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Michael Bister: E Sports - The Sport of the Digital Generation

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What are eSports? Well, you’ve played games. You want to win. What if you can win thousands – or millions – through playing? Then you’d practice until you got very good. And others would want to watch them playing it so well.

*talk at NEXT15*

Published in: Internet
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Michael Bister: E Sports - The Sport of the Digital Generation

  1. 1. ESPORTS THE SPORT OF THE DIGITAL GENERATION
  2. 2. BEFORE ESL, YOU PLAYED AT LOCAL LAN PARTIES LAN PARTIES LAN Parties were the (only) place to play and watch esports. There was no real prize money involved.
  3. 3. ESL CREATED A PLATFORM FOR ESPORTS ENTHUSIASTS LIVE EVENTS Live viewership was small. If 50 players competed there was usually a maximum of 50 spectators (1:1). STREAMING Proprietary technology, capped at 256 slots, sold to the highest bidder like an eBay auction. Attendees of the 1981 Space Invaders Championship attempt to set the highest score. ONLINE PLAY It was hard to compete online because not everyone had (good) access to the internet (DSL). The first tournaments were not streamed directly, it took years to reach people online and attract fans in large numbers to venues.
  4. 4. LIVE ESL EVENT COVERAGE YEARS AGO
  5. 5. A PILLAR OF ESPORTS SINCE 2000 2000 Founded Turtle Entertainment ------------- Electronics Sports League launch Release: Electronic Sports League 2.0 Release 2001 100,000 ESL Members 2002 ESL Pro Series launch ------------ First esports event at CeBit 2008 2,000,000 ESL Members Opening of Chinese office ------------- Intel Extreme Masters with first events in USA, Dubai, South-Korea 2006 1,000,000 ESL Members Launch of Intel Extreme Masters ------------ Acquisition of German TV station GIGA TV ------------ Launch of first stream-only TV station GIGA2 2004 First-time ESL Arena at Games Convention ------------- New countries: Austria & Switzerland 2003 ESL TV launch ------------- First international expansion to France 2005 ESL Playercard release ------------- ESL Anti-Cheat release ------------- New countries: Bulgaria & Italy 2007 New countries: ESL Spain & Romania ------------ First international Intel Extreme Masters Events in Moscow, Stockholm and Paris 2009 First time awarded more than 1,000,000 prize money a year
  6. 6. INTERNET AND SOCIAL MEDIA ARE PART OF OUR EVERYDAY LIVES Almost everyone in the world has access to the internet. Social Media has made communication with our fans easier. THE WORLD WIDE WEB OPENED DOORS
  7. 7. BETWEEN 2009 AND 2011 ESPORTS REACHED CRITICAL MASS Twitch built a streaming platform that opened doors for gamers and organizers. Free to Play games entered the gaming arena and opened new opportunities for competitive gaming. TIPPING POINT: ESPORTS REACHING CRITICAL MASS
  8. 8. WE CREATE LEGENDARY MOMENTS
  9. 9. In the weekend of 22nd and 23rd of August 2015 there were 4 stadium events at the same time, breaking streaming records on Twitch (2m concurrent viewers). ESPORTS NOW FILLS STADIUMS ALL OVER THE WORLD
  10. 10. GLOBAL FANDOM / VIEWERBASE WILL CONTINUE TO GROW MORE MASSIVE GLOBAL ESPORTS EVENTS FURTHER DEVELOPMENT OF ESPORTS GAMES * Newzoo report 2015 Esports Enthusiasts in 2017: 145M WHATS NEXT
  11. 11. MAIN STREAM MEDIA WILL BE INVOLVED MORE IN ESPORTS MAIN STREAM MEDIA AND ESPORTS
  12. 12. THE QUESTION IS NOT ‘IF’ BUT ‘WHEN’ ESPORTS BECOME SPORTS
  13. 13. THANK YOU

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