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Talking eSports
November 8th
Or Preiss
I’m 25. I’m passionate about growth and gaming. Founded Zengaming 2 years ago.
We reached 2.5M users and raised $3.8M. I’m now struggling with the development of
the company’s culture and refining the value we offer to the world.
1
Disclaimer
There is no “right” or “wrong”. The materials in this lecture represents the best knowledge (meta knowledge)
we gained so far. This is our perspective and I recommend all of you to doubt and question everything.
Always..
What am I going to cover
A eSports background
B Market structure
C Market growth
D The opportunity
E Some philosophy
F GLHF
eSports background
A
eSports is Electronic sports
eSports background
eSports is mostly team-play based and
played on PC or console
eSports background
There are 7-8 main titles
eSports background
Counter Strike
Global Offensive
League Of Legends Dota 2 Overwatch Hearthstone
Just like traditional sports
eSports background
MAIN CATEGORIES ARE
MOBA FPS CARDS
eSports background
Multiplayer online
battle arena
First person
shooter
Dota tournament in Seattle this year
$24M prize pool, 5M CC peak 16M, unique viewers
eSports background
More people watched League Of Legends
than the NBA finals
eSports background
- Media rights in 2017 sold to TV for
almost $0.3B
- Huge clubs opened an eSports team
- Top players reported $2.5M annually
revenues from prize pool only
- Including Israeli Dota player - Tal
Aizik in the top 20 with $1M
eSports background
Today: Pro teams and players with a huge budget,
salaries, gaming house and high contracts
eSports background
eSports background
eSports history
1980 - First ever local
eSports competition of
Atari
1997 - First worldwide
competition with 2000
participants and prize
pool of $15K
2000 - Going global with
organizations like WCG and
MLG running worldwide
tournaments with 800K
participants from 78 countries
and prize pool of $170K
2011 - Twitch go live
allowing streaming
(Future - YT gaming)
Today - 250M eSports
enthusiasts and $0.7B
total revenues
eSports grew from the bottom up
Started from local communities of gamers
eSports background
Market structure
B
Market structure
The market structure
Teams Tournaments Publishers 3rd party Viewership News
Market structure
The users
Gamers
800M
eSports enthusiasts
250M
Hungry +
10M
Players in teams
200K
Tier 3 players
Semi pro players
50K
Pro Players
5K
Market growth
C
Market growth
Growth in viewership
Market growth
Growth in revenues
Market growth
Revenues per enthusiast getting closer to
traditional sports
Market growth
Recent investments in eSports
$100M Oct 2015 $15M Oct 2017
$2.8M April 2016 $70M during
2016-17
Teams
VCs involved
Startups
The opportunity
D
The opportunity
Why does it grow so fast?
a. It’s still decentralized
Like in every emerging market - The consciousness evolves first, then the
manifestation. Things like business models, pricing and structure shaped as we speak
The opportunity
Why does it grow so fast?
B. More people are attracted to gaming than ever before
The opportunity
The challenges of the market
a. A major percent of the money still flows to game publishers
No one owns “Football” Owned by RIOT games
Implies on a broken market
Teams Tournaments Publishers 3rd party Viewership News
The opportunity
Apx 90%
Of the money
The opportunity
The challenges of the market
B. Lack of stability
Raises questions like:
If RIot wants to grow and release a new
game that gains hype, what does it mean
for a pro player or for a startup relying on
League of Legends?
The risk holds the market back
Some philosophy
E
The opportunity
The current ‘meta’ of the world
The opportunity
No child ever dreams of that:
The opportunity
Should be done by
ROBOTS
The opportunity
The current meta of startups is:
Enabling people to do what they love and
get paid for it
The opportunity
And it happens all over
Entrepreneurship
Artists
SMBs
Gaming
Content creators
F
Why I invested my time here?
I love gaming & eSports
I love the current ‘Meta’ of the world
GLHF
Appendix
ZENGAMING’s story
Our mission:
1. To fund the emerging eSport teams class
2. Create a company where teammates build fulfilling lives
Why?
● We believe GAMERS should be able to make a
living doing what they love.
Increase your
fan base
The endless loop holding back gamers
Participate in top
leagues and
tournaments
Find sponsors to
fund the team
It’s damn hard to reach those leagues and
tournaments with a low budget (would
say 1% success rate)
It’s also nearly impossible to find a sponsor
without having a massive fan base
Cultivating a massive fanbase doesn’t make
sense without participating in big events

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Talking eSports

  • 2. Or Preiss I’m 25. I’m passionate about growth and gaming. Founded Zengaming 2 years ago. We reached 2.5M users and raised $3.8M. I’m now struggling with the development of the company’s culture and refining the value we offer to the world. 1
  • 3. Disclaimer There is no “right” or “wrong”. The materials in this lecture represents the best knowledge (meta knowledge) we gained so far. This is our perspective and I recommend all of you to doubt and question everything. Always..
  • 4. What am I going to cover A eSports background B Market structure C Market growth D The opportunity E Some philosophy F GLHF
  • 6. eSports is Electronic sports eSports background
  • 7. eSports is mostly team-play based and played on PC or console eSports background
  • 8. There are 7-8 main titles eSports background Counter Strike Global Offensive League Of Legends Dota 2 Overwatch Hearthstone
  • 9. Just like traditional sports eSports background
  • 10. MAIN CATEGORIES ARE MOBA FPS CARDS eSports background Multiplayer online battle arena First person shooter
  • 11. Dota tournament in Seattle this year $24M prize pool, 5M CC peak 16M, unique viewers eSports background
  • 12. More people watched League Of Legends than the NBA finals eSports background
  • 13. - Media rights in 2017 sold to TV for almost $0.3B - Huge clubs opened an eSports team - Top players reported $2.5M annually revenues from prize pool only - Including Israeli Dota player - Tal Aizik in the top 20 with $1M eSports background
  • 14. Today: Pro teams and players with a huge budget, salaries, gaming house and high contracts eSports background
  • 15. eSports background eSports history 1980 - First ever local eSports competition of Atari 1997 - First worldwide competition with 2000 participants and prize pool of $15K 2000 - Going global with organizations like WCG and MLG running worldwide tournaments with 800K participants from 78 countries and prize pool of $170K 2011 - Twitch go live allowing streaming (Future - YT gaming) Today - 250M eSports enthusiasts and $0.7B total revenues
  • 16. eSports grew from the bottom up Started from local communities of gamers eSports background
  • 18. Market structure The market structure Teams Tournaments Publishers 3rd party Viewership News
  • 19. Market structure The users Gamers 800M eSports enthusiasts 250M Hungry + 10M Players in teams 200K Tier 3 players Semi pro players 50K Pro Players 5K
  • 23. Market growth Revenues per enthusiast getting closer to traditional sports
  • 24. Market growth Recent investments in eSports $100M Oct 2015 $15M Oct 2017 $2.8M April 2016 $70M during 2016-17 Teams VCs involved Startups
  • 26. The opportunity Why does it grow so fast? a. It’s still decentralized Like in every emerging market - The consciousness evolves first, then the manifestation. Things like business models, pricing and structure shaped as we speak
  • 27. The opportunity Why does it grow so fast? B. More people are attracted to gaming than ever before
  • 28. The opportunity The challenges of the market a. A major percent of the money still flows to game publishers No one owns “Football” Owned by RIOT games
  • 29. Implies on a broken market Teams Tournaments Publishers 3rd party Viewership News The opportunity Apx 90% Of the money
  • 30. The opportunity The challenges of the market B. Lack of stability Raises questions like: If RIot wants to grow and release a new game that gains hype, what does it mean for a pro player or for a startup relying on League of Legends? The risk holds the market back
  • 32. The opportunity The current ‘meta’ of the world
  • 33. The opportunity No child ever dreams of that:
  • 34. The opportunity Should be done by ROBOTS
  • 35. The opportunity The current meta of startups is: Enabling people to do what they love and get paid for it
  • 36. The opportunity And it happens all over Entrepreneurship Artists SMBs Gaming Content creators
  • 37. F
  • 38. Why I invested my time here? I love gaming & eSports I love the current ‘Meta’ of the world GLHF
  • 40. ZENGAMING’s story Our mission: 1. To fund the emerging eSport teams class 2. Create a company where teammates build fulfilling lives
  • 41. Why? ● We believe GAMERS should be able to make a living doing what they love.
  • 42. Increase your fan base The endless loop holding back gamers Participate in top leagues and tournaments Find sponsors to fund the team It’s damn hard to reach those leagues and tournaments with a low budget (would say 1% success rate) It’s also nearly impossible to find a sponsor without having a massive fan base Cultivating a massive fanbase doesn’t make sense without participating in big events