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ESPORT THE SPORT OF THE DIGITAL GENERATION

How games can profit from eSports

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David Hiltscher, VP Gaming Communities at Turtle Entertainment - the company behind ESL - demonstrates in his talk how games can profit off of electronic sports (eSports). As best case, Hiltscher will refer to Riot's eSports-strategy for League of Legends, which within 3 years became on of the most played games in the world. The talk will try to define eSports and give developers concrete hints on how to tap into the competitive gaming market with their games, both from a technical and marketing perspective.

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Page 1: How games can profit from eSports

ESPORTTHE SPORT OF THE DIGITAL GENERATION

Page 3: How games can profit from eSports

»Company founded in 2000, precursor company dates back to 1997

»Global online competition on ESL-website for over 100 different titles

»Running sanctioned leagues together with: Activision, Blizzard, Nexon, SG-I, Gameforge, EA, Infernum, Hi-Rez,

Red5 (and others)

»League service provider on official leagues for Wargaming (World of Tanks Pro League) and Riot Games

(League of Legends Championship Series)

»160 employees in offices in Germany, France, Spain, Poland, United States, China.

»Franchise partners for other markets like AUNZ, Baltics, Bulgaria, Portugal…

»Our business is too complex for this presentation.

INTRO TURTLE ENTERTAINMENT

Page 4: How games can profit from eSports

ESPORTS IS GAMING ON A COMPETITIVE SPORTS LEVEL

SPECTACLE CHAMPIONSCOVERAGE SPORTS BARS

Page 5: How games can profit from eSports

THE GAMES

32.5m registered players globallyMultiplayer Online Battle Arena (MOBA)

45m registered players globallyFirst Person Tank Simulation

10m copies sold globallyReal Time Strategy (RTS)

3m+ MAUMOBA

30m+ copies sold of all CS VersionsFirst Person Shooter (FPS)

20m+ copies sold on all platformsFirst Person Shooter (FPS)

Page 6: How games can profit from eSports

IMPORTANCE OF ESPORT“ I feel like eSports is happening with or

without us. Games have become the biggest

unofficial sports league in the world right

now. People are competing all the time and

it’s competitive by nature. There’s a massive unofficial ecosystem of content. ”

Eric Hirshberg, CEO Activision Blizzard

http://onforb.es/15ndUyP

“ There are fundamental advantages that e-

sports will have over traditional sports. ”

Gabe Newell, Founder & CEO Valve

“ eSports is growing out of control. It’s alive and

breathing and flying away. I have no idea when it’s going to stop. ”

Dustin Browder, Lead Designer StarCraft II Blizzard

Page 7: How games can profit from eSports

»eSports games become a sport, with all the trappings of classical sports

+ Variety of leagues & tournaments from local to global, and amateur to professional

+ Star players

+ Live broadcast & commentary

+ Professional referees

+ Player transfer between teams for money

+ Doping (with software)

+ Team jerseys (incl. Merchandise sales)

+ Club houses

+ Youth academies

+ Its own eco-system

Facets of eSports

Page 8: How games can profit from eSports

VIEWERSHIP ESPORT VS EMERGING SPORTS

gamescom IEM (2010)[ESL TV]

RaidCall EMS OneRegular matchday (2013)

[ESL TV/Twitch]

UFC (2012)[VERSUS]

MLS (2012)[ESPN 2]

IEM Katowice (2013)[ESL TV/Twitch]

Winter X Games (2012)[ESPN]

0

50,000

100,000

150,000

200,000

250,000

300,000

350,000

35,00060,000

183,000

254,000

318,000 322,000

Concurrent Viewers

Page 9: How games can profit from eSports

ESPORTS DEMOGRAPHICS

» 16-26 years old, dominantly male

» Active, social, communicative

» Technology affine

» Open-minded towards growing product ranges

» Multiplier, innovator, early-adopter

» Internet is his #1 source of fun

» Plays mostly on PC & consoles

» Gaming is passion & social activity

14

16

18

20

22

24

26

28

30

0 2 4 6 8 10 12

AGE/GENDER STRUCTURE COMMUNITY (IN PERCENT)

Female

Male

4%

96%

AGE/GENDER STRUCTURE IPTV (IN PERCENT)

All Males (15+)

All Females (15+)

Persons: 15-24

Persons: 25-34

Persons: 35-44

Persons: 45-54

Persons: 55+

0 10 20 30 40 50 60 70 80 90

Page 10: How games can profit from eSports

ELECTRONIC SPORTS LEAGUETHE LEAGUE THAT MATTERS

Page 11: How games can profit from eSports

»Simplified version

»Dev/league-centric

»Every game‘s eco system looks and evolves differently

Explaining the eco system

Page 12: How games can profit from eSports

Game Dev

Game

Active Players

Spectators

Online leagues & services

Inner Circle

Leagues

3rd Parties

Beta

Page 13: How games can profit from eSports
Page 14: How games can profit from eSports

Game Dev

Game

Pro/Am Clans & players

Active Players

Streaming Networks

Spectators

Online leagues & services

Coverage Sites

Inner Circle

Leagues

3rd Parties

Continuous Broadcasting

Beta

Page 15: How games can profit from eSports

Game Dev

Game

Pro/Am Clans & players

Sanctioned Leagues

Active Players

Streaming Networks

Spectators

Online leagues & services

Coverage Sites

Inner Circle

Leagues

Outside Parties

3rd Parties

Continuous Broadcasting

Release

Page 16: How games can profit from eSports
Page 17: How games can profit from eSports

Game Dev

Game

Pro/Am Clans & players

Sanctioned Leagues

Active Players

Streaming Networks

Spectators

Multiple events of all sizes

Online leagues & services

Coverage Sites

Inner Circle

Leagues

Outside Parties

3rd Parties

Continuous Broadcasting

Release

Page 18: How games can profit from eSports

ChinaShanghai / Guangzhou (tbd)

T R U LY G LO B A L

North America New York City October 2013

APACIndonesia / Philippines / Vietnam / Australia (tbd)

EuropeKatowice, Poland December 2013

South AmericaSao Paulo, BR (tbd)

World ChampionshipCeBIT, Hanover, Germany March 2014

Page 19: How games can profit from eSports

Game Dev

Game

Pro/Am Clans & players

Sanctioned Leagues

Active Players

Streaming Networks

Spectators

Multiple events of all sizes

Online leagues & services

Coverage Sites

Studios

Inner Circle

Leagues

Outside Parties

3rd Parties

Continuous Broadcasting

Release

Page 20: How games can profit from eSports

ESL STUDIO ONE

Page 21: How games can profit from eSports

Game Dev

Game

Pro/Am Clans & players

Sanctioned Leagues

Active Players

Streaming Networks

Spectators

Advertisers

Multiple events of all sizes

Online leagues & services

Independent StreamersCoverage Sites

Studios

Merch

BlogsInner Circle

Leagues

Outside Parties

3rd Parties

Personalities

Continuous Broadcasting

ReleaseGames press

IT&peripheral Sponsors

Page 22: How games can profit from eSports

Game Dev

Game

Pro/Am Clans & players

Sanctioned LeaguesOfficial League

Active Players

Streaming Networks IT&peripheral Sponsors

Spectators

Advertisers

Stats Services

Games press

League Service ProvidersSingular, large eventsMultiple events of

all sizes

Online leagues & services

Technology Provider

Independent StreamersCoverage Sites

Studios

APIs

Merch

Merch

BlogsInner Circle

Leagues

Outside Parties

3rd Parties

Personalities

Continuous Broadcasting

Growth Phase

Page 23: How games can profit from eSports

ESL ARENA

Page 24: How games can profit from eSports

Game Dev Signed Pro Clans&Players

Game

Pro/Am Clans & players

Sanctioned LeaguesOfficial League

Active Players

Streaming Networks IT&peripheral Sponsors

Spectators

Advertisers

Stats Services

Games press Travel Agencies

League Service Providers

Studios

Investors

Singular, large eventsMultiple events of

all sizes

Online leagues & services

Technology Provider

eSports Unit

Independent StreamersCoverage Sites

Studios

APIs

Merch

Merch

Blogs

Original IP owners

Inner Circle

Leagues

Outside Parties

3rd Parties

Personalities

Continuous Broadcasting

Full Scale

Page 25: How games can profit from eSports

Game Dev Signed Pro Clans&Players

Game

Pro/Am Clans & players

Sanctioned LeaguesOfficial League

Active Players

Streaming Networks IT&peripheral Sponsors

Spectators

Advertisers

Stats Services

Games press Travel Agencies

League Service Providers

Studios

Investors

Singular, large eventsMultiple events of

all sizes

Online leagues & services

Technology Provider

eSports Unit

Independent StreamersCoverage Sites

Studios

APIs

Merch

Merch

Blogs

Original IP owners

Inner Circle

Leagues

Outside Parties

3rd Parties

Personalities

Continuous Broadcasting

Full Scale

Page 26: How games can profit from eSports

Game Dev Signed Pro Clans&Players

Game

Pro/Am Clans & players

Sanctioned LeaguesOfficial League

Active Players

Streaming Networks

TV Channels

IT&peripheral Sponsors

Spectators

Advertisers

Stats Services

Games press Travel Agencies

League Service Providers

Studios

Name brand sponsors

Investors

Singular, large eventsMultiple events of

all sizes

Online leagues & services

Technology Provider

eSports Unit

Independent StreamersCoverage Sites

Studios

APIs

Merch

Merch

Blogs

Original IP owners

Inner Circle

Leagues

Outside Parties

3rd Parties

Personalities

Continuous Broadcasting

Outlook

Page 27: How games can profit from eSports

THANK YOU ! @affentod