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Oyun devri başlıyor
SUNUM ÖNBAKIŞ
• ESPOR NEDİR
• ESPOR İŞ MODELİ ve AMACI
• ESPOR TARİHİ
• SEKTÖRDEN GELİŞMELER ve İSTATİSTİKLER
• OYUNLAR
• OYUN TURNUVALARI
• YAYINLAR
• OYUNCULAR
• OYUNCULARIN KAZANÇLARI
• DÜNYADAN FEDERASYON BİLGİLERİ
• SPONSORLUK MODELLERİ
E-Spor Nedir?
En basit anlamda Elektronik Spor Oyunları’dır


Dijital olarak Spor sayılır. Genelde PC tabanlıdır.


Her bir oyuncunun ve/veya takımın takma adı var


Farklı ligler, oyunlar ve deneyimler mevcut


Gerek sosyal yaşam, gerekse oyun içindeki davranışlar olsun «Sportmenlik»
burada da geçerlidir


Profesyonel ve yeterli deneyime sahip olduktan sonra İyi bir isim olabilir ve
gerçek manada ün’lü olabilirsiniz.
Purpose of Business
     Clause 3 (Purpose of Establishment) This association lays its purpose on activation of e -Sports,
     creation of a wholesome gaming culture through it, and promoting the rights of its members.
1.     Supporting e-Sports (Various pro/amateur competitions), Selection/Dispatch of national
       teams to international competitions.
2.     Furnishing/Operation of infrastructure to activate e-Sports, such as e-Sports stadiums and
       game museums.
3.     Operation of pro-gamer registration system.
4.     Formulation of standards for Official game competitions and screening systems.
5.     Teenage game culture promotion business, such as Teen & Family participation programs and
       Game Character Festivals.
6.     Hosting of national e-Sports matches.
7.     Game-related international interaction business.
8.     Hosting of seminars, symposiums and expositions to support development of outstanding
       games.
9.     Protection of pro-gamers' rights, training sessions.
10. Business related to game broadcasting contents.
11. Others, necessary for the purpose of the association.
Oyunculuk Tarihi
1997
        Oyunculuk Tarihi
               2001          2003




        2000          2002                                                                                                             2011
       June 1997: The Microsoft-sponsored Red Annihilation Quake tournament at the E3



       October 1997: The Cyberathlete Professional League (CPL) hosts its very first event, called The FRAG. Prizes: $



       April 2000: The Razer CPL Event changes that: It's a Quake 3 tournament with an overall prize pool of 100 000 $. Johnathan 'Fatal1ty'
       Wendel takes the first place, winning 40 000 $.



       May 2000: Turtle Entertainment is born. It serves as a parent company for the Electronic Sports League which thereby turns from a
       hobby into a business venture.



       October 2000: The World Cyber Games Challenge takes place in Seoul Sponsored by SAMSUNG. WCG = SAMSUNG



       May 2001: A fine gentleman named Lim 'BoxeR' Yo-hwan wins his first OnGameNet Starleague trophy.



       December 2001: The first actual World Cyber Games have an overall prize money of 300 000 $. They involve 430 players



       December 2001: As the dot-come bubble bursts, most event organizers are forced to take a step back – the first esports recession, so
       to say – but the CPL continues to grow. The CPL World Championship 2001 has a 150 000 $ prize pool
1997
         Oyunculuk Tarihi
               2001           2003




        2000          2002                                                                                                                                2011
       Professionalism!


       March 2002: Major League Gaming sees the light of day. It entirely focuses on the US market

       July 2002: The first event of the Evolution Championship Series (short: EVO), the most important annual fighting game tournament

       August 2002: The ESL Pro Series launches in Germany. The first season of the online league with LAN finals has a prize money of ~80 000 $.

       February 2003: SK Gaming, founded as a German Quake team in 1997, is the first non -Korean organization to set up written contracts with the
       players of its Swedish Counter-Strike team.

       March 2003: An important event for SC:BW in South Korea: The first ProLeague starts, hosted by OnGameNet. Companies like AMD, Samsung and
       Korean Telecom Freetel field own teams.

       August 2003: A team house is opened at the company's head quarters in Linden near Frankfurt. Players regularly visit it for LAN training sessions,
       nobody lives there permanently.

       July 2003: Another major SC:BW tournament pops up: the MBCGame StarCraft League (MSL), a successor to the KPGA Tour

       July 2003: The first Electronic Sports World Cup (ESWC) takes place. It establishes itself as one of the most important events of the year, not least
       due to its competitive prize pools. The first edition features 156 000 $ split over five disciplines: Counter -Strike, Counter-Strike Female, WarCraft 3,
       Unreal Tournament 2003 and Quake 3. In the following years, the prize money gets more than doubled.

       October 2003: The World Cyber Games feature WarCraft 3 for the first time. SK's Bulgarian player Zdravko 'Insomnia' Georgiev places first and wins
       20 000 $.

       January 2004: The Cyber X Games in Las Vegas, USA turn out to be a huge disaster. They are announced as a revolutionary tournament for CS , WC3,
       UT2003 and other games, with over 600 000 $ in prize money. However, the event is very poorly organized and network issues

       May 2004: The first real transfer in the Western esports world takes place: Counter-Strike player Ola 'elemeNt' Moum gets transfered from SK
       Gaming to Team NoA

       October 2004: Meng 'RocketBoy' Yang wins 1 million ¥ (~120 000 $) by defeating Fatal1ty in an abit-sponsored Doom 3 shootout at the Great Wall
       of China. This is the highest prize anyone has ever received for winning one single esports match.
1997
        Oyunculuk Tarihi
              2001          2003




       2000          2002                                                                                                2011
       Reaching for the stars

       January 2005: To exclude fake accounts from competitive online play, the Electronic Sports League introduces its user
       authentification system in Germany. Users who verify their data via postal mail and, as introduced later, a copy of their personal
       ID, become Trusted users and get a credit-card-sized ESL Playercard which offers benefits at ESL events.

       January 2005: The World e-Sports Games are announced. The WEG are a series of highly lucrative events for Counter -Strike and
       WarCraft 3. All matches take place in a TV studio, so the participants are required to live in China respectively South Korea for
       the duration of the season, i.e. approximately two months – accomodation and more is provided by WEG, there's an actual
       Players Village. In 2005, there are three seasons with overall prizes of ~700 000 $

       March 2005: The Intel-sponsored CPL World Tour, a ground-breaking global tournament series in the fast-paced
       shooterPainkiller, starts. It features a total prize money of 1 000 000 $, half of it being given out at the World Tour Finals

       April 2005: Lim 'BoxeR' Yo-hwan signs a new three-year SKT T1 contract with an annual salary of ~180 000 $ plus up to ~80 000
       $ in bonuses. This is the highest level of salary ever achieved in SC:BW

       November 2005: The World Cyber Games 2005 take place in Singapore; the overall prize money is 435 000 $ and there are over
       800 players from 67 countries.

       November 2005: Turtle Entertainment becomes a shareholder of the innovative multimedia- and youth-focused German TV
       channel GIGA. Its program is restructured to cover gaming and especially esports more frequently.

       December 2005: The CPL World Tour Finals take place in New York City, USA. In the grand final, which is broadcasted live on
       MTV Overdrive - Fatal1ty who takes home the victory, earning 150 000 $, while fnatic|Vo0 receives 100 000 $ for the second
       place
1997
        Oyunculuk Tarihi
              2001          2003




       2000          2002                                                                                             2011
       February 2006: Major League Gaming secures 10 million $ in venture capital funding. This allows for further expansion: MLG
       starts broadcasting their events on USA Network, and one year later, on Comcast's G4

       May 2007: The first fanbus in the history of the German ESL Pro Series drives from Alternate's corporate head quarters to
       Stuttgart, where one of the regular LAN events of the ESL Pro Series takes place.

       In May 2008, the G7 Teams publish a set of standard contracts for esports players. They commit to supporting teams with
       contract-related issues if they use said contracts. At this point, contracts are already the industry standard.

       November 2008: The World Cyber Games take place in Cologne, Germany. So far, it's the biggest WCG event in terms of
       participants: There are 78 participating countries, 850 gamers, 13 disciplines. Overall, 408 000 $ in prize money are given a way.

       August 2010: GOM TV announces the Global StarCraft II League (GSL) – the biggest event series in SC2 so far. All GSL matches
       are played in a TV studio in Seoul, South Korea and the prize money amounts to over 500 000 $ only in 2010.

       August 2010: Team Liquid announces a cooperation with Old Generations (oGs) – most of the team's players move to the oGs
       team house in South Korea to practise and participate in the GSL.

       February 2011: The North American Star League (NASL), a huge global SC2 tournament, starts – the main season is played
       online and the top 16 get invited to the LAN finals which take place in California, USA. 100 000 $

       July 2011 Turtle Entertainment presents its new format for the Intel Extreme Masters: Instead of a regular online season in
       Europe and North America and subsequent Continental Championships in Europe, America and Asia/Oceania, there are only
       Global Challenges
Dijital Oyun Sektörü, Film sektörünü geride
bıraktı!
Modern Warfare 3, 16 günde milyar dolar barajına ulaşırken, Avatar filmi aynı
rakama sadece 17 gün ulaşabildi.
7 Aralık’ta twitter Trending Topic
Bazı İstatistikler
Hangi Oyunlar?
Oyun türü ve iş modelleri çok önemli. Her oyun e-sports kapsamına girmiyor. Başlıca oyunlar:
Başlıca Oyun Turnuvaları
• WCG - http://www.wcg.com/renew/inside/wcgc/wcgc_concept.asp
• Dreamhack - http://www.dreamhack.se/dhw11/about/
• IPL - http://uk.ign.com/ipl
• MLG - http://www.majorleaguegaming.com/
• GSL (GOMTV) - http://www.gomtv.net/
• ESL - http://www.esl.eu - http://www.esl-world.net/masters/
• ESWC - http://www.eswc.com/en/about
• Özel turnuvalar (Firmaların kendi sponsorlukları doğrultusunda oluşturulur)
Türkiye’de şimdiye kadar neler yapıldı?
Canlı Yayın ve VOD Kanalları

http://www.twitch.tv                        http://www.gomtv.net




http://www.own3d.tv                         http://www.regame.tv


Turnuvalar ve oyuncuların antremanları bu kanallardan canlı olarak yayınlanarak, Anlık
60.000 kişilik izlenim rakamlarına ulaşım sağlanıyor. Ayrıca yayınlara reklam,
sponsorluk gibi öğe’ler eklenebiliyor.

Canlı yayınlar mobil uygulamalarla da takip edilebiliyor.
Canlı Yayın ve VOD Kanalları
Oyuncu Stream’leri EGHuK
Oyuncu Stream’leri WhiteRa
Basında Oyunculuk
Basında Oyunculuk
Economist:
http://www.economist.com/node/21541162


 Video games will be the fastest-growing and most exciting form of mass
 media over the coming decade, says Tim Cross.
Kazanç? Dünya Çapında
Kazanç? - Avrupa
IeSF – Uluslararası e-sports Federasyonu



http://ie-sf.org/eng/index.asp
Kore E-sports Bilgileri - 2008
Unbelievable Truths
just some numbers...

18,000,000
Number of Koreans who love e-Sports

120,000
Number of e-Sports fans on hot summer Kwang-An-Li beach

432
Number of Pro-gamers leading Korea e-Sports

520,906
Number of pro-gamer SLayerS_'BoxeR‘ fan club
members

5,000,000,000
Number of people around the world who can
enjoy Korea e-Sports’ future
Kore E-sports Bilgileri - 2008
Do you know what KeSPA is ?
just the facts...

  Korea e-Sports started 10 years ago
  KeSPA established in 2000 with the approval of the Ministry of Culture,
Sports and Tourism Korea
  KeSPA contributed to the settlement of Korean e-Sports as a sound leisure
culture for youth life
and coordinating among various e-Sports actors
  KeSPA carried out as a representative e-Sports organization in Korea
Kore E-sports Bilgileri - 2008
Kore E-sports Bilgileri - 2008
Early KeSPA history

First KeSPA inauguration
- 21C Progamer Association established
- Hanbit Soft Co.,Ltd. took the Chief of KeSPA
- Ministry of Culture, Sports & Truism Korea
approved "progamer registration system"
- Select 9 official games

Second KeSPA inauguration
- SK Telecom took the new Chief of KeSPA
- United ‘Pro-league’ started
- Official referee dispatched
- 1st KeSPA CUP ‘KTF-Bigi Korea e-Sports 2006’
- Contract ‘e-Sports revitalization M.O.U’ with
Korea Game Industry Agency
- Opened “Yong-San e-Sports Stadium”

  After 2001, e-Sports stepped into the growth period and the numbers of gamers dramatically
increased
  ‘Games’ & ‘e-Sports’ settled down as a representative youth culture code, which enjoyed by half
of Korean
  Everyday, Korean game users spend more than 1 hour on KeSPA official games at PC Room.
  Among the games playing at PC Room, KeSPA official games occupy more than 50%.
Kore E-sports Bilgileri - 2008
Current e-sport status

e-sport are the second most watched sport program on TV just behind the football

  After ‘the pro-gamer registration rule’ in 2000, the number of pro-gamers have been increased by 16.3% annually
  Now 432 pro-gamers registered in 23 official games
  ‘Pro-gamer’ became the most favored job among the youth and the number got more than double
  Around 15 top pro-gamers receive more than USD 0.1 mil as their annual salary (Except for prize money)
Average annual salary of pro-gamers is estimated around USD 20,000
  12 Pro-game Teams are participating in the e-Sports League “SHINHAN Bank pro-league 2008” now (11 Company and 1
Military team)
  Due to the increased recognition of pro-gamer, direct participation of each company in e-Sports field increased through
game team establishment
  Due to the growth of companies’ participation, the operation of league became larger and professional

World’s First e-Sports Stadium
  In 2005, the world’s first e-Sports dedicated stadium was opened
  The stadium have been contributed to sound e-Sports leisure cultures
Name I’PARK mall e-Sports Stadium
Size 102.2 m2, Main Stadium –around 500 seats, Small stadium -64 players seats
Utilize Use for e-Sports regular tournaments and preliminary (small stadium) etc

e-Sports media coverage
   Two e-Sports CATV (Ongamenet, MBCgame) broadcast e-Sports content 24 hours everyday
and many other CATV channels try to broadcast e-Sports content
   Papers and reports for e-Sports increased annually, now 40 major ‘e-Sports press association’ cover everyday
   New media competitively joined to cover e-Sports
- GOM TV(’06), DMB(’06), Hana TV(’07), online portal (DAUM ’07. NAVER ’07), Pandora TV(’07), Afreeca(’08) etc.
- Especially, 99.4 mil people watched Pro-League in last year(2007) with New Medi



http://www.e-sports.or.kr/esports/Eng/esports_intro_10.kea?m_code=espor_10 a.
CASE STUDY
Korea e-Sports PR & Marketing – CASE STUDY
SHINHAN BANK Pro League 2007
  CATV AD Value : USD 203 mil (Total view rating 1R 0.736, 2R 1.096)
  New Media AD Value: USD 4.3 mil (Total view numbers 99,446,846)
  Media Coverage : USD 9.4 mil
Total PR Value of Pro League in last year reached USD 216.7 mil

  Diverse merchandising products are being released – card, diary, e-Sports
PC, computer accessories etc.
  Major sports wear companies support pro-game teams uniform (ADIDAS,
Lecaf, FILA, Teddy bear, HEAD)
  Joint business – pro-gamer official dental clinic agreement with White
Style Dental Clinic, official drink etc.
Sponsorluk
• Ürün bazında

• Marka görünürlüğü

• Turnuva Sunumları (Canlı Yayın)

• Karşılıklı Sözleşme

• Menejerlik Sistemi

• Reklamlar

• Oyunculara maddi ve özellikle manevi destek
  çok önemli

• Kişisel Oyuncu hakları

• Oyuncuların doğru zamanda, doğru kişi ve
  kurumlarla yönlendirilmeleri gerek
Potansiyel Sponsorlar
Tavsiye linkler:
• http://www.pcworld.com/article/214432/2011_the_year_of_esports.html


• http://www.bworldonline.com/weekender/content.php?id=38715


• http://blogs.scientificamerican.com/observations/2011/12/01/how-a-
  computer-game-is-reinventing-the-science-of-expertise-video/


• http://latenightmarketing.com/gsl-trending-twitter-stats/


• http://www.amazon.com/Koreas-Online-Gaming-Empire-
  Yong/dp/0262014769?tag=tealiq-20
Youtube Bilgileri
Esports nedir? - http://www.youtube.com/watch?v=9GIC_CLqG68
MLG Turnuvası: Espor tutkunlarının coşkusunu merak mı ediyorsunuz?
http://www.youtube.com/watch?v=ZoUvosWHCEo
MLG Starcraft Finalleri:
http://www.youtube.com/watch?v=LjxNW9MG0Ik


FOR AUIR
http://www.youtube.com/watch?v=THDPe0AYKrk
Dünya’nın en iyi espor liglerinden bir tanesi: Intel Extreme Masters
http://www.youtube.com/watch?v=XOyoqmoY6zc
İkinciler her zaman ilk kaybedenlerdir.

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Elektronik Spor Oyunları v1.0

  • 1. Bayanlar Baylar bilgisayarlarınızı çalıştırın: Oyun devri başlıyor
  • 2. SUNUM ÖNBAKIŞ • ESPOR NEDİR • ESPOR İŞ MODELİ ve AMACI • ESPOR TARİHİ • SEKTÖRDEN GELİŞMELER ve İSTATİSTİKLER • OYUNLAR • OYUN TURNUVALARI • YAYINLAR • OYUNCULAR • OYUNCULARIN KAZANÇLARI • DÜNYADAN FEDERASYON BİLGİLERİ • SPONSORLUK MODELLERİ
  • 3. E-Spor Nedir? En basit anlamda Elektronik Spor Oyunları’dır Dijital olarak Spor sayılır. Genelde PC tabanlıdır. Her bir oyuncunun ve/veya takımın takma adı var Farklı ligler, oyunlar ve deneyimler mevcut Gerek sosyal yaşam, gerekse oyun içindeki davranışlar olsun «Sportmenlik» burada da geçerlidir Profesyonel ve yeterli deneyime sahip olduktan sonra İyi bir isim olabilir ve gerçek manada ün’lü olabilirsiniz.
  • 4. Purpose of Business Clause 3 (Purpose of Establishment) This association lays its purpose on activation of e -Sports, creation of a wholesome gaming culture through it, and promoting the rights of its members. 1. Supporting e-Sports (Various pro/amateur competitions), Selection/Dispatch of national teams to international competitions. 2. Furnishing/Operation of infrastructure to activate e-Sports, such as e-Sports stadiums and game museums. 3. Operation of pro-gamer registration system. 4. Formulation of standards for Official game competitions and screening systems. 5. Teenage game culture promotion business, such as Teen & Family participation programs and Game Character Festivals. 6. Hosting of national e-Sports matches. 7. Game-related international interaction business. 8. Hosting of seminars, symposiums and expositions to support development of outstanding games. 9. Protection of pro-gamers' rights, training sessions. 10. Business related to game broadcasting contents. 11. Others, necessary for the purpose of the association.
  • 6. 1997 Oyunculuk Tarihi 2001 2003 2000 2002 2011 June 1997: The Microsoft-sponsored Red Annihilation Quake tournament at the E3 October 1997: The Cyberathlete Professional League (CPL) hosts its very first event, called The FRAG. Prizes: $ April 2000: The Razer CPL Event changes that: It's a Quake 3 tournament with an overall prize pool of 100 000 $. Johnathan 'Fatal1ty' Wendel takes the first place, winning 40 000 $. May 2000: Turtle Entertainment is born. It serves as a parent company for the Electronic Sports League which thereby turns from a hobby into a business venture. October 2000: The World Cyber Games Challenge takes place in Seoul Sponsored by SAMSUNG. WCG = SAMSUNG May 2001: A fine gentleman named Lim 'BoxeR' Yo-hwan wins his first OnGameNet Starleague trophy. December 2001: The first actual World Cyber Games have an overall prize money of 300 000 $. They involve 430 players December 2001: As the dot-come bubble bursts, most event organizers are forced to take a step back – the first esports recession, so to say – but the CPL continues to grow. The CPL World Championship 2001 has a 150 000 $ prize pool
  • 7. 1997 Oyunculuk Tarihi 2001 2003 2000 2002 2011 Professionalism! March 2002: Major League Gaming sees the light of day. It entirely focuses on the US market July 2002: The first event of the Evolution Championship Series (short: EVO), the most important annual fighting game tournament August 2002: The ESL Pro Series launches in Germany. The first season of the online league with LAN finals has a prize money of ~80 000 $. February 2003: SK Gaming, founded as a German Quake team in 1997, is the first non -Korean organization to set up written contracts with the players of its Swedish Counter-Strike team. March 2003: An important event for SC:BW in South Korea: The first ProLeague starts, hosted by OnGameNet. Companies like AMD, Samsung and Korean Telecom Freetel field own teams. August 2003: A team house is opened at the company's head quarters in Linden near Frankfurt. Players regularly visit it for LAN training sessions, nobody lives there permanently. July 2003: Another major SC:BW tournament pops up: the MBCGame StarCraft League (MSL), a successor to the KPGA Tour July 2003: The first Electronic Sports World Cup (ESWC) takes place. It establishes itself as one of the most important events of the year, not least due to its competitive prize pools. The first edition features 156 000 $ split over five disciplines: Counter -Strike, Counter-Strike Female, WarCraft 3, Unreal Tournament 2003 and Quake 3. In the following years, the prize money gets more than doubled. October 2003: The World Cyber Games feature WarCraft 3 for the first time. SK's Bulgarian player Zdravko 'Insomnia' Georgiev places first and wins 20 000 $. January 2004: The Cyber X Games in Las Vegas, USA turn out to be a huge disaster. They are announced as a revolutionary tournament for CS , WC3, UT2003 and other games, with over 600 000 $ in prize money. However, the event is very poorly organized and network issues May 2004: The first real transfer in the Western esports world takes place: Counter-Strike player Ola 'elemeNt' Moum gets transfered from SK Gaming to Team NoA October 2004: Meng 'RocketBoy' Yang wins 1 million ¥ (~120 000 $) by defeating Fatal1ty in an abit-sponsored Doom 3 shootout at the Great Wall of China. This is the highest prize anyone has ever received for winning one single esports match.
  • 8. 1997 Oyunculuk Tarihi 2001 2003 2000 2002 2011 Reaching for the stars January 2005: To exclude fake accounts from competitive online play, the Electronic Sports League introduces its user authentification system in Germany. Users who verify their data via postal mail and, as introduced later, a copy of their personal ID, become Trusted users and get a credit-card-sized ESL Playercard which offers benefits at ESL events. January 2005: The World e-Sports Games are announced. The WEG are a series of highly lucrative events for Counter -Strike and WarCraft 3. All matches take place in a TV studio, so the participants are required to live in China respectively South Korea for the duration of the season, i.e. approximately two months – accomodation and more is provided by WEG, there's an actual Players Village. In 2005, there are three seasons with overall prizes of ~700 000 $ March 2005: The Intel-sponsored CPL World Tour, a ground-breaking global tournament series in the fast-paced shooterPainkiller, starts. It features a total prize money of 1 000 000 $, half of it being given out at the World Tour Finals April 2005: Lim 'BoxeR' Yo-hwan signs a new three-year SKT T1 contract with an annual salary of ~180 000 $ plus up to ~80 000 $ in bonuses. This is the highest level of salary ever achieved in SC:BW November 2005: The World Cyber Games 2005 take place in Singapore; the overall prize money is 435 000 $ and there are over 800 players from 67 countries. November 2005: Turtle Entertainment becomes a shareholder of the innovative multimedia- and youth-focused German TV channel GIGA. Its program is restructured to cover gaming and especially esports more frequently. December 2005: The CPL World Tour Finals take place in New York City, USA. In the grand final, which is broadcasted live on MTV Overdrive - Fatal1ty who takes home the victory, earning 150 000 $, while fnatic|Vo0 receives 100 000 $ for the second place
  • 9. 1997 Oyunculuk Tarihi 2001 2003 2000 2002 2011 February 2006: Major League Gaming secures 10 million $ in venture capital funding. This allows for further expansion: MLG starts broadcasting their events on USA Network, and one year later, on Comcast's G4 May 2007: The first fanbus in the history of the German ESL Pro Series drives from Alternate's corporate head quarters to Stuttgart, where one of the regular LAN events of the ESL Pro Series takes place. In May 2008, the G7 Teams publish a set of standard contracts for esports players. They commit to supporting teams with contract-related issues if they use said contracts. At this point, contracts are already the industry standard. November 2008: The World Cyber Games take place in Cologne, Germany. So far, it's the biggest WCG event in terms of participants: There are 78 participating countries, 850 gamers, 13 disciplines. Overall, 408 000 $ in prize money are given a way. August 2010: GOM TV announces the Global StarCraft II League (GSL) – the biggest event series in SC2 so far. All GSL matches are played in a TV studio in Seoul, South Korea and the prize money amounts to over 500 000 $ only in 2010. August 2010: Team Liquid announces a cooperation with Old Generations (oGs) – most of the team's players move to the oGs team house in South Korea to practise and participate in the GSL. February 2011: The North American Star League (NASL), a huge global SC2 tournament, starts – the main season is played online and the top 16 get invited to the LAN finals which take place in California, USA. 100 000 $ July 2011 Turtle Entertainment presents its new format for the Intel Extreme Masters: Instead of a regular online season in Europe and North America and subsequent Continental Championships in Europe, America and Asia/Oceania, there are only Global Challenges
  • 10. Dijital Oyun Sektörü, Film sektörünü geride bıraktı! Modern Warfare 3, 16 günde milyar dolar barajına ulaşırken, Avatar filmi aynı rakama sadece 17 gün ulaşabildi.
  • 11. 7 Aralık’ta twitter Trending Topic
  • 13. Hangi Oyunlar? Oyun türü ve iş modelleri çok önemli. Her oyun e-sports kapsamına girmiyor. Başlıca oyunlar:
  • 14. Başlıca Oyun Turnuvaları • WCG - http://www.wcg.com/renew/inside/wcgc/wcgc_concept.asp • Dreamhack - http://www.dreamhack.se/dhw11/about/ • IPL - http://uk.ign.com/ipl • MLG - http://www.majorleaguegaming.com/ • GSL (GOMTV) - http://www.gomtv.net/ • ESL - http://www.esl.eu - http://www.esl-world.net/masters/ • ESWC - http://www.eswc.com/en/about • Özel turnuvalar (Firmaların kendi sponsorlukları doğrultusunda oluşturulur)
  • 15. Türkiye’de şimdiye kadar neler yapıldı?
  • 16. Canlı Yayın ve VOD Kanalları http://www.twitch.tv http://www.gomtv.net http://www.own3d.tv http://www.regame.tv Turnuvalar ve oyuncuların antremanları bu kanallardan canlı olarak yayınlanarak, Anlık 60.000 kişilik izlenim rakamlarına ulaşım sağlanıyor. Ayrıca yayınlara reklam, sponsorluk gibi öğe’ler eklenebiliyor. Canlı yayınlar mobil uygulamalarla da takip edilebiliyor.
  • 17. Canlı Yayın ve VOD Kanalları
  • 21. Basında Oyunculuk Economist: http://www.economist.com/node/21541162 Video games will be the fastest-growing and most exciting form of mass media over the coming decade, says Tim Cross.
  • 24. IeSF – Uluslararası e-sports Federasyonu http://ie-sf.org/eng/index.asp
  • 25. Kore E-sports Bilgileri - 2008 Unbelievable Truths just some numbers... 18,000,000 Number of Koreans who love e-Sports 120,000 Number of e-Sports fans on hot summer Kwang-An-Li beach 432 Number of Pro-gamers leading Korea e-Sports 520,906 Number of pro-gamer SLayerS_'BoxeR‘ fan club members 5,000,000,000 Number of people around the world who can enjoy Korea e-Sports’ future
  • 26. Kore E-sports Bilgileri - 2008 Do you know what KeSPA is ? just the facts... Korea e-Sports started 10 years ago KeSPA established in 2000 with the approval of the Ministry of Culture, Sports and Tourism Korea KeSPA contributed to the settlement of Korean e-Sports as a sound leisure culture for youth life and coordinating among various e-Sports actors KeSPA carried out as a representative e-Sports organization in Korea
  • 28. Kore E-sports Bilgileri - 2008 Early KeSPA history First KeSPA inauguration - 21C Progamer Association established - Hanbit Soft Co.,Ltd. took the Chief of KeSPA - Ministry of Culture, Sports & Truism Korea approved "progamer registration system" - Select 9 official games Second KeSPA inauguration - SK Telecom took the new Chief of KeSPA - United ‘Pro-league’ started - Official referee dispatched - 1st KeSPA CUP ‘KTF-Bigi Korea e-Sports 2006’ - Contract ‘e-Sports revitalization M.O.U’ with Korea Game Industry Agency - Opened “Yong-San e-Sports Stadium” After 2001, e-Sports stepped into the growth period and the numbers of gamers dramatically increased ‘Games’ & ‘e-Sports’ settled down as a representative youth culture code, which enjoyed by half of Korean Everyday, Korean game users spend more than 1 hour on KeSPA official games at PC Room. Among the games playing at PC Room, KeSPA official games occupy more than 50%.
  • 29. Kore E-sports Bilgileri - 2008 Current e-sport status e-sport are the second most watched sport program on TV just behind the football After ‘the pro-gamer registration rule’ in 2000, the number of pro-gamers have been increased by 16.3% annually Now 432 pro-gamers registered in 23 official games ‘Pro-gamer’ became the most favored job among the youth and the number got more than double Around 15 top pro-gamers receive more than USD 0.1 mil as their annual salary (Except for prize money) Average annual salary of pro-gamers is estimated around USD 20,000 12 Pro-game Teams are participating in the e-Sports League “SHINHAN Bank pro-league 2008” now (11 Company and 1 Military team) Due to the increased recognition of pro-gamer, direct participation of each company in e-Sports field increased through game team establishment Due to the growth of companies’ participation, the operation of league became larger and professional World’s First e-Sports Stadium In 2005, the world’s first e-Sports dedicated stadium was opened The stadium have been contributed to sound e-Sports leisure cultures Name I’PARK mall e-Sports Stadium Size 102.2 m2, Main Stadium –around 500 seats, Small stadium -64 players seats Utilize Use for e-Sports regular tournaments and preliminary (small stadium) etc e-Sports media coverage Two e-Sports CATV (Ongamenet, MBCgame) broadcast e-Sports content 24 hours everyday and many other CATV channels try to broadcast e-Sports content Papers and reports for e-Sports increased annually, now 40 major ‘e-Sports press association’ cover everyday New media competitively joined to cover e-Sports - GOM TV(’06), DMB(’06), Hana TV(’07), online portal (DAUM ’07. NAVER ’07), Pandora TV(’07), Afreeca(’08) etc. - Especially, 99.4 mil people watched Pro-League in last year(2007) with New Medi http://www.e-sports.or.kr/esports/Eng/esports_intro_10.kea?m_code=espor_10 a.
  • 30. CASE STUDY Korea e-Sports PR & Marketing – CASE STUDY SHINHAN BANK Pro League 2007 CATV AD Value : USD 203 mil (Total view rating 1R 0.736, 2R 1.096) New Media AD Value: USD 4.3 mil (Total view numbers 99,446,846) Media Coverage : USD 9.4 mil Total PR Value of Pro League in last year reached USD 216.7 mil Diverse merchandising products are being released – card, diary, e-Sports PC, computer accessories etc. Major sports wear companies support pro-game teams uniform (ADIDAS, Lecaf, FILA, Teddy bear, HEAD) Joint business – pro-gamer official dental clinic agreement with White Style Dental Clinic, official drink etc.
  • 31. Sponsorluk • Ürün bazında • Marka görünürlüğü • Turnuva Sunumları (Canlı Yayın) • Karşılıklı Sözleşme • Menejerlik Sistemi • Reklamlar • Oyunculara maddi ve özellikle manevi destek çok önemli • Kişisel Oyuncu hakları • Oyuncuların doğru zamanda, doğru kişi ve kurumlarla yönlendirilmeleri gerek
  • 33. Tavsiye linkler: • http://www.pcworld.com/article/214432/2011_the_year_of_esports.html • http://www.bworldonline.com/weekender/content.php?id=38715 • http://blogs.scientificamerican.com/observations/2011/12/01/how-a- computer-game-is-reinventing-the-science-of-expertise-video/ • http://latenightmarketing.com/gsl-trending-twitter-stats/ • http://www.amazon.com/Koreas-Online-Gaming-Empire- Yong/dp/0262014769?tag=tealiq-20
  • 34. Youtube Bilgileri Esports nedir? - http://www.youtube.com/watch?v=9GIC_CLqG68 MLG Turnuvası: Espor tutkunlarının coşkusunu merak mı ediyorsunuz? http://www.youtube.com/watch?v=ZoUvosWHCEo MLG Starcraft Finalleri: http://www.youtube.com/watch?v=LjxNW9MG0Ik FOR AUIR http://www.youtube.com/watch?v=THDPe0AYKrk Dünya’nın en iyi espor liglerinden bir tanesi: Intel Extreme Masters http://www.youtube.com/watch?v=XOyoqmoY6zc
  • 35. İkinciler her zaman ilk kaybedenlerdir.