SlideShare a Scribd company logo
“ESPORTS ISN’T A NEW TECHNOLOGY OR A
NEW FAD. IT’S A FULL BLOWN SHIFT IN
ENTERTAINMENT AND CULTURE THAT IS
CAPTURING A HUGE AND GROWING AMOUNT
OF PEOPLE’S TIME AND ATTENTION”
- FORBES
THE RISE O F
ESPORTS
Presented By-
Himanshu
Jain
ESPORTS: MORE THAN A GAME
• eSports (short for
Electronic Sports) is the
name given to professional
competitive gaming. In a
nutshell, competitors play
video games, while being
watched by a live
audience. Millions more
watch the games online.
ESPORT ECOSYSTEM
IS IT A SPORT?
• Just like traditional sport,
eSports has its fair share
of professionals,
commentators and
celebrities.
• eSports are not a sport-
they are competition,
according to ESPN
President John Skipper.
WHAT’S HAPPENING NOW?
• Traditionally, money was made focusing on game sales to the gamers
themselves.
• Now publishers are focusing on less direct methods
• Content creators (Twitch and YouTube)
• This is a cost effective marketing plan
• Grows audience
• Lots of Crossover happening (DeadMau5, Gordon Heyward, Post Malone)
• Esports is perfect storm
• Grows engaged and active communities
• Prolongs lifespan of game titles
• Transforms titles into true entertainment Brands
• Number of viewers far exceeds number of gamers and this allows
monetization opportunities.
ESPORTS HISTORY AND EVOLUTION
• The first Tournament(1980-1990)
Played on October 19,1972 at Stanford University.
• Welcome better connectivity( 1990-2000)
With the end of the 56k modem, high-speed connections reached the
market.
• The eSports Boom Years(2000- Present)
This period is rich in novelty.
New competitive games are launched: Word of Warcraft (2004), League Of
Legends (2009), StarCraft II (2010), Dota 2 (2011), CS:GO (2012)
ESPORTS IS THE ‘NEW NORMAL’
ABOUT 1,3 BN PEOPLE KNOW ABOUT ESPORTS
TODAY.
AN ESTIMATED 1,8BN BY 2020.
SOME BENEFITS OF ESPORTS
• Lowers Stress
• Improves Brain Function
• Increases Social skills
• Promotes Teamwork
• Improves Critical Thinking
• Boosts Confidence
• Problem Solving
CURRENT TRENDS IN ESPORTS
CURRENT TRENDS
• Industry popularity reached new levels.
• In 2018, esports had nearly 400 million viewers worldwide across all
platforms, and that's expected to surge to roughly 557 million viewers by
2021
• Total esports revenues reached $869 million in 2018, and is expected to
be tripled by 2022 reaching $2.96 billion.
Role of streaming services
There are a relevant number of streaming services for esports
that provide viewers with top quality content like real time
streaming to coverage of Esport tournaments
Twitch.TV
UStream (IBM Cloud Video)
Smashcast.tv
Mixer
YouTube Gaming
Periscope
Future aspects of technology in esports
• Virtual Reality
• Augmented Reality
• Nuralink in games (bio interface with computers)
• Biosensing in gaming
• Ray tracing graphic card like NVidia RTX 2080 & 2080Ti
• Cloud gaming like Stadia
FUTURE OF ESPORTS
1. Diversity of Game Genres
2. Geographic Expansion of Leagues
3. Regulations of Competitions
4. Ownership of Media Rights
5. Alignment of Digital and Traditional Media
Rise in E sports industry

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Rise in E sports industry

  • 1. “ESPORTS ISN’T A NEW TECHNOLOGY OR A NEW FAD. IT’S A FULL BLOWN SHIFT IN ENTERTAINMENT AND CULTURE THAT IS CAPTURING A HUGE AND GROWING AMOUNT OF PEOPLE’S TIME AND ATTENTION” - FORBES
  • 2. THE RISE O F ESPORTS Presented By- Himanshu Jain
  • 3. ESPORTS: MORE THAN A GAME • eSports (short for Electronic Sports) is the name given to professional competitive gaming. In a nutshell, competitors play video games, while being watched by a live audience. Millions more watch the games online.
  • 5. IS IT A SPORT? • Just like traditional sport, eSports has its fair share of professionals, commentators and celebrities. • eSports are not a sport- they are competition, according to ESPN President John Skipper.
  • 6. WHAT’S HAPPENING NOW? • Traditionally, money was made focusing on game sales to the gamers themselves. • Now publishers are focusing on less direct methods • Content creators (Twitch and YouTube) • This is a cost effective marketing plan • Grows audience • Lots of Crossover happening (DeadMau5, Gordon Heyward, Post Malone) • Esports is perfect storm • Grows engaged and active communities • Prolongs lifespan of game titles • Transforms titles into true entertainment Brands • Number of viewers far exceeds number of gamers and this allows monetization opportunities.
  • 7. ESPORTS HISTORY AND EVOLUTION • The first Tournament(1980-1990) Played on October 19,1972 at Stanford University. • Welcome better connectivity( 1990-2000) With the end of the 56k modem, high-speed connections reached the market. • The eSports Boom Years(2000- Present) This period is rich in novelty. New competitive games are launched: Word of Warcraft (2004), League Of Legends (2009), StarCraft II (2010), Dota 2 (2011), CS:GO (2012)
  • 8. ESPORTS IS THE ‘NEW NORMAL’ ABOUT 1,3 BN PEOPLE KNOW ABOUT ESPORTS TODAY. AN ESTIMATED 1,8BN BY 2020.
  • 9. SOME BENEFITS OF ESPORTS • Lowers Stress • Improves Brain Function • Increases Social skills • Promotes Teamwork • Improves Critical Thinking • Boosts Confidence • Problem Solving
  • 10. CURRENT TRENDS IN ESPORTS
  • 11. CURRENT TRENDS • Industry popularity reached new levels. • In 2018, esports had nearly 400 million viewers worldwide across all platforms, and that's expected to surge to roughly 557 million viewers by 2021 • Total esports revenues reached $869 million in 2018, and is expected to be tripled by 2022 reaching $2.96 billion.
  • 12. Role of streaming services There are a relevant number of streaming services for esports that provide viewers with top quality content like real time streaming to coverage of Esport tournaments Twitch.TV UStream (IBM Cloud Video) Smashcast.tv Mixer YouTube Gaming Periscope
  • 13.
  • 14.
  • 15. Future aspects of technology in esports • Virtual Reality • Augmented Reality • Nuralink in games (bio interface with computers) • Biosensing in gaming • Ray tracing graphic card like NVidia RTX 2080 & 2080Ti • Cloud gaming like Stadia
  • 16. FUTURE OF ESPORTS 1. Diversity of Game Genres 2. Geographic Expansion of Leagues 3. Regulations of Competitions 4. Ownership of Media Rights 5. Alignment of Digital and Traditional Media

Editor's Notes

  1. A