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ESPORTSTHE SPORT OF THE DIGITAL GENERATION
BEFORE ESL, YOU PLAYED AT LOCAL LAN PARTIES
LAN PARTIESLAN Parties were the (only) place to play and watch esports. There was no real prize money involved.
Price Money was at a very low point2
ESL CREATED A PLATFORM FOR ESPORTS ENTHUSIASTS
LIVE EVENTSLive 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 PLAYIt 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.
LIVE ESL EVENT COVERAGE YEARS AGO
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A PILLAR OF ESPORTS SINCE 2000
2000Founded Turtle Entertainment-------------Electronics Sports LeaguelaunchRelease: Electronic Sports League 2.0 Release
2001100,000ESL Members
2002ESL Pro Series launch ------------First esports event at CeBit
20082,000,000ESL MembersOpening of Chinese office-------------Intel Extreme Masters with first events in USA, Dubai, South-Korea20061,000,000ESL MembersLaunch of Intel Extreme Masters------------Acquisition of German TV station GIGA TV------------Launch of first stream-only TV station GIGA22004First-time ESL Arena at Games Convention-------------New countries: Austria & Switzerland2003ESL TV launch-------------First international expansion to France
2005ESL Playercard release-------------ESL Anti-Cheat release-------------New countries: Bulgaria & Italy2007New countries: ESL Spain & Romania------------First international Intel Extreme Masters Events in Moscow, Stockholm and Paris
2009First time awarded more than 1,000,000 prize money a year
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INTERNET AND SOCIAL MEDIA ARE PART OF OUR EVERYDAY LIVESAlmost everyone in the world has access to the internet.Social Media has made communication with our fans easier.
THE WORLD WIDE WEB OPENED DOORS
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BETWEEN 2009 AND 2011 ESPORTS REACHED CRITICAL MASSTwitch 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
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WE CREATE LEGENDARY MOMENTS
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
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GLOBAL FANDOM /VIEWERBASE WILL CONTINUE TO GROW
MORE MASSIVE GLOBAL ESPORTS EVENTS
FURTHER DEVELOPMENT OF ESPORTS GAMES
* Newzoo report 2015
Esports Enthusiasts in 2017: 145MWHATS NEXT
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MAIN STREAM MEDIA WILL BE INVOLVEDMORE IN ESPORTS
MAIN STREAM MEDIA AND ESPORTS
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THE QUESTION IS NOT IF BUT WHENESPORTS BECOME SPORTS
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THANK YOU