Sportyelektroniczne 10 2009 En Commentary

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    Sportyelektroniczne 10 2009 En Commentary - Presentation Transcript

    1. The "Sporty Elektroniczne" company was established in 2008 as a result of previous cooperation o f Wasyluk brothers with Turtle Entertainment (Electronic Sports League). For over 10 years we are interested in competition based on the multiplayer computer games and for 5 years we are professionally developing entertainment sector based on computer games in Poland, with particular attention to electronic sports, as a marketing tool. Our offer includes strategy of using computer games in the marketing communication of company, online communities management, content production or planning and organizing sponsor events for a wide audience and many other activities directed to fans of computer games as a form of entertainment in Poland. More information about the company are available at http://www.sportyelektroniczne.pl . commentary:
    2. SK Gaming is one of the oldest international esport organization. Its brings together the best and at the same time, most popular players of global games - disciplines. SK Gaming also trains young students of esports. The organization was established in 1997 under the name "Schroet Kommando" in Oberhausen, Germany. Today SK Gaming (with headquarters in Cologne and Stockholm) is dynamic company. Areas of activity include the management of professional players and a large Internet community, sales of company's gadgets and products of cooperating firms as well as organising promotional events around the world. The key to success is over 50 top esport players, who under the flag of SK Gaming successes worldwide. The film introductory to presentation can be downloaded at http:// ftp.gaming.pl/ESL_materialy_ogolne/1_SK_FightClub_movie1.mpg and watched on YouTube at http://www.youtube.com/user/eslpoland . commentary:
    3. Computer games are on time, popular and not exploited as a marketing environment. Playing next to the meetings with a friends, is for the young generation the most popular form of entertainment. eSport allows creation interesting, fresh and media attractive events. eSport allows create an unforgettable social's, portal's, event's and tv's content. Entertainment is adequate to the requirements and interests of the "electronic generation". Owing to games, you can combine the traditional channels of communication with the popularity and innovation of digital media and the same reach young consumers in modern and efficient manner, corresponding to their lifestyle. commentary:
    4. Poland is one of the largest countries of the European Union. It is, after all, growing economy, one of these, where economic growth potential is enormous. Poland is a country people educated, entrepreneurial and open to innovations in many aspects of life. More than thirty two million inhabitants reached fifteen years old. commentary:
    5. Among those people, who reached fifteen years old, more than five million are persons who declare an interest and the use of video games as a form of leisure and entertainment . commentary:
    6. Fifty per cent of the group over the age of fifteen, declaring the use of video games, are young people between the ages of fifteen to twenty-four years. Their is more than two and a half million. commentary:
    7. It can be assumed that persons in adolescence and twenty-few-year-old age are tend to frequent changes in their lives. Change their society approach, are changing their consumer habits. Test what is good for them, without paying further attention to what has not met their hopes, expectations and requirements. Relatively early gain their loyalty and keeping it during the period of the tests can mean building a solid relationship on the brand-consumer line. This is particularly important and difficult task becomes even more important when we consider the magnitude of opportunities posed by today world, especially in the sphere of goods consumption - plurality of versions of the same products and services, diversified form of access to them and relatively easy influence on habits change, resulting from aggressiveness, which uses competition to attract attention. commentary:
    8. Answering the question "how" to get to these prospective groups we use three terms - first, directly by using modern communication channels, secondly, by offering attractive content also understandable for those less involved but who are still are in our circle of concern and, thirdly, by using the premium for combining our message with passion their everyday life. In our offer this passion are games and eSport, i.e electronic sports. commentary:
    9. eSport is competition using computer or console and video games in multiplayer mode, i.e with other users through Internet or network connection-LAN. Competition using computer games is officially recognized as sport discipline in many countries: China, Russia, Brazil, Italy, Denmark, Bulgaria or Korea. At the Olympic Games in Beijing, electronic sports were presented as a demonstration sport discipline. commentary:
    10. Team Sports: football, volleyball, basketball...Martial Arts: karate, judo, wrestling...Motor Sports: Formula 1, rallies, motocross racings...Aerial Sports: glider stunts, air racings, skydiving...Logical Sports: chess, bridge...Electronic Sports: Counter Strike, Need for Speed, FIFA, Warcraft...Players, teams, training, effort, concentration, tournaments, leagues, organizations, prizes, fans, supporters, coverage, interviews, statistics, celebrities, media, sponsors... It's everything that we positively associate with traditional sports. These sports are proper to the new century! commentary:
    11. Electronic Sports League is composed, as in football, with the national and international leagues, where in master's competitions meet the best in the world selected from different national leagues. Operating in Europe, Asia, North and South America, the Electronic Sports League has so far awarded cash prizes amounting to several million s of US Dollars . League structure of the Electronic Sports League reminds football UEFA / FIFA, where at the summit there are world and continental competition, and qualifications for them are national leagues in various countries: ESL Advanced Ladder (3rd, open league), ESL Amateur Series (2nd league), ESL Pro Series (top league), world and continental competitions. An important part of national league structures are cup competitions, led by the Polish Cup and the City Championship. National teams fight also for European Championship. Additional information about ESL Poland league are available at http://www.esl.eu/pl . commentary:
    12. Taking into account the number of players (if a registered user, did not participate in competitions during the past six months - is not counted as a Player), the number of matches per month, the structure takeoff on a classic sports leagues, the uniform rules for all, refereeing and a penalty points system in competitions and the fact that there are countries where the sport is governed by the law such as a classic sports - a comparison to sports associations is most adequate. Currently, we boast the second largest sports association in Poland. commentary:
    13. Community concentrated in the ESL Poland is a very involved users. The average time of the visit is near ten minutes and during that time a user browses more than 10 pages by reading the information, checking the results or searching opponents for the next match. Monthly published nearly 200 information related only to what happens in the competitions and the community. They read more than sixty thousand times and commented a few thousand times. This is a loyal and very involved community, so that contact with promoted brand and product or service is an intensive, in-depth and non-invasive and generally acceptable by used forms of advertising. commentary:
    14. ESL Pro Series is top league of national competitions. It is present from 7 years in 14 countries, including in the UK, France, Germany, Spain, and Italy, is a global venture of Electronic Sports League. In league shall participate only best of the best. ESL Pro Series is cyclical event, ongoing during the two seasons per year - spring and autumn, each lasting 5 months. Each of the seasons, accompanied by a series of events including the grand finals. Characteristic of the ESL Pro Series are the Friday Night Games or events held periodically in different cities, during which are being played live the most exciting matches of selected league round. Events take the form of sports television studios with audience, with professional, sports commentary, and are enthusiastically received by fans of e-sports competitions. More information about the first season of the ESL Pro Series in Poland can be found at http://www.esl.eu/pl/pro-series/season1/ . commentary:
    15. ESL Pro Series cannot do without television broadcasts. Sports Studio ESL TV is implemented on a live, in an attractive, directed form. We have realization and emission opportunities, which also allow you to broadcast a regular internet television program and implement dedicated programs supporting other advertising activities. Through the ESL service we can broadcast maximum to fifty thousand customers and owing to external partners we can enlarge this number several times. More information and demonstration materials made by ESL TV in Poland are shown on our official YouTube channel at http://www.youtube.com/user/eslpoland . commentary:
    16. Since summer 2009, we also develop console players community. Console is a relatively new platform for entertainment related, not only with games, which gets a new field with a third-generation devices, mainly Sony Playstation 3 and Microsoft Xbox 360. It is perspective market, on which dynamic growth we are ready today. More information about Consoles Sports League Poland can be found at http://www.consoles.net/pl . commentary:
    17. The popularity of electronic sports in Poland is also heated by the regular successes of the Polish National Team. Title of Champions of Europe in 2008, in FIFA 09 game sounds interesting. In the final, we have defeated 2-0 German National Team. More information about the Polish National Team in electronic sports can be found at http://www.esl.eu/pl/team_poland/ . commentary:
    18. Electronic sports and Electronic Sports League is a multi-channel communication platform - allows not only use events or television online, but also combine activities in order to obtain measurable synergy effects. It is a universal tool, which allows you to reach out to young people in an interesting and engaging way. At the same time by using the mechanisms from the world of sport (changes only arena) is understandable and raises emotions. It allows for long-term action. Use of the platform is fully universal and scalable, and very importantly - measurable. commentary:
    19. As in classic sport, also in eSport may be used elements of sports marketing. The idea is that taking care of celebrities, inflame emotions, desires and aspirations of the mass audience. commentary:
    20. We already know "what" and "why". It is worth answer the question "for whom". What industries may benefit from the use of tools to reach young consumer? commentary:
    21. It is not difficult for the first associate. commentary:
    22. However, if we remember which age range we are talking about and we recall even popularity of new media in this age group... commentary:
    23. ... quickly, it appears that we are dealing with an ordinary-extraordinary CONSUMER, who ... commentary:
    24. ... as a CONSUMER needs of the same as we... commentary:
    25. ...sport clothes or cosmetics... commentary:
    26. ...dreams or already plans to buy a car... commentary:
    27. ...buys IT and Audio equipment... commentary:
    28. ...loves soft drinks... commentary:
    29. ...uses mobile phone... commentary:
    30. ...use s banking services ... „We are betting that young potential customers will be more aware of the name Shinhan when they open their first bank account or apply for their first loan ” said Kim Byung Kyu at Seoul-based Shinhan's e-business department. commentary:
    31. ... about drinks it was already... ;) commentary:
    32. ... here in the console version on the model of American NBA or NHL leagues... commentary:
    33. „ T hese trends are not without influence on the direction of the evolution of media, redefining current business models. Internet seen often as the main threat to so-called old media as it turns out may be an opportunity for them. Skilfully using the potential of the digital world can be successfully given a second life, not only TV but also the press, radio and outdoor advertising. Moreover, not only traditional media draw inspiration from the electronic media, but also a typically Internet players can effectively use the solutions of old, analog world. In the new environment even more key becomes integratation of communication in all used channels and disciplines. ” Quote comes from the introduction to second MEC Interaction - Warsaw forum, October 2009. More information can be found at http://www.forum.mecinteraction.pl / . commentary:
    34. Poznan Game Arena is currently the largest fair of electronic entertainment industry in Poland. In 2008 during the PGA we have conducted a second Intel Friday Night Game event in Poland. The event watched by a total of thirty thousand people (two days) on the spot and over ten thousand in the online broadcast on the ESL. This event has been recognized as the best which has so far been organized in the arena of electronic sports. Feedbacks were limited to one definition: now eSport in Poland shall be considered to IFNG in Poznan and after it... Film ending presentation can be downloaded at http:// ftp.gaming.pl/ESL_materialy_ogolne/2_IFNG_EPS1_Poznan_movie2.mpg or watched on YouTube at http://www.youtube.com/user/eslpoland . commentary:
    35. In October 2009, it took 5 years after the official start of ESL Poland. Much has happened, it's hard to say about everything... The most important of all, however, is that we believe in the success of this form of competition. We believe that our customers gain an interesting, measurable and modern marketing tool. Our permanent team is 10 people, who in the Warsaw office shall supervise the project. We are not lacking experience both on the eSports stage as well as in business. Check out our professional profiles - you'll see that in the marketing business, particularly those related to new media, we did a lot of it and with successes. Read more information about Maciek at http://www.linkedin.com/in/maciejwasyluk or http://www.goldenline.pl/maciej-wasyluk and about Rafal at http://www.linkedin.com/in/rafalwasyluk or http://www.goldenline.pl/rafal-wasyluk . commentary:

    + Rafał WasylukRafał Wasyluk, 1 month ago

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