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Wining at eSports: for brands and
marketers
Images Courtesy of Google
Wining at eSports: for brands and
marketers
Copyright © 2016 eSports Group. All Rights Reserved
Executive Summary
This report is the product of thoughts, work and insights from collaboration between
Blicx Ltd. and eSports Group. It is meant to shed light on core tenets of the eSports
experience – which are fundamental to competitive video games. The goal is to aid
formation of clear strategy for branding and marketing in eSports. While it may be difficult
to condense the entire eSports megatrend, we will dare to try.
The motivations for eSports participation – from content consumption patterns to
reasons for engaging – hold huge implications for how to connect with its consumers.
Understanding them is mandatory. Our intention is to outline a winning formula, backed
by data, and independent of third-party influence, for connecting to eSports enthusiasts
and fans.
The study included an 8 minute online survey among a global game panel of console
and PC gamers with 1,125 completed responses. Results showed that 75% are very
aware of eSports and 72% are interested/very interested in digital sport. Our analysis
fashioned four must-have plays – centered on impactful data points – for brands and
marketers interested in reaching eSports consumers.
ALEX FLETCHER
Managing Director, eSports Group
PHILIPP WAGNER
CEO and Founder, Blicx Ltd.
ESPORTS PLAYBOOK 1
Copyright © 2016 eSports Group. All Rights Reserved
Table of Contents
THE REACH MODEL
 ONLINE STREAMING
 BEST PRACTICE: TWITCH
COMPETE TO WIN
 COMPETITIVE DRIVERS
 BEST PRACTICE: OVERWOLF
PASSION PAYS
 DEFINING PASSION POINTS
 BEST PRACTICE: ESSILOR
THE POWER OF GAMING
 GAMING CULTURE
 BEST PRACTICE: COCA COLA
CONCLUSIONS
ABOUT THE AUTHORS
ESPORTS PLAYBOOK 2
The Reach Model
Copyright © 2016 eSports Group. All Rights ReservedESPORTS PLAYBOOK 3
Reality As video games continue to evolve from
hobby to leading form of
entertainment, consumer attention has
also become a rare commodity. Into this
picture, enters the eSports experience: A
digital sport built atop popular video game
ecosystems, it draws massive levels of
attention from hard-to-reach audiences.
A generational shift – characterized by
Millennials – has spurred the convergence
of new forms of interaction and media
consumption patterns.
Molded independently of mainstream
influence has granted eSports a unique
structure and culture – directly reflective
of, not only the gaming world, but the
wider tastes of a new generation of consumer.
Therefore, effective reach among
eSports audiences requires a nuanced
approach.
 Passive entertainment does not resonate with
Millennials
 Electronic sports are interactive entertainment
 New generation of hard-to-reach consumer is drawn
to eSports
 Effective reach requires strategy
Copyright © 2016 eSports Group. All Rights ReservedESPORTS PLAYBOOK 4
The glue for today’s competitive video
game experience is online video streaming,
which enables unique pockets of
enthusiasts to connect and interact –
from playing together, to consuming an
increasing array of gaming-related
content.
Despite recent moves towards more
eSports content on TV, expect the 2:1 ratio
between online and linear viewership to
hold steady.
Limited by national and regional
broadcast models, TV will remain the
“second screen” for globally disparate
eSports audiences. Brands and
advertisers over-indexed on TV are
missing the massive opportunity to reach digital
natives – who favor online video and
livestreaming.
Impact
Copyright © 2016 eSports Group. All Rights Reserved
 Online streaming is glue for the
eSports experience
 Gaming-related content is
massive pull for millennial
minded audiences
 TV is “second screen” for
eSports viewing
 Engaging digital natives begins
online – video and live
streaming
ESPORTS PLAYBOOK 5
Emergence of the eSports megatrend is
driven by global accessibility of its
content. Untethered by regional and
national boundaries, eSports is fast
becoming the future sport of choice for a
growing number across the world.
81% of those surveyed – in the 16 to 19
year old age group – expressed a positive
interest in eSports. The figure was 51%
and 44% for the 20-29yr and 30+
groups, respectively.
For brands and marketers, eSports is a
direct line to consumers progressing
through formative years – where lifelong
brand preferences are being established.
Increasingly, it’s also a platform for
reaching more mature segments.
Impact
Copyright © 2016 eSports Group. All Rights Reserved
 Competitive gaming content is globally accessible
 The eSports information journey is diverse
 Competitive gaming isn’t just for specific age groups – it also attracts mature consumers
ESPORTS PLAYBOOK 6
7%
11%
12%
17%
19%
38%
21%
39%
27%
31%
Internet search (e.g. Google)
Digital sites from game publishers (e.g.
lolesports.com)
Social media (e.g. Twitter)
Game forums (e.g. Reddit)
Streaming platforms (e.g. Twitch or
YouTube Gaming)
What is the most important source of information that you
use to FIND OUT MORE about your favourite eSports
game?
1st Choice
2nd Choice
.
.
Online video content exerts an
undeniable gravitational pull on eSports
viewership. Twitch – for live broadcasts
– and YouTube – typically used for
video on demand (VOD) content – are
two destinations brands cannot afford to
ignore.
Twitch is home to both professionally
produced eSports competitions and user
generated content. In 2015, Twitch
viewers watched an average of 421.6
minutes – amounting to over 459,000 years-
worth of total consumed.
YouTube and several other broadcast
platforms maintain mindshare amongst
eSports enthusiasts. Still, with 100
million monthly visitors, Twitch is a
critical tool in building an effective reach
model for eSports-centric segments.
Copyright © 2016 eSports Group. All Rights Reserved
Best Practice
 Esports is primarily an online
experience
 Twitch dominates live eSports
broadcasts
 YouTube is home to live
streams and “on-demand”
content
 A sense of community brings
content creators and viewers
together
34% use both Twitch
and YouTube
30% use just Twitch and
no YouTube
9% use only YouTube
and no Twitch
25% use neither Twitch
nor YouTube
ESPORTS PLAYBOOK 7
Best Practice As part of its “Live Free, Couch Hard”
campaign, pizza rolls brand Totino’s
grabbed naming rights for a $50,000 “Call
of Duty” eSports tournament on
November 14th 2015 that averaged
30,000 live viewers throughout the six-
hour broadcast.
The same campaign also included the
“Bucking Couch Bowl,” a three-and-a-half
hour gaming competition – on Super
Bowl Sunday 2016.
The live broadcast featured popular
streamers iijeriichoii (787,000 followers),
summit1g (1,461,104 followers), and Gold
Glove (1,141,863 followers) going head-
to-head in a series of contests, all
controlled by viewer chat commands.
Totino's campaign was a spin on the
“Twitch Plays” program, which encourages
advertisers to move beyond standard ad
buys.
Copyright © 2016 eSports Group. All Rights Reserved
 Totino’s “Live Free, Couch Hard” program featured interactive
campaigns powered by Twitch
 The “Bucking Couch Bowl” took place on Super Bowl Sunday
and allowed
 Twitch Plays program helps brands to
reach audiences meaningfully
Viewers to control the content with
chat commands
ESPORTS PLAYBOOK 8
Compete to Win
Copyright © 2016 eSports Group. All Rights ReservedESPORTS PLAYBOOK 9
Reality The massive popularity of eSports is
driven by its role as a form of drama –
capable of evoking emotion through the
unpredictable creation of winners and
losers – fashioned from the marriage of sport
and gaming culture.
Competitive spirit is at the heart of
eSports, where raw displays of skill and mastery
will attract an estimated 292 million fans
in 2016, according to Newzoo Research.
The prospect of not only “going pro,” but
becoming a better competitive gamer is
encouraged by the nature of today’s
games.
Game developers have designed games
like League of Legends, Defense of the
Ancients (DoTA) 2, and Hearthstone
with incredibly high skill caps – allowing
players to sink thousands of hours into
a game without ever “beating it.”
Copyright © 2016 eSports Group. All Rights Reserved
 Esports lifestyle is forged around competitive spirit
 Skill improvement inspires viewership
 More can dream of “going pro,” than in traditional
sports
 Today’s video games are basically impossible to fully
master
ESPORTS PLAYBOOK 10
The line between fan and competitive
player is blurred in the world of eSports
– and that’s a good thing. Watching
video game matches inspires interest in
actually playing the game – a fact that
game publishers know very well.
In between top professional matches,
fans can and do engage in borderless
competition on a 24/7 basis. Massively
connected video game competition
provides a social and interactive form of
entertainment that is very attractive to
Millennial minded groups.
Impact
Copyright © 2016 eSports Group. All Rights Reserved
“Millennials are putting video games at
the center of their entertainment
preferences, but it is a new kind of
gaming that is more social, interactive
and engaging.”
“Challenge yourself against the best players
in the world with real people”
“It's really exciting to play with
people all over the world”
-Neil Howe, 2015 Essential Facts about
the Video Game Industry
 Digital competition enables global fan bases
 Line between player and viewer is blurred in eSports
 Watching video game competitions is key motivator to play more
 Massively connected competition is highly social and engaging
1 out 10 participated themselves in online or physical tournaments.
Tutorials and streams to include my
own gameplay – 31%
Analysis of play strategy and game
tactics – 47%
ESPORTS PLAYBOOK 11
Malcolm Gladwell’s 10,000 hour rule is still
very much alive in the world of
competitive video games. Ease of access
– players don’t need expensive coaching
or adult supervision to practice – only
further adds to the allure of eSports
among younger demographics.
Moreover, the motivation to master a
game is core to the psychology of
competitive play. Increasingly, players
are willing to invest hundreds of hours into
improving gameplay, often at the
expense of other forms of
entertainment like watching TV.
Impact
Copyright © 2016 eSports Group. All Rights Reserved
How to improve my play?
44% SAY:
“Analysis of play
strategy & game
tactics are
important.”
 Malcolm Gladwell’s “10,000 hour
rule” is still alive in eSports
 Players don’t need expensive
coaching and parental supervision
to improve
 Motivation to master a video game
is core to the psychology of
eSports
ESPORTS PLAYBOOK 12
.
Best Practice .
Brands and marketers must develop
strategies to engage the healthy segment
of eSports audiences who consume
content, not only as passive spectators,
but also to improve as gamers. These
“competitive spectators” are a valuable market
opportunity; a reality supported by a
growing number of tools and products
targeted at improving gameplay.
One such platform is Overwolf, which
provides apps that literally run within
PC games and help players win more.
Millions of gamers in North America
and Europe – normally extremely averse
to third-party modules – use Overwolf
apps for features which aren’t natively
built into the game, such as:
• Streaming and video capture
• Player and team stats
• Analytics tools
Copyright © 2016 eSports Group. All Rights Reserved
 The desire to improve as a gamer is powerful
passion point in eSports
 Audience segment that watches gaming
content to improve play is thriving
 Overwolf platform helps competitive gamers
win more
Streaming
& Video
Capture
Player &
Team Stats
Analytics
Tools
O
V
E
R
W
O
L
F
F
E
A
T
U
R
E
S
ESPORTS PLAYBOOK 13
.
Best Practice .
After every game, Overwolf loads a
summary of the session, offering video
highlights, performance, activity stats,
and more. Brands can engage their
target market in creative ways, including
video and brand take-over, around this
game summary content.
With an estimated 50% of core gamers
using ad blockers, it is worth noting that
Overwolf's ad placement can't be blocked.
Coupled with a reach of over 2 million daily
impressions, the platform provides
brands with the chance to engage with
an energized audience at the moment
when bodily functions are at the highest
levels due to adrenaline rush, intensity
and high involvement.
Plus, according to June 2016 comScore
data from Overwolf – 75% of its
audience is unreachable on Twitch.tv.
Copyright © 2016 eSports Group. All Rights Reserved
 Overwolf allows brands to engage target
market in creative ways: video, brand
take-over, etc.
 Estimated 50% of core gamers use ad
blockers
 Overwolf's ad placement can't be
blocked by ad blocking software
 75% of Overwolf’s audience is
unreachable on Twitch.tv (comScore
June 2016)
ESPORTS PLAYBOOK 14
Passion Pays
Copyright © 2016 eSports Group. All Rights ReservedESPORTS PLAYBOOK 15
Reality
The term passion is tossed about freely
when describing the eSports experience.
Passion is what attracts the time and
attention from eSports audiences. To
understand as much, leading emotive
drivers must be highlighted.
Furthermore, key in overcoming the
noted low tolerance for mainstream
marketing messaging and tactics – native
to these demographics – is brand investment
directly into the cultural fabric.
Succeeding interactions are then
authentic, by default.
The end result is genuinely effective messaging
that matches the emotional pitch, and
tone of this highly passionate,
worldwide community.
Copyright © 2016 eSports Group. All Rights Reserved
 Passion drives eSports engagement
 Engagement measured in time and attention
 Brand investment is mandatory for effective
messaging
ESPORTS PLAYBOOK 16
Esports fandom and loyalty are heavily
tied to the video game title being played. This
represents a challenge for advertisers
and agencies – outside the gaming
industry – attempting to navigate the
landscape.
Especially those accustomed to the
world of traditional sports, in which fan
affiliation must flow to a select few
multi-billion dollar leagues.
The solution: Leading game titles like
Counter-Strike: Global Offensive,
Defense of the Ancients (DoTA) 2, and
League of Legends should be treated
like individual sports with different
triggers for fan passion.
The focus is creating experiences that tie
into unique elements of individual game
communities.
Impact
Copyright © 2016 eSports Group. All Rights Reserved
57%
39%
25%
Emotive Drivers (in%) eSports passion is connected to
the…
Pro-Gamer Team Game
 ESports fandom and loyalty revolves heavily around video game titles
 Individual games should be viewed like different sports
 Experiences, not ads, resonate best with eSports audiences
ESPORTS PLAYBOOK 17
Effective consumer touch in eSports is
achieved through an understanding of
the deeper meaning of engagement.
Knowing how the prevalence of
interactivity drives eSports enthusiasm is the basis
of stronger brand relationships.
Authenticity is earned through proven
value over time. There are no shortcuts.
Brands must merge into the fabric of
eSports communities. Or risk being
rejected for being purely promotional.
Formulating advertising, like pre-roll,
falls short of reaching those who are
most passionate – vocal segments that
can make or break marketing
investments in the space. Capturing
attention and approval starts with crafting
experiences, not ads, which ultimately
inspire engagement.
Impact
Copyright © 2016 eSports Group. All Rights Reserved
eSports Passives
23%
eSports Just Stream
Watchers
27%
eSports
Engaged
49%
eSports Segments
(in %) Authenticity = proven value over
time
 Millennial minded groups
demand interaction in exchange
for their attention
 Brand marketing must inspire the
attention of target segment(s)
ESPORTS PLAYBOOK 18
.
Essilor, a world leader in ophthalmic
optics, created the Eyezen Challenge in
association with Fnatic, a leading
competitive eSports organization, to
launch its new Eyezen™ lenses. The
campaign is an immersive digital experience in
the form of an online game.
The Eyezen Challenge demonstrates key
elements of impactful brand communications
in eSports – starting by integrating
former Fnatic coach Luis Sevilla and
League of Legends star player, Martin
‘Rekkles’ Larsson. Additionally:
• Audiences are engaged as
participants
• The challenge presents a clear
purpose – compete & win against
Rekkles
• Branding and messaging is smoothly
weaved into the experience, as
opposed to in an intrusive nature
Copyright © 2016 eSports Group. All Rights Reserved
 Essilor leveraged partnership with competitive gaming club Fnatic to
create immersive brand experience for fans
 Partnerships with clubs like Fnatic help brands navigate the eSports
landscape
 Impactful brand communications aren’t overly promotional
Best Practice
ESPORTS PLAYBOOK 19
The Power of Gaming
Copyright © 2016 eSports Group. All Rights ReservedESPORTS PLAYBOOK 20
Reality
The eSports experience is drawn directly
from the wider gaming community. Electronic
sports represent a marriage of
traditional sports ethos – the
indomitable spirit of competition,
sportsmanship, plus appreciation for
skill – and the unwritten codes of
gaming culture.
So while competitive video games
maintain elements of major sports –
teams, leagues, tournaments, etc. – ties to
gaming are immutable.
Meaning, non-endemic brands are not
just navigating a digital sport, but also a
growing subset of the global gaming
community, one which exists entirely
independent of their involvement.
Copyright © 2016 eSports Group. All Rights Reserved
 Gaming culture is forefather of eSports
 Competitive spirit in gaming helped
forge the eSports megatrend
 Brands must understand and respect
gaming culture
ESPORTS PLAYBOOK 21
Despite segmentation across different
game titles, enthusiasm among eSports fans is
broad, and driven by a general passion for
gaming.
With 40% of those surveyed following
three or more games, there is significant
opportunity to borrow equity by keying on
the commonalities across different game
communities.
While every single video game is NOT
an eSport, the gaming experience is a
shared canvas that cuts across consoles,
PC, and mobile games.
Brands must align with sentiments of
the collective gaming-lifestyle to produce true
authenticity in eSports.
Impact
Copyright © 2016 eSports Group. All Rights Reserved
None specific game
16%
1 game
25%
2 games
19%
3 or more
games
40%
How many eSports games have you been following in the past 3 months, if
any?
 ESports enthusiasm is broad
 Different game communities share cultural elements
 Authenticity in eSports requires understanding gaming-lifestyle elements
ESPORTS PLAYBOOK 22
Synonymous with wider gamer culture is
a strong sense of identity and
community. Similar to hobbyist outlets,
eSports is a mode of social expression
stemming from the desire to connect
with other like-minded individuals.
Contrary to traditional sports, which
depend on physical proximity, eSports
enables geographically disparate bonds in the
digital world – connections which can,
and do, come to life offline.
It is competition that connects players,
creates teams, and transforms lone
spectators into communities of fans –
who might otherwise remain isolated.
Impact
Copyright © 2016 eSports Group. All Rights Reserved
“We are all in this together, socially
& relaxed.”
35 % said expressing fanship and the wish to
connect with likeminded gamers was
important.
 Gaming is source of strong sense of community and identity
 Connecting socially with other like-minded individuals is a key emotive
driver
 Competition at all levels connects
gamers from across the world
ESPORTS PLAYBOOK 23
.
Best Practice
Since entering the scene as a partner of
Riot Games’ League of Legends in
2013, Coca Cola has consistently
expanded its eSports footprint.
A varied bunch of activations – some
focused on eSports, others on general
gaming – including: the League of
Legends World Championship, FIFA
Interactive World Cup, Coca-Cola
Game-a-Thon and Coke eSports
Cinema Viewing Parties.
By tying overarching gaming culture
into its programs, the soft drink brand
has grown brand recognition across a
number of eSports segments. In April
2016, Coke took its commitment a step
forward by hiring for an eSports project
manager in April 2016.
Copyright © 2016 eSports Group. All Rights Reserved
 Coca Cola has exhibited non-
endemic brand leadership in
eSports since 2013
 Coke activations span
experiential and digital
 Coke demonstrated brand
investment by hiring an eSports
project manager in April 2016
ESPORTS PLAYBOOK 24
.
Best Practice .
According to internal Coke research, in
2015 – after one year of the partnership
with Riot Games – Coca-Cola was the #1
non-video game brand associated with League
of Legends.
An additional 70% of gamers believe
Coke’s brand sponsorship is positive,
and 97% of gamers have either a
positive or neutral response – all figures
that demonstrate ROI maximization of
marketing spend.
By syncing eSports campaigns with a consistent
approach to gaming culture, Coke has
been able to engender brand equity
within a notoriously hard-to-penetrate
community.
Copyright © 2016 eSports Group. All Rights Reserved
 Coke was the #1 non-gaming brand associated with League of Legends (2015)
 Successful eSports strategy requires committed approach to gaming culture
 Consistent, cohesive involvement builds brand equity
ESPORTS PLAYBOOK 25
Copyright © 2016 eSports Group. All Rights Reserved
Conclusions
ESPORTS PLAYBOOK 26
Study of the eSports experience has only just begun. The Esports Playbook is our humble attempt to provide an in-depth look at
key motivators for competitive video game participants. Such that brands and marketers can better connect with eSports consumers in a
meaningful manner.
We are firmly convinced that there are massive implications in the mainstream emergence of eSports. In that, rise of the eSports
megatrend is a direct reflection of a new wave of consumer tastes. This shift is changing the way marketers build brands.
Therefore, brand success in eSports requires new approaches to understand its fans, and what matters to them. Most importantly it
involves new ways of connecting with consumers emphasizing community and collaboration, over transactional commerce.
We hope our findings aid your eSports journey, and we encourage you to contact us.
Copyright © 2016 eSports Group. All Rights Reserved
About the Authors
ALEX FLETCHER
Managing Director, eSports Group
PHILIPP WAGNER
CEO and Founder, Blicx Ltd.
Having been involved with the eSports industry since 2012, Alex manages the advisory and
consulting practice at eSports Group. He brings significant experience from multiple
industries, categories and sectors. One of his passions is building new models for insight
development that help clients form winning eSports strategies. He is driven by better
understanding the market shifting factors behind the eSports megatrend.
Since 2014 Blicx has conducted bespoke research in eSports. As research director of Blicx
Philipp has experienced firsthand how the topic has moved an entire industry. It first was
an experimental engagement of a few brand managers who wanted to know general
attitudes towards competitive gaming, where it is now a strategic topic for senior
management and product development. With a global panel of core video gamers, Blicx
follows eSports at the very heart and provide insights for video game companies, media
and non-endemic brands alike.
afletcher@esportsgroup.net
@fletchunleashed
pwagner@blicx.com
ESPORTS PLAYBOOK 27
Copyright © 2016 eSports Group. All Rights Reserved
Contact
815 Heron Drive
Silver Spring, MD 20901
USA
Tel: +01 301-660-5488
www.esportsgroup.net
Victoria House
86-90 Richmond Road
Kingston upon Thames
Surrey
UK
KT2 5EW
Tel : +44 788557 1966
www.blicx.com
ESPORTS PLAYBOOK 28

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Esports Playbook: A Guide for Brands and Marketers

  • 1. Wining at eSports: for brands and marketers Images Courtesy of Google Wining at eSports: for brands and marketers
  • 2. Copyright © 2016 eSports Group. All Rights Reserved Executive Summary This report is the product of thoughts, work and insights from collaboration between Blicx Ltd. and eSports Group. It is meant to shed light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. While it may be difficult to condense the entire eSports megatrend, we will dare to try. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers. Understanding them is mandatory. Our intention is to outline a winning formula, backed by data, and independent of third-party influence, for connecting to eSports enthusiasts and fans. The study included an 8 minute online survey among a global game panel of console and PC gamers with 1,125 completed responses. Results showed that 75% are very aware of eSports and 72% are interested/very interested in digital sport. Our analysis fashioned four must-have plays – centered on impactful data points – for brands and marketers interested in reaching eSports consumers. ALEX FLETCHER Managing Director, eSports Group PHILIPP WAGNER CEO and Founder, Blicx Ltd. ESPORTS PLAYBOOK 1
  • 3. Copyright © 2016 eSports Group. All Rights Reserved Table of Contents THE REACH MODEL  ONLINE STREAMING  BEST PRACTICE: TWITCH COMPETE TO WIN  COMPETITIVE DRIVERS  BEST PRACTICE: OVERWOLF PASSION PAYS  DEFINING PASSION POINTS  BEST PRACTICE: ESSILOR THE POWER OF GAMING  GAMING CULTURE  BEST PRACTICE: COCA COLA CONCLUSIONS ABOUT THE AUTHORS ESPORTS PLAYBOOK 2
  • 4. The Reach Model Copyright © 2016 eSports Group. All Rights ReservedESPORTS PLAYBOOK 3
  • 5. Reality As video games continue to evolve from hobby to leading form of entertainment, consumer attention has also become a rare commodity. Into this picture, enters the eSports experience: A digital sport built atop popular video game ecosystems, it draws massive levels of attention from hard-to-reach audiences. A generational shift – characterized by Millennials – has spurred the convergence of new forms of interaction and media consumption patterns. Molded independently of mainstream influence has granted eSports a unique structure and culture – directly reflective of, not only the gaming world, but the wider tastes of a new generation of consumer. Therefore, effective reach among eSports audiences requires a nuanced approach.  Passive entertainment does not resonate with Millennials  Electronic sports are interactive entertainment  New generation of hard-to-reach consumer is drawn to eSports  Effective reach requires strategy Copyright © 2016 eSports Group. All Rights ReservedESPORTS PLAYBOOK 4
  • 6. The glue for today’s competitive video game experience is online video streaming, which enables unique pockets of enthusiasts to connect and interact – from playing together, to consuming an increasing array of gaming-related content. Despite recent moves towards more eSports content on TV, expect the 2:1 ratio between online and linear viewership to hold steady. Limited by national and regional broadcast models, TV will remain the “second screen” for globally disparate eSports audiences. Brands and advertisers over-indexed on TV are missing the massive opportunity to reach digital natives – who favor online video and livestreaming. Impact Copyright © 2016 eSports Group. All Rights Reserved  Online streaming is glue for the eSports experience  Gaming-related content is massive pull for millennial minded audiences  TV is “second screen” for eSports viewing  Engaging digital natives begins online – video and live streaming ESPORTS PLAYBOOK 5
  • 7. Emergence of the eSports megatrend is driven by global accessibility of its content. Untethered by regional and national boundaries, eSports is fast becoming the future sport of choice for a growing number across the world. 81% of those surveyed – in the 16 to 19 year old age group – expressed a positive interest in eSports. The figure was 51% and 44% for the 20-29yr and 30+ groups, respectively. For brands and marketers, eSports is a direct line to consumers progressing through formative years – where lifelong brand preferences are being established. Increasingly, it’s also a platform for reaching more mature segments. Impact Copyright © 2016 eSports Group. All Rights Reserved  Competitive gaming content is globally accessible  The eSports information journey is diverse  Competitive gaming isn’t just for specific age groups – it also attracts mature consumers ESPORTS PLAYBOOK 6 7% 11% 12% 17% 19% 38% 21% 39% 27% 31% Internet search (e.g. Google) Digital sites from game publishers (e.g. lolesports.com) Social media (e.g. Twitter) Game forums (e.g. Reddit) Streaming platforms (e.g. Twitch or YouTube Gaming) What is the most important source of information that you use to FIND OUT MORE about your favourite eSports game? 1st Choice 2nd Choice
  • 8. . . Online video content exerts an undeniable gravitational pull on eSports viewership. Twitch – for live broadcasts – and YouTube – typically used for video on demand (VOD) content – are two destinations brands cannot afford to ignore. Twitch is home to both professionally produced eSports competitions and user generated content. In 2015, Twitch viewers watched an average of 421.6 minutes – amounting to over 459,000 years- worth of total consumed. YouTube and several other broadcast platforms maintain mindshare amongst eSports enthusiasts. Still, with 100 million monthly visitors, Twitch is a critical tool in building an effective reach model for eSports-centric segments. Copyright © 2016 eSports Group. All Rights Reserved Best Practice  Esports is primarily an online experience  Twitch dominates live eSports broadcasts  YouTube is home to live streams and “on-demand” content  A sense of community brings content creators and viewers together 34% use both Twitch and YouTube 30% use just Twitch and no YouTube 9% use only YouTube and no Twitch 25% use neither Twitch nor YouTube ESPORTS PLAYBOOK 7
  • 9. Best Practice As part of its “Live Free, Couch Hard” campaign, pizza rolls brand Totino’s grabbed naming rights for a $50,000 “Call of Duty” eSports tournament on November 14th 2015 that averaged 30,000 live viewers throughout the six- hour broadcast. The same campaign also included the “Bucking Couch Bowl,” a three-and-a-half hour gaming competition – on Super Bowl Sunday 2016. The live broadcast featured popular streamers iijeriichoii (787,000 followers), summit1g (1,461,104 followers), and Gold Glove (1,141,863 followers) going head- to-head in a series of contests, all controlled by viewer chat commands. Totino's campaign was a spin on the “Twitch Plays” program, which encourages advertisers to move beyond standard ad buys. Copyright © 2016 eSports Group. All Rights Reserved  Totino’s “Live Free, Couch Hard” program featured interactive campaigns powered by Twitch  The “Bucking Couch Bowl” took place on Super Bowl Sunday and allowed  Twitch Plays program helps brands to reach audiences meaningfully Viewers to control the content with chat commands ESPORTS PLAYBOOK 8
  • 10. Compete to Win Copyright © 2016 eSports Group. All Rights ReservedESPORTS PLAYBOOK 9
  • 11. Reality The massive popularity of eSports is driven by its role as a form of drama – capable of evoking emotion through the unpredictable creation of winners and losers – fashioned from the marriage of sport and gaming culture. Competitive spirit is at the heart of eSports, where raw displays of skill and mastery will attract an estimated 292 million fans in 2016, according to Newzoo Research. The prospect of not only “going pro,” but becoming a better competitive gamer is encouraged by the nature of today’s games. Game developers have designed games like League of Legends, Defense of the Ancients (DoTA) 2, and Hearthstone with incredibly high skill caps – allowing players to sink thousands of hours into a game without ever “beating it.” Copyright © 2016 eSports Group. All Rights Reserved  Esports lifestyle is forged around competitive spirit  Skill improvement inspires viewership  More can dream of “going pro,” than in traditional sports  Today’s video games are basically impossible to fully master ESPORTS PLAYBOOK 10
  • 12. The line between fan and competitive player is blurred in the world of eSports – and that’s a good thing. Watching video game matches inspires interest in actually playing the game – a fact that game publishers know very well. In between top professional matches, fans can and do engage in borderless competition on a 24/7 basis. Massively connected video game competition provides a social and interactive form of entertainment that is very attractive to Millennial minded groups. Impact Copyright © 2016 eSports Group. All Rights Reserved “Millennials are putting video games at the center of their entertainment preferences, but it is a new kind of gaming that is more social, interactive and engaging.” “Challenge yourself against the best players in the world with real people” “It's really exciting to play with people all over the world” -Neil Howe, 2015 Essential Facts about the Video Game Industry  Digital competition enables global fan bases  Line between player and viewer is blurred in eSports  Watching video game competitions is key motivator to play more  Massively connected competition is highly social and engaging 1 out 10 participated themselves in online or physical tournaments. Tutorials and streams to include my own gameplay – 31% Analysis of play strategy and game tactics – 47% ESPORTS PLAYBOOK 11
  • 13. Malcolm Gladwell’s 10,000 hour rule is still very much alive in the world of competitive video games. Ease of access – players don’t need expensive coaching or adult supervision to practice – only further adds to the allure of eSports among younger demographics. Moreover, the motivation to master a game is core to the psychology of competitive play. Increasingly, players are willing to invest hundreds of hours into improving gameplay, often at the expense of other forms of entertainment like watching TV. Impact Copyright © 2016 eSports Group. All Rights Reserved How to improve my play? 44% SAY: “Analysis of play strategy & game tactics are important.”  Malcolm Gladwell’s “10,000 hour rule” is still alive in eSports  Players don’t need expensive coaching and parental supervision to improve  Motivation to master a video game is core to the psychology of eSports ESPORTS PLAYBOOK 12
  • 14. . Best Practice . Brands and marketers must develop strategies to engage the healthy segment of eSports audiences who consume content, not only as passive spectators, but also to improve as gamers. These “competitive spectators” are a valuable market opportunity; a reality supported by a growing number of tools and products targeted at improving gameplay. One such platform is Overwolf, which provides apps that literally run within PC games and help players win more. Millions of gamers in North America and Europe – normally extremely averse to third-party modules – use Overwolf apps for features which aren’t natively built into the game, such as: • Streaming and video capture • Player and team stats • Analytics tools Copyright © 2016 eSports Group. All Rights Reserved  The desire to improve as a gamer is powerful passion point in eSports  Audience segment that watches gaming content to improve play is thriving  Overwolf platform helps competitive gamers win more Streaming & Video Capture Player & Team Stats Analytics Tools O V E R W O L F F E A T U R E S ESPORTS PLAYBOOK 13
  • 15. . Best Practice . After every game, Overwolf loads a summary of the session, offering video highlights, performance, activity stats, and more. Brands can engage their target market in creative ways, including video and brand take-over, around this game summary content. With an estimated 50% of core gamers using ad blockers, it is worth noting that Overwolf's ad placement can't be blocked. Coupled with a reach of over 2 million daily impressions, the platform provides brands with the chance to engage with an energized audience at the moment when bodily functions are at the highest levels due to adrenaline rush, intensity and high involvement. Plus, according to June 2016 comScore data from Overwolf – 75% of its audience is unreachable on Twitch.tv. Copyright © 2016 eSports Group. All Rights Reserved  Overwolf allows brands to engage target market in creative ways: video, brand take-over, etc.  Estimated 50% of core gamers use ad blockers  Overwolf's ad placement can't be blocked by ad blocking software  75% of Overwolf’s audience is unreachable on Twitch.tv (comScore June 2016) ESPORTS PLAYBOOK 14
  • 16. Passion Pays Copyright © 2016 eSports Group. All Rights ReservedESPORTS PLAYBOOK 15
  • 17. Reality The term passion is tossed about freely when describing the eSports experience. Passion is what attracts the time and attention from eSports audiences. To understand as much, leading emotive drivers must be highlighted. Furthermore, key in overcoming the noted low tolerance for mainstream marketing messaging and tactics – native to these demographics – is brand investment directly into the cultural fabric. Succeeding interactions are then authentic, by default. The end result is genuinely effective messaging that matches the emotional pitch, and tone of this highly passionate, worldwide community. Copyright © 2016 eSports Group. All Rights Reserved  Passion drives eSports engagement  Engagement measured in time and attention  Brand investment is mandatory for effective messaging ESPORTS PLAYBOOK 16
  • 18. Esports fandom and loyalty are heavily tied to the video game title being played. This represents a challenge for advertisers and agencies – outside the gaming industry – attempting to navigate the landscape. Especially those accustomed to the world of traditional sports, in which fan affiliation must flow to a select few multi-billion dollar leagues. The solution: Leading game titles like Counter-Strike: Global Offensive, Defense of the Ancients (DoTA) 2, and League of Legends should be treated like individual sports with different triggers for fan passion. The focus is creating experiences that tie into unique elements of individual game communities. Impact Copyright © 2016 eSports Group. All Rights Reserved 57% 39% 25% Emotive Drivers (in%) eSports passion is connected to the… Pro-Gamer Team Game  ESports fandom and loyalty revolves heavily around video game titles  Individual games should be viewed like different sports  Experiences, not ads, resonate best with eSports audiences ESPORTS PLAYBOOK 17
  • 19. Effective consumer touch in eSports is achieved through an understanding of the deeper meaning of engagement. Knowing how the prevalence of interactivity drives eSports enthusiasm is the basis of stronger brand relationships. Authenticity is earned through proven value over time. There are no shortcuts. Brands must merge into the fabric of eSports communities. Or risk being rejected for being purely promotional. Formulating advertising, like pre-roll, falls short of reaching those who are most passionate – vocal segments that can make or break marketing investments in the space. Capturing attention and approval starts with crafting experiences, not ads, which ultimately inspire engagement. Impact Copyright © 2016 eSports Group. All Rights Reserved eSports Passives 23% eSports Just Stream Watchers 27% eSports Engaged 49% eSports Segments (in %) Authenticity = proven value over time  Millennial minded groups demand interaction in exchange for their attention  Brand marketing must inspire the attention of target segment(s) ESPORTS PLAYBOOK 18
  • 20. . Essilor, a world leader in ophthalmic optics, created the Eyezen Challenge in association with Fnatic, a leading competitive eSports organization, to launch its new Eyezen™ lenses. The campaign is an immersive digital experience in the form of an online game. The Eyezen Challenge demonstrates key elements of impactful brand communications in eSports – starting by integrating former Fnatic coach Luis Sevilla and League of Legends star player, Martin ‘Rekkles’ Larsson. Additionally: • Audiences are engaged as participants • The challenge presents a clear purpose – compete & win against Rekkles • Branding and messaging is smoothly weaved into the experience, as opposed to in an intrusive nature Copyright © 2016 eSports Group. All Rights Reserved  Essilor leveraged partnership with competitive gaming club Fnatic to create immersive brand experience for fans  Partnerships with clubs like Fnatic help brands navigate the eSports landscape  Impactful brand communications aren’t overly promotional Best Practice ESPORTS PLAYBOOK 19
  • 21. The Power of Gaming Copyright © 2016 eSports Group. All Rights ReservedESPORTS PLAYBOOK 20
  • 22. Reality The eSports experience is drawn directly from the wider gaming community. Electronic sports represent a marriage of traditional sports ethos – the indomitable spirit of competition, sportsmanship, plus appreciation for skill – and the unwritten codes of gaming culture. So while competitive video games maintain elements of major sports – teams, leagues, tournaments, etc. – ties to gaming are immutable. Meaning, non-endemic brands are not just navigating a digital sport, but also a growing subset of the global gaming community, one which exists entirely independent of their involvement. Copyright © 2016 eSports Group. All Rights Reserved  Gaming culture is forefather of eSports  Competitive spirit in gaming helped forge the eSports megatrend  Brands must understand and respect gaming culture ESPORTS PLAYBOOK 21
  • 23. Despite segmentation across different game titles, enthusiasm among eSports fans is broad, and driven by a general passion for gaming. With 40% of those surveyed following three or more games, there is significant opportunity to borrow equity by keying on the commonalities across different game communities. While every single video game is NOT an eSport, the gaming experience is a shared canvas that cuts across consoles, PC, and mobile games. Brands must align with sentiments of the collective gaming-lifestyle to produce true authenticity in eSports. Impact Copyright © 2016 eSports Group. All Rights Reserved None specific game 16% 1 game 25% 2 games 19% 3 or more games 40% How many eSports games have you been following in the past 3 months, if any?  ESports enthusiasm is broad  Different game communities share cultural elements  Authenticity in eSports requires understanding gaming-lifestyle elements ESPORTS PLAYBOOK 22
  • 24. Synonymous with wider gamer culture is a strong sense of identity and community. Similar to hobbyist outlets, eSports is a mode of social expression stemming from the desire to connect with other like-minded individuals. Contrary to traditional sports, which depend on physical proximity, eSports enables geographically disparate bonds in the digital world – connections which can, and do, come to life offline. It is competition that connects players, creates teams, and transforms lone spectators into communities of fans – who might otherwise remain isolated. Impact Copyright © 2016 eSports Group. All Rights Reserved “We are all in this together, socially & relaxed.” 35 % said expressing fanship and the wish to connect with likeminded gamers was important.  Gaming is source of strong sense of community and identity  Connecting socially with other like-minded individuals is a key emotive driver  Competition at all levels connects gamers from across the world ESPORTS PLAYBOOK 23
  • 25. . Best Practice Since entering the scene as a partner of Riot Games’ League of Legends in 2013, Coca Cola has consistently expanded its eSports footprint. A varied bunch of activations – some focused on eSports, others on general gaming – including: the League of Legends World Championship, FIFA Interactive World Cup, Coca-Cola Game-a-Thon and Coke eSports Cinema Viewing Parties. By tying overarching gaming culture into its programs, the soft drink brand has grown brand recognition across a number of eSports segments. In April 2016, Coke took its commitment a step forward by hiring for an eSports project manager in April 2016. Copyright © 2016 eSports Group. All Rights Reserved  Coca Cola has exhibited non- endemic brand leadership in eSports since 2013  Coke activations span experiential and digital  Coke demonstrated brand investment by hiring an eSports project manager in April 2016 ESPORTS PLAYBOOK 24
  • 26. . Best Practice . According to internal Coke research, in 2015 – after one year of the partnership with Riot Games – Coca-Cola was the #1 non-video game brand associated with League of Legends. An additional 70% of gamers believe Coke’s brand sponsorship is positive, and 97% of gamers have either a positive or neutral response – all figures that demonstrate ROI maximization of marketing spend. By syncing eSports campaigns with a consistent approach to gaming culture, Coke has been able to engender brand equity within a notoriously hard-to-penetrate community. Copyright © 2016 eSports Group. All Rights Reserved  Coke was the #1 non-gaming brand associated with League of Legends (2015)  Successful eSports strategy requires committed approach to gaming culture  Consistent, cohesive involvement builds brand equity ESPORTS PLAYBOOK 25
  • 27. Copyright © 2016 eSports Group. All Rights Reserved Conclusions ESPORTS PLAYBOOK 26 Study of the eSports experience has only just begun. The Esports Playbook is our humble attempt to provide an in-depth look at key motivators for competitive video game participants. Such that brands and marketers can better connect with eSports consumers in a meaningful manner. We are firmly convinced that there are massive implications in the mainstream emergence of eSports. In that, rise of the eSports megatrend is a direct reflection of a new wave of consumer tastes. This shift is changing the way marketers build brands. Therefore, brand success in eSports requires new approaches to understand its fans, and what matters to them. Most importantly it involves new ways of connecting with consumers emphasizing community and collaboration, over transactional commerce. We hope our findings aid your eSports journey, and we encourage you to contact us.
  • 28. Copyright © 2016 eSports Group. All Rights Reserved About the Authors ALEX FLETCHER Managing Director, eSports Group PHILIPP WAGNER CEO and Founder, Blicx Ltd. Having been involved with the eSports industry since 2012, Alex manages the advisory and consulting practice at eSports Group. He brings significant experience from multiple industries, categories and sectors. One of his passions is building new models for insight development that help clients form winning eSports strategies. He is driven by better understanding the market shifting factors behind the eSports megatrend. Since 2014 Blicx has conducted bespoke research in eSports. As research director of Blicx Philipp has experienced firsthand how the topic has moved an entire industry. It first was an experimental engagement of a few brand managers who wanted to know general attitudes towards competitive gaming, where it is now a strategic topic for senior management and product development. With a global panel of core video gamers, Blicx follows eSports at the very heart and provide insights for video game companies, media and non-endemic brands alike. afletcher@esportsgroup.net @fletchunleashed pwagner@blicx.com ESPORTS PLAYBOOK 27
  • 29. Copyright © 2016 eSports Group. All Rights Reserved Contact 815 Heron Drive Silver Spring, MD 20901 USA Tel: +01 301-660-5488 www.esportsgroup.net Victoria House 86-90 Richmond Road Kingston upon Thames Surrey UK KT2 5EW Tel : +44 788557 1966 www.blicx.com ESPORTS PLAYBOOK 28

Hinweis der Redaktion

  1. Replace copyright at bottom with image attributions Move images to the left and right of the eSports playbook block and extend it in their place
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  5. Re-do box with numbers and reduce size of circle of people Move Twitch logo to a more visible place on slide and add link to site from image S
  6. Consider adding pics to support “Live Free, Couch Hard”?
  7. Add the following stats to the slide: Tutorials and streams to include my own gamplay – 31% Analysis of play strategy and game tactics – 47% Move quote bubble into grey area
  8. Rearrange logo in same location as other best practice slides Consider adding pics of Overwolf app so it’s obvious what Overwolf is/does
  9. Rearrange logo in same location as other best practice slides
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  11. Background color
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  13. Add two columns: one with eSports Group logo and other with Blicx Include: address, phone number, website Background color