Michael Bister: E Sports - The Sport of the Digital Generation

ESPORTS
THE SPORT OF THE DIGITAL GENERATION
BEFORE ESL, YOU PLAYED AT LOCAL LAN PARTIES
LAN PARTIES
LAN Parties were the (only) place to play and watch esports.
There was no real prize money involved.
ESL CREATED A PLATFORM FOR ESPORTS ENTHUSIASTS
LIVE EVENTS
Live viewership was small. If 50
players competed there was
usually a maximum of 50
spectators (1:1).
STREAMING
Proprietary technology, capped at
256 slots, sold to the highest
bidder like an eBay auction.
Attendees of the 1981 Space
Invaders Championship
attempt to set the highest
score.
ONLINE PLAY
It was hard to compete online
because not everyone had (good)
access to the internet (DSL).
The first tournaments were
not streamed directly, it took
years to reach people online
and attract fans in large
numbers to venues.
LIVE ESL EVENT COVERAGE YEARS AGO
A PILLAR OF ESPORTS SINCE 2000
2000
Founded Turtle
Entertainment
-------------
Electronics
Sports League
launch
Release:
Electronic
Sports League
2.0 Release
2001
100,000
ESL Members
2002
ESL Pro Series
launch
------------
First esports
event at CeBit
2008
2,000,000
ESL Members
Opening of
Chinese office
-------------
Intel Extreme
Masters with
first events in
USA, Dubai,
South-Korea
2006
1,000,000
ESL Members
Launch of Intel
Extreme
Masters
------------
Acquisition of
German TV
station GIGA TV
------------
Launch of first
stream-only TV
station GIGA2
2004
First-time ESL
Arena at Games
Convention
-------------
New countries:
Austria &
Switzerland
2003
ESL TV launch
-------------
First
international
expansion to
France
2005
ESL Playercard
release
-------------
ESL Anti-Cheat
release
-------------
New countries:
Bulgaria & Italy
2007
New countries:
ESL Spain &
Romania
------------
First
international
Intel Extreme
Masters Events
in Moscow,
Stockholm and
Paris
2009
First time
awarded more
than 1,000,000
prize money a
year
INTERNET AND SOCIAL MEDIA ARE PART OF OUR EVERYDAY LIVES
Almost everyone in the world has
access to the internet.
Social Media has made communication
with our fans easier.
THE WORLD WIDE WEB OPENED DOORS
BETWEEN 2009 AND 2011 ESPORTS REACHED CRITICAL MASS
Twitch built a streaming platform that
opened doors for gamers and
organizers.
Free to Play games entered the gaming
arena and opened new opportunities
for competitive gaming.
TIPPING POINT: ESPORTS REACHING CRITICAL MASS
WE CREATE LEGENDARY MOMENTS
In the weekend of 22nd and 23rd of August 2015 there were 4 stadium events at the same time,
breaking streaming records on Twitch (2m concurrent viewers).
ESPORTS NOW FILLS STADIUMS ALL OVER THE WORLD
GLOBAL FANDOM /
VIEWERBASE WILL CONTINUE TO
GROW
MORE MASSIVE GLOBAL
ESPORTS EVENTS
FURTHER DEVELOPMENT
OF ESPORTS GAMES
* Newzoo report 2015
Esports Enthusiasts in 2017: 145M
WHATS NEXT
MAIN STREAM MEDIA WILL BE INVOLVED
MORE IN ESPORTS
MAIN STREAM MEDIA AND ESPORTS
THE QUESTION IS NOT ‘IF’
BUT ‘WHEN’
ESPORTS BECOME SPORTS
THANK YOU
1 von 13

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Michael Bister: E Sports - The Sport of the Digital Generation

  • 1. ESPORTS THE SPORT OF THE DIGITAL GENERATION
  • 2. BEFORE ESL, YOU PLAYED AT LOCAL LAN PARTIES LAN PARTIES LAN Parties were the (only) place to play and watch esports. There was no real prize money involved.
  • 3. ESL CREATED A PLATFORM FOR ESPORTS ENTHUSIASTS LIVE EVENTS Live viewership was small. If 50 players competed there was usually a maximum of 50 spectators (1:1). STREAMING Proprietary technology, capped at 256 slots, sold to the highest bidder like an eBay auction. Attendees of the 1981 Space Invaders Championship attempt to set the highest score. ONLINE PLAY It was hard to compete online because not everyone had (good) access to the internet (DSL). The first tournaments were not streamed directly, it took years to reach people online and attract fans in large numbers to venues.
  • 4. LIVE ESL EVENT COVERAGE YEARS AGO
  • 5. A PILLAR OF ESPORTS SINCE 2000 2000 Founded Turtle Entertainment ------------- Electronics Sports League launch Release: Electronic Sports League 2.0 Release 2001 100,000 ESL Members 2002 ESL Pro Series launch ------------ First esports event at CeBit 2008 2,000,000 ESL Members Opening of Chinese office ------------- Intel Extreme Masters with first events in USA, Dubai, South-Korea 2006 1,000,000 ESL Members Launch of Intel Extreme Masters ------------ Acquisition of German TV station GIGA TV ------------ Launch of first stream-only TV station GIGA2 2004 First-time ESL Arena at Games Convention ------------- New countries: Austria & Switzerland 2003 ESL TV launch ------------- First international expansion to France 2005 ESL Playercard release ------------- ESL Anti-Cheat release ------------- New countries: Bulgaria & Italy 2007 New countries: ESL Spain & Romania ------------ First international Intel Extreme Masters Events in Moscow, Stockholm and Paris 2009 First time awarded more than 1,000,000 prize money a year
  • 6. INTERNET AND SOCIAL MEDIA ARE PART OF OUR EVERYDAY LIVES Almost everyone in the world has access to the internet. Social Media has made communication with our fans easier. THE WORLD WIDE WEB OPENED DOORS
  • 7. BETWEEN 2009 AND 2011 ESPORTS REACHED CRITICAL MASS Twitch built a streaming platform that opened doors for gamers and organizers. Free to Play games entered the gaming arena and opened new opportunities for competitive gaming. TIPPING POINT: ESPORTS REACHING CRITICAL MASS
  • 9. In the weekend of 22nd and 23rd of August 2015 there were 4 stadium events at the same time, breaking streaming records on Twitch (2m concurrent viewers). ESPORTS NOW FILLS STADIUMS ALL OVER THE WORLD
  • 10. GLOBAL FANDOM / VIEWERBASE WILL CONTINUE TO GROW MORE MASSIVE GLOBAL ESPORTS EVENTS FURTHER DEVELOPMENT OF ESPORTS GAMES * Newzoo report 2015 Esports Enthusiasts in 2017: 145M WHATS NEXT
  • 11. MAIN STREAM MEDIA WILL BE INVOLVED MORE IN ESPORTS MAIN STREAM MEDIA AND ESPORTS
  • 12. THE QUESTION IS NOT ‘IF’ BUT ‘WHEN’ ESPORTS BECOME SPORTS

Hinweis der Redaktion

  1. Price Money was at a very low point