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THE ESPORTS ECOSYSTEM
-
NERD NICHE TO MAINSTREAM MARKET
MARKET VALUE
The global eSports market is projected
to surpass $1.9B in revenue by the
year 2019 via sponsorships,
microtransactions, merchandising &
distribution deals. eSports will be 47%
of the global entertainment market.
AUDIENCE
The eSports audience is projected to
reach 150M viewers worldwide by
2017. Viewers are largely male and
highly engaged in content. The
majority is aged 18-34. Core viewers
are entertainment enthusiasts.
eSports is a transversal media channel
that synthesizes streaming, sports,
entertainment, and business. It is
currently used as a traditional media
channel but the potential for disruption
lies ahead as it integrates with
traditional TV networks (ESPN), digital
publishers (Vice), game studios
(Activision) & MCNs (Machinima).
MULTIMEDIA
PHENOMENON
Twitch is the go-to live-streaming eSports platform, accounting for over 40% of global live digital content
Twitch’s UI/UX design is a seamless and ongoing content experience that emphasizes interactive community features
Twitch is part of Amazon’s growing media ecosystem - Amazon is likely to push microtransactions on the platform
PLAYCASTING - THE CASE OF TWITCH
YouTube Gaming has created a dedicated online video platform with a rapidly growing content portfolio
eSports content generates the highest CTR in the industry and will drive digital ad spending as it continues to grow
The online video space serves as an incubator for new influencers - existing influencers also join to grow their audience
ONLINE VIDEO - SCALING AUDIENCE DEVELOPMENT
eSports live tournaments draw thousands of attendees across the world and millions of online viewers
The eSports event market is crossing over into traditional media - ESPN and Turner will broadcast eSports on TV
A growing number of startups like Battlefy and Faceit enable players to host and monetize their own games
EVENTS - LIVE DRIVES MEDIA EXPOSURE
eSports has become a major spectator sport with over global 150M viewers and mainstream TV and digital coverage
Betting on eSports is a major revenue driver in the industry - unlike fantasy sports, eSports has strong legal footing
Startups like Vulcun and Unikrn lead the way, with million-dollar investments from major VCs and media companies
FANTASY ESPORTS - ENGAGING IMMERSIVE WORLDS
Global eSports viewership is projected to reach 350M by 2017 - the number of frequent viewers will rise exponentially
The eSports audience will ascend to the level of the NFL over the next three years - eSports will be a mainstream sport
Brands need to provide eSports spaces that enable fans and viewers to connect - leveraging engagement is key
COMMUNITY MANAGEMENT - BUILDING AUDIENCES
ESPORTS AS MEDIA CONVERGENCE
The VR economy is
projected to reach $30B
by 2020. eSports can be a
major driver on gaming
consoles, headsets &
media platforms.
As the format grows
mainstream, premium
content is a highly
valuable asset, especially
in the OTT vertical.
As new influencers
emerge, brands can
develop digital synergies
to drive new IP across
platforms. eSports as key
to franchise building.
The popularity of eSports
is likely to revitalize old
distribution practices.
eSports can bring viewers
back to theaters and the
TV set.
eSports is mainly a live
media format which
makes possible the
collection and analysis of
real-time data insights at
scale.
9
VIRTUAL
REALITY
FRANCHISE
DEVELOPMENT
PREMIUM
CONTENT
MEDIA
DISTRIBUTION
DATA
INSIGHTS
THANK YOU

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The eSports Ecosystem - From Nerd Niche to Mainstream Market

  • 1. THE ESPORTS ECOSYSTEM - NERD NICHE TO MAINSTREAM MARKET
  • 2. MARKET VALUE The global eSports market is projected to surpass $1.9B in revenue by the year 2019 via sponsorships, microtransactions, merchandising & distribution deals. eSports will be 47% of the global entertainment market. AUDIENCE The eSports audience is projected to reach 150M viewers worldwide by 2017. Viewers are largely male and highly engaged in content. The majority is aged 18-34. Core viewers are entertainment enthusiasts.
  • 3. eSports is a transversal media channel that synthesizes streaming, sports, entertainment, and business. It is currently used as a traditional media channel but the potential for disruption lies ahead as it integrates with traditional TV networks (ESPN), digital publishers (Vice), game studios (Activision) & MCNs (Machinima). MULTIMEDIA PHENOMENON
  • 4. Twitch is the go-to live-streaming eSports platform, accounting for over 40% of global live digital content Twitch’s UI/UX design is a seamless and ongoing content experience that emphasizes interactive community features Twitch is part of Amazon’s growing media ecosystem - Amazon is likely to push microtransactions on the platform PLAYCASTING - THE CASE OF TWITCH
  • 5. YouTube Gaming has created a dedicated online video platform with a rapidly growing content portfolio eSports content generates the highest CTR in the industry and will drive digital ad spending as it continues to grow The online video space serves as an incubator for new influencers - existing influencers also join to grow their audience ONLINE VIDEO - SCALING AUDIENCE DEVELOPMENT
  • 6. eSports live tournaments draw thousands of attendees across the world and millions of online viewers The eSports event market is crossing over into traditional media - ESPN and Turner will broadcast eSports on TV A growing number of startups like Battlefy and Faceit enable players to host and monetize their own games EVENTS - LIVE DRIVES MEDIA EXPOSURE
  • 7. eSports has become a major spectator sport with over global 150M viewers and mainstream TV and digital coverage Betting on eSports is a major revenue driver in the industry - unlike fantasy sports, eSports has strong legal footing Startups like Vulcun and Unikrn lead the way, with million-dollar investments from major VCs and media companies FANTASY ESPORTS - ENGAGING IMMERSIVE WORLDS
  • 8. Global eSports viewership is projected to reach 350M by 2017 - the number of frequent viewers will rise exponentially The eSports audience will ascend to the level of the NFL over the next three years - eSports will be a mainstream sport Brands need to provide eSports spaces that enable fans and viewers to connect - leveraging engagement is key COMMUNITY MANAGEMENT - BUILDING AUDIENCES
  • 9. ESPORTS AS MEDIA CONVERGENCE The VR economy is projected to reach $30B by 2020. eSports can be a major driver on gaming consoles, headsets & media platforms. As the format grows mainstream, premium content is a highly valuable asset, especially in the OTT vertical. As new influencers emerge, brands can develop digital synergies to drive new IP across platforms. eSports as key to franchise building. The popularity of eSports is likely to revitalize old distribution practices. eSports can bring viewers back to theaters and the TV set. eSports is mainly a live media format which makes possible the collection and analysis of real-time data insights at scale. 9 VIRTUAL REALITY FRANCHISE DEVELOPMENT PREMIUM CONTENT MEDIA DISTRIBUTION DATA INSIGHTS