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e-Sports - New horizons for Hong Kong and the world Wilson Chow PwC Global and China/Hong Kong Telecommunications, Media & Technology (TMT) Leader www.pwchk.com

e-Sports - New horizons for Hong Kong … Horizons for... · Asia Pacific 51% Others 18% e-Sports size of viewers worldwide & market size in 2017 ... Riding on high growth of Asia’s

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e-Sports - New horizons forHong Kong and the world

Wilson ChowPwC Global and China/Hong KongTelecommunications, Media & Technology (TMT) Leader

www.pwchk.com

PwC 2August 2017

Agenda

1. Overview of global e-Sports market size and projection

2. Implications and opportunities for Hong Kong

3. Drivers of market growth

4. Business opportunities and challenges

5. Key takeaways

PwC

Overview of global e-Sports marketsize and projection

3August 2017

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• Broadband internet hasfacilitated fast growth

• Korea starts the e-Sportscompetition

China startedtelevision andbroadcasting

First e-Sportscompetition started:“Spacewar” held byStanford University

e-Sports andMusic Festival inHong Kong

e-Sports — History and developments

1972 1990 2000 2015

Nintendo WorldChampionshipheld in US

2011 2017

Start of “League ofLegends”internationalcompetition

4August 2017

2010

China startedfirst e-Sportscompetition

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e-Sports market size and projection (in million)

Global e-Sports industry will accelerate from roughly US$327 million in revenue in 2016 to US$874 million by 2021, a21.8% growth. Top 5 countries — USA, South Korea, China, Germany and UK.

Germany: 19.4% CAGR (2021: US$77mn)

UK: 32.1% CAGR (2021: US$35mn)

South Korea: 13.9% CAGR (2021: US$195mn)

USA: 22.6% CAGR (2021: US$299mn)

China: 26.4% CAGR (2021: US$182mn)

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North America13%

Europe18%

Asia Pacific51%

Others18%

e-Sports size of viewers worldwide & market size in 2017

According to the estimates, a little over half of the world's frequent e-Sports viewers and enthusiasts can be found inAsia Pacific. In total, it is expected that there will be 191 million viewers globally.

China36% (US$77mn)

Japan3% (US$7mn)

South Korea60% (US$128mn)

Asia’s e-Sports market sizee-Sports size of viewers worldwide in 2017

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e-Sports size of viewers worldwide from 2016 to 2020

• 2016 - number of frequent e-Sports viewers and enthusiasts was 162 M. Occasional viewer number is 161 M

• 2020 – number of frequent viewers projected to be 286M; occasional viewers is 303M. A total of nearly 590M!

• 5-year CAGR at 12.8%

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Frequent viewers Occasional viewers

CAGR: 12.8%

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Implications and opportunities forHong Kong

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China and Hong Kong video game market

• 2016: China’s video games revenue of China - US$15.4 B

• 2021: Reach US$26.2 B at CAGR of 11.2%

• China: Second-largest market after US

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Hong Kong: 6.6% CAGR

China: 11.2% CAGR

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Hong Kong video game market

• 2016: Revenue at US$742 M

• Segment in the entertainment and media sector showing faster growth in next 5 years

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Social/causal games: 8.0% CAGR(2021: US$549mn)

Advertising: 10.4% CAGR(2021: US$15mn)

Traditional games: 4.9% CAGR(2021: US$456mn)

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Newspaper: -2.6% CAGR

OOH: 4.0% CAGR

TV ads: 1.0% CAGR

Video games: 6.6% CAGR

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Drivers of market growth

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Key drivers of growth

Key growthdrivers

Popularityof videogames

Technologyfeasibility

Userbehaviour

shift

Enhanceduser

experiencePopularityof anime/

virtualcontents/IPs

Correlation/linkage with

popidols/KOLs

Social mediaplatforms

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e-Sports business opportunities andchallenges

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Hong Kong’s competitive advantages as an e-Sports hub

‘East meets West’ - global exhibitions and international sporting events

Favorable market factors (e.g. increasing mobile penetration, broadband access,gaming market & revenue, etc.)

Riding on high growth of Asia’s e-Sports market

Popularity of Social games which can be subject for e-Sports events

No censorship restrictions on foreign games

Government’s support

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e-Sports business incentives for domestic and foreign companies

• Admission fees / sponsorships /merchandises / TV rights / video games/ online and mobile advertising /product placements / IoT devices

• Content partnerships — live streaming /KOLs / music collaborators

• Alliances with sports & apparel firms /entertainment & media / telecomnetworks

• VR/AR applications as demand fordigital entertainment surges

• Crossover with other entertainment andmedia industries (e.g. live music andmovies) and other industries (Food andBeverage, Retail and Consumer, Gamingequipment)

Incentives fordomestic and foreign

companies Languageand

culturalease

Mainland China is theworld’s largest gaming

market (US$24.6bnin 2016)

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e-Sports challenges and competitive considerations

Lack of ready-to-convert venues for hosting large outdoor events

=> increase costs of event organisation1Competition from Mainland China and Korea, more mature marketplayers2Government support:

• Conversion of existing venues to be “e-Sports friendly” and “weather proof”(e.g. West Kowloon, Cyberport, Science Park, Kai Tak Sports Stadium, etc.)

• Funding to boost e-Sports as a tourist attraction; attract foreign investmentvia trade associations i.e. InvestHK, HKTDC, HK Tourism Board…etc.

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Key takeaways

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Key takeaways

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1. Growing popularity of e-Sports is a reflection of the shift of consumer behaviourand shift of user experience-driven content

2. Technology enhances the feasibility of growth

3. Strong video game growth supports e-Sports growth

4. Multiple revenue streams and cross industry/sector participation

5. Success of e-Sports relies on public engagement which creates lucrative saleschannels

6. Mainland China can be an ally or keen competitor

Hong Kong has strong potential to become aformidable e-Sports hub in Asia and is ready to go!

PwC

Let’s talk

This content is for general information purposes only, and should not be used as a substitute for consultation with professional advisors.© 2017 PricewaterhouseCoopers Limited. All rights reserved. PwC refers to the Hong Kong member firm, and may sometimes refer to thePwC network. Each member firm is a separate legal entity. Please see www.pwc.com/structure for further details.

Wilson Chow

Global and China/Hong Kong

Telecommunications, Media & Technology Leader

Whatsapp: +852 6876 7701

WeChat: 138 231 67701

Email: [email protected]

19August 2017

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