Competitive gaming has taken off in the last years. Publishers like Riot Games with League of Legends or Wargaming with World of Tanks have built their business around the idea that these games are indeed a sport. League of Legends now attracts millions of viewers in live streams, and its championship events fill stadiums like LA's Staples Center. It seemingly happened overnight, but it did not. As any sport, electronic sports have evolved into their own complex eco system, with a myriad of business opportunities for multiplayer game developers. This lecture shows how it works, who the significant actors in this burgeoning industry are, how big it has become and sheds light on deal and investment sizes.
Slides from my talk at Respawn Gathering conferencee, August 20th 2013.
5. WHAT THE EXPERTS ARE SAYING
“ I feel like eSports is happening with or
without us. Games have become the biggest
unofficial sports league in the world right
now. There’s a massive (…) ecosystem of
content. ”
Eric Hirshberg, CEO Activision
“ 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
6. 32m+ MAU
Multiplayer Online Battle Arena (MOBA)
50m registered players globally
First Person Tank Simulation
10m+ copies sold
Real Time Strategy (RTS)
5m+ MAU
MOBA
30m+ copies sold of all CS Versions
First Person Shooter (FPS)
100m players across franchise
First Person Shooter (FPS)
THE GAMES
7. Icefrog
Dota 2
Gabe Newell
Counter-Strike
Mike Morhaime
StarCraft II
Victor Kislyi
World of Tanks
Brandon Beck, Marc Merill
League of Legends
Bobby Kotick
Call of Duty
?
THE ECCLESTONES
13. KEY LEARNINGS
»One-off events don‘t work
»Running leagues is hard
»eSports is not an acquisition channel
»Not every game is a winner
»Always be balancing
14. BEST PRACTICES
»Be smart about your investments
»Evolve eSports features slowly, steadily
»Close collaboration with leagues
»Leagues create sustainable eco systems
18. TOURNAMENTS
»Anorganic (40k$ annually / region)
»Weekly cups with monthly final
»Key questions: game mode, maps and team size
»Ongoing competition creates stories
20. RULES & REFEREES
»Leagues are methodic about rule setting
»League rule sets designed to form clans out of parties / loose teams
»If rules have to work around your balancing, you‘re doing it wrong
22. CLANS
»Financial self interest
»Support many games, good as testimonials and consultants early on
»Various, large communication channels
»They want exposure and prize money
25. COMMENTATORS
»Leagues have commentator stables
»Pro players, former pros, personalities, full time commentators, hosts
»Build up fresh faces
»In-house streamers
»Faces of your brand
»Hire known commentators for industry events (500$+ daily)
30. »Different models: Hands-off, Co-branded, Co-Owned, Secretly funded
»3rd party sponsorships
»Existing infrastructure
»Leagues operate globally, useful for entering new markets
»No ownership of league, still an investment
»50k$-2m$ (depending on regional scale, team size, physical presence)
SANCTIONED LEAGUES
34. »Sanctioned leagues offer global event presence
»Pay attention to the details
»Leagues create the professional environment you‘ll claim
MEDIALIZATION
45. »Make the pro players really happy
»Help teams with visa and establishing physical presences
»Team houses are essential to professionalize
PLAYERS & TEAMS
46.
47. »Livestreams reach critical mass
»Name brand sponsors
»Traditional TV desperate for young content
TOUCHING THE MAINSTREAM