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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 contentTwitch’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 portfolioeSports 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 viewersThe 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 coverageBetting 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 exponentiallyThe 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.
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VIRTUAL REALITY
FRANCHISE DEVELOPMENT
PREMIUM CONTENT
MEDIA DISTRIBUTION
DATA INSIGHTS