My analysis of the eSports market. If you like my research, you will probably also like my technology newsletter! Feel free to reach out at lakshman111@gmail.com if you want to be added or just have general comments on the research.
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6. “According to SuperData research, by year end the market will be a $612 million
dollar sport with a billion dollar valuation by 2018.”
Newzoo, SuperData August 2015 Lakshman Mody
WHEN WILL IT BE A BILLION DOLLAR MARKET?
$3
$5
$2
$7
$15
2014 2017 2020
Esports Growth Scenarios (Million)
Based on Annual Revenue per Enthusiast
Conservative
scenario
Optimistic
scenario
$1.1B
Market
$.5B
Market
$3.0B
Market
$1.0B
Market
7. Why should we pay attention to this market?
KEY METRICS
August 2015 Lakshman Mody
8. ESPN (Newzoo) August 2015 Lakshman Mody
VIEWERSHIP PERSPECTIVE
5
13.8
15.5
20
25
27
112.2
Stanley Cup
World Series
NBA finals
Dota 2 - The International
Masters
League of Legends
Super Bowl
Total Viewership During Championship Matches in 2014 (Millions)
9. PRIZE MONEY PERSPECTIVE
$0.4
$1.0
$1.3
$3.8
$4.1
$5.0
$5.1
$10.0
Call of Duty (2015)
Leage of Legends (2014)
Smite (2015)
Stanley Cup (2014)
NBA Finals (2014)
Dota 2 - The International (2014)
Super Bowl (2015)
World Series of Poker (2014)
Championship Prize Money (Millions)
ESPN (Newzoo) August 2015 Lakshman Mody
10. Who are the people watching esports?
CUSTOMER PROFILE
August 2015 Lakshman Mody
11. • It is a young sport. Over half of
adult esports viewers are younger
than 35.
• “The average eSports viewer
watches 19 times a month; average
session is more than two hours.”
That is over an hour a day.
SuperData, iMediaConnection, ESPN(Newzoo) August 2015 Lakshman Mody
WHO IS WATCHING?
12. Newzoo August 2015 Lakshman Mody
THIS IS A SPECTATOR SPORT
Of all esports
viewers
40%
do not play any of
the top epsorts
franchises. Another
sign that esports is
becoming a
spectator “sport.”
13. SuperData August 2015 Lakshman Mody
WHERE ARE PEOPLE WATCHING?
Most Visited Streaming Sites Among US Esports Viewers
36%
13% 12%
9% 9%
7% 7% 6%
14. How much money is flowing and who is it going to?
INVESTMENT TRENDS
August 2015 Lakshman Mody
16. WELL FUNDED ESPORTS STARTUPS
Company What they do Investors Total Disclosed
Funding ($M)
Machinima Entertainment Network Google, Redpoint $92
Major League Gaming League Oak Investment Partners $67
Raptr Optimize Settings Accel, Founders Fund $41
Azubu Event/Game Streaming Sapinda Group $35
Kamcord Game Recording A16Z, GV, YC $28
Curse Gaming content and
digital products
SoftTech, Riot Games $21
Vulcun Betting Sequoia, Matrix $13
Unikrn Betting Mark Cuban $10
Skillz Cash Tournament SDK NextView Ventures $7
AlphaDraft Fantasy Esports Upfront Ventures $5
CBInsights August 2015 Lakshman Mody
17. How did Twitch put esports on the map?
TWITCH
August 2015 Lakshman Mody
18. • Amazon acquired Twitch for $970M. By the end of last
year, it had 100 million users having grown over 2x year
over year for the last 2 years.
• Some analysts point to the fact that when Twitch was
purchased in 2014, users watched over 3.5 billion hours
globally. In 2018, this number is expected to grow to over
6.5 billion.
• It is interesting that the acquisition price was staggeringly
more than the entire market was worth, indicating that
Amazon must have expected the market to drastically
grow and for Twitch to be positioned to capture a lot of
that growth as the leading streaming service (slide 13).
Bloomberg, CBInsights August 2015 Lakshman Mody
TWITCH
19. How does this industry operate?
VALUE CHAIN
August 2015 Lakshman Mody
20. SuperData August 2015 Lakshman Mody
ESPORTS VALUE CHAIN PARTICIPANTS
Participants Description Examples
Publishers Companies that make the
games
League of Legends is made
by Riot Games
Teams Professional teams that
compete in tournaments
NewBee is the highest
grossing team
Leagues Organizers of online
competition or esports betting
platforms
Major League Gaming and
Vulcun
Platforms Some companies are channels
that broadcast games and
others provide the
infrastructure for
tournaments.
Twitch and Xfire
Brands Brands that sponsor teams,
leagues, publishers, etc.
Logitech
21. Other Insights and looking forward
CONCLUDING THOUGHTS
• “The decision to use live streaming and eSports as a central
component of a game’s marketing strategy changes the design
requirements. Broadcasting digital video content live over the
Internet, called live streaming, has become so central to
competitive gaming that titles like SMITE have this functionality
built into the game.” Therefore, streaming will become easier as
this new functionality is added in-game.
• The Twitch acquisition suggests that Amazon expects this industry
to rapidly grow and companies that stream to be able to capture a
major part of that growth.
• The trajectory of esports mirrors an accelerated trajectory of
physical sports, but on a global scale.
SuperData August 2015 Lakshman Mody
Editor's Notes
https://www.superdataresearch.com/blog/esports-brief/
http://www.newzoo.com/trend-reports/free-report-preview-the-global-growth-of-esports-towards-2017/
$374M from Asia and $143M in the US.
$260 is from taking the CAGR from 2014 to 2017 from the Newzoo report.
http://www.gamesindustry.biz/articles/2015-02-17-report-esports-revenues-to-hit-usd465m-in-2017
By 2017, global fans should be close to American football, right now they have 89 million.
http://www.newzoo.com/trend-reports/free-report-preview-the-global-growth-of-esports-towards-2017/
http://www.benzinga.com/analyst-ratings/analyst-color/15/06/5620492/esports-are-now-being-analyzed-on-wall-street
This is then calculated based on how much the population will grow by multiplied by how much each user is worth.
Keeping the same CAGR, we would reach a billion dollars in revenue in 6 to 7 years (CAGR from 2014), so Newzoo assumes that the CAGR will be increasing.
29% growth rate is 3rd best behind gaming and virtual reality
http://espn.go.com/espn/story/_/id/13059210/esports-massive-industry-growing
These are Championships, first place took $5 M, total pool was $10.9M
Dota: the compedium is an unlimited money sink, which is how they funded the prize pool (25% for prize pool, 75%, valve just keeps)
https://www.superdataresearch.com/blog/esports-brief/
http://espn.go.com/espn/story/_/id/13059210/esports-massive-industry-growing
http://blogs.imediaconnection.com/blog/2014/12/27/esports-racking-up-billions-of-viewer-hours-and-dollars/
To address gender disparity, a growing number of organizations like Blizzard and the International eSports Federation have begun hosting women only leagues to create a more welcoming environment for female players and spectators.
Not in presentation, but interesting:
http://www.mcvuk.com/news/read/investing-in-esports-how-to-get-involved-in-the-pro-gaming-sector/0144773
“There’s a great audience to market to: emphatic, educated, affluent. It’s just about publishers learning to create the package pitch that strikes the right cord with these marketers.
https://www.cbinsights.com/blog/esports-game-streaming-financing-high/
Our e-sports and game-streaming category encompasses a number of online and mobile game-related services including e-sports betting leagues and game-streaming sites and video capture communities, but it excludes game studios that actually produce games.
https://www.superdataresearch.com/blog/esports-brief/
“The games that are popular today [in eSports] were designed to be fun to play, and not necessarily fun to watch.”