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Excellence in business
Axon Partners Group
Investment Division
E-sports Industry
March 2018
E-Sports Are Growing at a Fast Rate
www.axonpartnersgroup.com 2
Sources: SuperData Research; Newzoo.
 E-sports, which are a form of video games competitions, are expected to grow at a fast rate in
the coming years, powered by the raising popularity of e-sports and the increasing purchasing
power of younger generations once they get older.
Global E-Sports Revenues
(in $m)
• Global e-sports revenues reached $655m in 2017 and are
expected to reach $1,65bn by 2021, growing at a 26%
CAGR 2017-22021E
• The growth rate is expected to be higher in the coming
years, powered by the raising popularity of e-sports and
the increasing purchasing power of younger generations
once they get older
$194
$325
$493
$655
$906
$1.187
$1.488
$1.650
2014 2015 2016 2017 2018E 2019E 2020E 2021E
E-Sports Audience by Region, 2016
• As of today, over 40% of the global e-sports audience is
formed by fans form Asia-Pacific, with China and South
Korea being the leading countries in this region
• At Axon, we believe that just as with any other
sport, people who play videogames usually enjoy
watching others playing videogames
• That is why the percentages showed above are similar to
percentages of global gamers in the World by region
North
America
19%
Europe 25%
Asia-Pacific
44%
Rest of
World 12%
256m
E-Sports Industry Stakeholders
 E-sports players have several ways to connect with fans, from directly streaming their games
through a streaming platform to selling merchandise.
www.axonpartnersgroup.com 3
E-Sports
Team
Events &
Tournaments
Retail
Streaming
Platform
Fan 1
Fan 2
Fan 3
• E-sports players start playing video games by live streaming through streaming platforms on their own
• The best players receive offers to play in professional teams
• The teams are invited to events and tournaments that are watched by thousands or millions of fans, who could attend the
event or watch it through a streaming platform (1)
• The teams sell their merchandising through their own website or retail companies
• Partners and sponsors pay the team for wearing their gadgets or logos
1
2
3
4
5
Partners &
Sponsors
Online Games
1
2 3
4
5
(1) As an example, Gamergy, the largest event in Spain, was watched by
352k people, 32k of which attended the event in person.
Player 1
Player 2
Player 3
E-Sports Will Take Over Spain
 In 2017, 3,9m Spaniards watched e-sports, expending a total of $9,2m. Given the Spanish
market conditions, we believe the Spanish market has the perfect conditions to become one of
the largest markets in Europe in the coming years.
www.axonpartnersgroup.com 4
Sources: World Bank; Statista; Newzoo; Hobbyconsolas.
• Spain is the 9th largest gaming market in the World,
with gaming revenues reaching $1,9bn in 2017
• Moreover, if we calculate gaming revenues as a
percentage of GDP, Spain turns out to be the second
largest market after UK
• In 2017, Spanish gamers spent an average of $79, one of
the highest rates after Germany ($118), France ($95) and
Netherlands ($81)
% GDP
4,4 4,2
3,0
1,9 1,9
1,5
0,6
Germany UK France Spain Italy Russia Netherlands
0,13%
Gaming Revenues by European Country, 2017
(in $bn)
0,17%
0,12%
0,15% 0,11%
0,10%
0,07%
% Gamers by Age in Spain
• With a total of 24,1m gamers, Spain has a strong gaming
culture, being the European country with the highest
percentage of gamers, 52% of the total population
• The ratio increases on young generations, with Spain
having one of the highest ratios in the World for people
between 11 and 14 years old
• As young generations get older, their purchasing
power and influence will increase, which could
potentially result on an astonishing growth of the
Spanish e-sports market
77%
79%
68%
53%
37%
22%
6-10
11-14
15-24
25-34
35-44
45-64
Over 50% of
the Spanish
population
below 35
plays
videogames
Excellence in business
NEW DELHI (INDIA)
Level 12, Building No. 8,
Tower C, DLF Cybercity Phase
II, Gurgaon 122002
Tel: +91 981 9704732
MADRID (HQ)
Sagasta 18, 3º
28004 Madrid
Tel: +34 91 310 2894
BOGOTA (Colombia)
Calle 87 No. 10 – 93 Of 701,
Bogotá D.C.
Tel: +571 635 30 07
MEXICO D.F.
Mayor, Paseo de la
Reforma 505 Piso 41,
Cuauhtémoc
México D.F. CP 06500
Tel: +52 55 68438659
SEVILLE (SPAIN)
Fernández de Rivera, 32
41005, Seville
Tel: +34 671548201
ISTANBUL (Turkey)
Sakıp Sabancı Caddesi 36/9,
Emirgan 34467
Tel: +90 212 277 70 47
MIAMI (USA)
801 Brickell Avenue, 9th
floor, 33131 Miami, Florida
Tel: +1 786 600 1462
www.axonpartnersgroup.com

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Market analysis of the E-sports industry and its potential in Spain.

  • 1. Excellence in business Axon Partners Group Investment Division E-sports Industry March 2018
  • 2. E-Sports Are Growing at a Fast Rate www.axonpartnersgroup.com 2 Sources: SuperData Research; Newzoo.  E-sports, which are a form of video games competitions, are expected to grow at a fast rate in the coming years, powered by the raising popularity of e-sports and the increasing purchasing power of younger generations once they get older. Global E-Sports Revenues (in $m) • Global e-sports revenues reached $655m in 2017 and are expected to reach $1,65bn by 2021, growing at a 26% CAGR 2017-22021E • The growth rate is expected to be higher in the coming years, powered by the raising popularity of e-sports and the increasing purchasing power of younger generations once they get older $194 $325 $493 $655 $906 $1.187 $1.488 $1.650 2014 2015 2016 2017 2018E 2019E 2020E 2021E E-Sports Audience by Region, 2016 • As of today, over 40% of the global e-sports audience is formed by fans form Asia-Pacific, with China and South Korea being the leading countries in this region • At Axon, we believe that just as with any other sport, people who play videogames usually enjoy watching others playing videogames • That is why the percentages showed above are similar to percentages of global gamers in the World by region North America 19% Europe 25% Asia-Pacific 44% Rest of World 12% 256m
  • 3. E-Sports Industry Stakeholders  E-sports players have several ways to connect with fans, from directly streaming their games through a streaming platform to selling merchandise. www.axonpartnersgroup.com 3 E-Sports Team Events & Tournaments Retail Streaming Platform Fan 1 Fan 2 Fan 3 • E-sports players start playing video games by live streaming through streaming platforms on their own • The best players receive offers to play in professional teams • The teams are invited to events and tournaments that are watched by thousands or millions of fans, who could attend the event or watch it through a streaming platform (1) • The teams sell their merchandising through their own website or retail companies • Partners and sponsors pay the team for wearing their gadgets or logos 1 2 3 4 5 Partners & Sponsors Online Games 1 2 3 4 5 (1) As an example, Gamergy, the largest event in Spain, was watched by 352k people, 32k of which attended the event in person. Player 1 Player 2 Player 3
  • 4. E-Sports Will Take Over Spain  In 2017, 3,9m Spaniards watched e-sports, expending a total of $9,2m. Given the Spanish market conditions, we believe the Spanish market has the perfect conditions to become one of the largest markets in Europe in the coming years. www.axonpartnersgroup.com 4 Sources: World Bank; Statista; Newzoo; Hobbyconsolas. • Spain is the 9th largest gaming market in the World, with gaming revenues reaching $1,9bn in 2017 • Moreover, if we calculate gaming revenues as a percentage of GDP, Spain turns out to be the second largest market after UK • In 2017, Spanish gamers spent an average of $79, one of the highest rates after Germany ($118), France ($95) and Netherlands ($81) % GDP 4,4 4,2 3,0 1,9 1,9 1,5 0,6 Germany UK France Spain Italy Russia Netherlands 0,13% Gaming Revenues by European Country, 2017 (in $bn) 0,17% 0,12% 0,15% 0,11% 0,10% 0,07% % Gamers by Age in Spain • With a total of 24,1m gamers, Spain has a strong gaming culture, being the European country with the highest percentage of gamers, 52% of the total population • The ratio increases on young generations, with Spain having one of the highest ratios in the World for people between 11 and 14 years old • As young generations get older, their purchasing power and influence will increase, which could potentially result on an astonishing growth of the Spanish e-sports market 77% 79% 68% 53% 37% 22% 6-10 11-14 15-24 25-34 35-44 45-64 Over 50% of the Spanish population below 35 plays videogames
  • 5. Excellence in business NEW DELHI (INDIA) Level 12, Building No. 8, Tower C, DLF Cybercity Phase II, Gurgaon 122002 Tel: +91 981 9704732 MADRID (HQ) Sagasta 18, 3º 28004 Madrid Tel: +34 91 310 2894 BOGOTA (Colombia) Calle 87 No. 10 – 93 Of 701, Bogotá D.C. Tel: +571 635 30 07 MEXICO D.F. Mayor, Paseo de la Reforma 505 Piso 41, Cuauhtémoc México D.F. CP 06500 Tel: +52 55 68438659 SEVILLE (SPAIN) Fernández de Rivera, 32 41005, Seville Tel: +34 671548201 ISTANBUL (Turkey) Sakıp Sabancı Caddesi 36/9, Emirgan 34467 Tel: +90 212 277 70 47 MIAMI (USA) 801 Brickell Avenue, 9th floor, 33131 Miami, Florida Tel: +1 786 600 1462 www.axonpartnersgroup.com