure and hardware fragmentation • formalized esports organizations & regulations • esports monetization options
  • 21. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. thank you