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About BITKRAFT BITKRAFT is an early stage investor and company builder focused entirely on the Esports sector. We found, support, and scale Esports startups along with the industry’s most influential companies. Founded in 2015, we are active in both Berlin and Los Angeles, the epicenters of the western Esports world. BITKRAFT is home to a diverse range of entrepreneurs, operators, and investors who are building businesses, creating and expanding opportunities and developing new technologies that benefit Esports players, fans, and stakeholders around the globe. A Deep Dive Into the World of Competitive Video Games Esports 101 Produced by BITKRAFT Esports Ventures

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Page 1: Esports 101 · Esports 101 A Deep Dive Into the World of ompetitive Video Games 10 Global Esports Hubs Global Esports Hubs Last year, Asia accounted for 44% of the global Esports

About BITKRAFT

BITKRAFT is an early stage investor and company builder focused entirely on the Esports sector. We

found, support, and scale Esports startups along with the industry’s most influential companies.

Founded in 2015, we are active in both Berlin and Los Angeles, the epicenters of the western Esports

world.

BITKRAFT is home to a diverse range of entrepreneurs, operators, and investors who are building

businesses, creating and expanding opportunities and developing new technologies that benefit

Esports players, fans, and stakeholders around the globe.

A Deep Dive Into the World of Competitive Video Games

Esports 101

Produced by

BITKRAFT Esports Ventures

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TLDR

` Esports is the transformation of gaming into a spectator sport - an interest skyrocketing

among millennials.

` Driven by advertising and sponsorship, global revenue for Esports worldwide totaled over

$800M last year, and is expected to reach $1.23 billion by 2019.1

` Esports viewership surpassed 200 million last year, and is expected to grow to over 300

million by 2019.2

` Esports events have already exceeded viewership of many traditional sports leagues events

including those of the NBA and MLB.

` Esports fans are young, employed, and diverse.

` Both endemic gaming brands and non-endemic brands are embracing Esports in order to

reach the coveted millennial audience.

` Traditional sports teams are moving quick to enter the Esports scene.

1 https://www.superdataresearch.com/market-data/esports-market-brief/

2 http://venturebeat.com/2016/07/20/superdata-esports-is-now-a-892-million-market-but-growth-is-slowing

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What is Esports?

Esports is the global rise of young people playing and watching competitive video games. Already

cutting into traditional sports viewing,3 Esports offer a deeply engaging experience tailored to the

preferences of a digital demographic. Esports exhibit three main characteristics:

` They are highly competitive and always against other players;

` They are fast-paced and exhibit less off-times than traditional sports;

` They are highly audience driven and move quickly to optimize the viewing experience.

The global Esports market continues to grow rapidly as its key demographic expands and ages: more

and more kids love gaming and continue to be fans as they age. Esport titles are mainly monetised

through in-game micro transactions, while Esport tournaments and leagues offer effective advertising

and marketing opportunities.

According to Jens Hilgers,4 Esports is dominated by four top games that draw media attention, prize

pools, and sponsors. League of Legends (LoL), a 5v5 strategy game, is the top title and watched by

a large portion of its 70 million player base. Dota is a very similar game which attracts a fraction of

the players (12 million) but continues to have the biggest tournament in terms of prize pools, with The

International offering $20.7 million in 2016. While LoL and Dota are third-person strategy games, CS:GO

is a first-person shooter and continues to attract many European fans. Lastly, Hearthstone is a digital

card game and the only one-on-one title in the top tier.

3 http://www.espn.com/esports/story/_/id/17779612/esports-cuts-nfl-nba-mlb-viewing

4 http://esportsobserver.com/esports-games-tiers/

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Esports by the Numbers

Esports viewership and revenue continues to skyrocket year over year. The growth can be attributed

to the rise of gaming in general, the overwhelming adoption of technology among millennials, and

Esports’ winning combination of competitive sport and Hollywood style entertainment.

Esports Global Viewership Growth

In July of 2016, research firm SuperData predicted that global revenue for Esports would total $892.8M

in 2016, and is expected to reach $1.23 billion by 2019.5 Esports viewership was expected to hit 214

million in 2016 and grow to over 303 million by 2019.6

Esports Global Revenue Growth

5 https://www.superdataresearch.com/market-data/esports-market-brief/

6 http://venturebeat.com/2016/07/20/superdata-esports-is-now-a-892-million-market-but-growth-is-slowing

2015 2016E 2017E 2018E 2019E

188M214M

239M275M

303M

* DATA PROVIDED BY SUPERDATA

2015 2016E 2017E 2018E 2019E

$0.75B$0.89B

$1.01B$1.11B

$1.23B

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According to Superdata, the majority of Esports viewing revenues (76%) is generated through

sponsorships and advertisements, establishing Esports as part of the entertainment industry. The

remaining 24% are direct revenues with prize pools accounting for 9%, betting and fantasy at 7%, ticket

and merchandise sales at 6%, and micro-tournaments clocking in at 4%.

Esports games are monetized very differently, as they are entirely free-to-play. However, titles like

League of Legends offer in-game microtransactions, selling purely cosmetic items for the digital world.

This approach brought Riot games $1.6 billion in revenue in 2016.7

7 https://dotesports.com/league-of-legends/league-of-legends-2015-revenue-2839

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Demographics

Contrary to popular belief, Esports fans are not unemployed men living and gaming in Mom’s

basement.8 In fact, 61% of Esport fans are under the age of 25, and earn an average of $45,000 a year.

Another study, produced by Mindshare North America, found that 43% of Esports enthusiasts have an

annual household income of $75,000 per year or higher—and nearly one third (31%) have a household

income of $90,000 or higher, proving that Esports fans have significant buying power.9

In terms of Esports viewership and gender, there are many conflicting reports. According to Newzoo,

38% of global Esports viewers are women, whereas, Superdata reports only 15% of US Esports fans are

female.

Lastly, the majority of Esports fans are millennials—the most brand loyal and most technologically

engaged generation. 90% of millennials actively use two to three devices a day and over 50% say they

are extremely or quite loyal to their favorite brands, making the group a marketer’s dream.10

Esports Demographics

8 http://www.inc.com/geoff-smith/millennials-becoming-more-loyal-in-era-of-consumer-choice.html

9 http://www.mindshareintheloop.com/home/2016/6/14/game-on-what-marketers-should-know-about-esports-fans

10 http://www.inc.com/geoff-smith/millennials-becoming-more-loyal-in-era-of-consumer-choice.html

4%45+

15%13-17

12%35-44

23%25-34

46%18-24

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Esports vs. Traditional Sports

Popularity of Sports in the US By Number of Fans

Esports is competing with traditional sports at every turn as teenagers today grow up playing and

watching both. Many Esports companies and investors are betting that millennials will continue to

engage with video games throughout their life while quitting regular sports with age and injury.

76% of Esports enthusiasts state that their Esports viewership is taking away hours they used to spend

watching traditional sports.11 The latest Newzoo study finds that among US male millennials (age 21

to 35), Esports is now just as popular as baseball or hockey with 22% watching it. For some, Esports

is the only type of sport that holds their interest; there are six million Esports fans (of twenty million in

total) in the US that do not watch baseball, hockey, basketball, or American football at all.12

11 http://www.gamesindustry.biz/articles/2016-10-12-esports-taking-viewership-away-from-real-sports-newzoo

12 http://www.gamesindustry.biz/articles/2016-10-12-esports-taking-viewership-away-from-real-sports-newzoo

0M

10M

20M

30M

40M

10-20 21-35 36-50 51-65

American Football

Basketball

Baseball

Ice Hockey

Esports

Age of Fans

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Recently, dozens of traditional sports teams and pros have shown interest and consequently gotten

involved in Esports. Prime examples include the Miami HEAT investing in Misfits,13 the 76ers acquiring

two Esports teams14 and the Milwaukee Bucks co-owner launching the Esports brand FlyQuest.15

Similarly, Magic Johnson, Rick Fox, Shaquille O’Neal, and Jonas Jerebko have become part of

specific Esports organizations trying to capitalise on the growing trend. Lastly, the Big Ten Network

announced its collaboration with Riot Games to produce a full season of collegiate League of Legends

competitions between twelve of the Big Ten’s fourteen schools.16 These developments are in line with

venture capital flowing into the scene as investors hope to acquire part of a future media giant.

However, traditional sports teams tend to make better partners as they are also adding significant value

by professionalising management and player relations.

13 http://www.espn.com/esports/story/_/id/18444193/miami-heat-invest-esports-misfits

14 http://www.espn.com/esports/story/_/id/17637299/76ers-acquire-esports-teams-dignitas-apex

15 http://www.espn.com/esports/story/_/id/18405409/sources-milwaukee-bucks-co-owner-launches-esports-brand-flyquest

16 http://chicagoinno.streetwise.co/2017/01/19/the-big-ten-is-going-all-in-on-esports/

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Brands and Esports

Both endemic gaming brands and non-endemic brands are embracing Esports to reach the coveted

millennial audience. From sponsoring tournaments, to collaborating on influencer campaigns with

top streamers, or working directly with players and teams, advertisers have come to realize the full

potential of the Esports demographic.

As TV viewership among millennials drastically decreases, streaming via platforms like Amazon-owned

Twitch continues to grow. The amount of television viewing by millennials has dropped 32% in the last

five years.17 By comparison, an average Twitch user watches 106 minutes of live gaming per day.18

In the first month of 2017 Adidas, Visa, Lionsgate, 5 Hour Energy, and Audi have joined brands including

Coca-Cola, Red Bull, Pizza Hut, and American Express as Esports sponsors and partners, and that

roster will continue to grow.

Brands Investing in Esports in January 2017

17 http://blogs.wsj.com/cmo/2015/07/24/this-chart-shows-why-comcast-would-be-interested-in-vice-media-and-buzzfeed/

18 http://www.fool.com/investing/2016/07/18/instant-analysis-disneys-espn-starts-airing-e-spor.aspx

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Global Esports Hubs

Global Esports Hubs

Last year, Asia accounted for 44% of the global Esports audience, followed by Europe (25%) and

North America (19%). In terms of revenue, Asia also leads. In 2015, Asia saw $328M in Esports revenue,

followed by North America ($275M) and Europe ($269M).19

When it comes to Esports international business hubs, Seoul, Los Angeles and Berlin are on the rise.

While L.A. continues to attract Esports entrepreneurs due to its entertainment sector, Berlin is home to

dozens of Esports startups, Riot Games’ European League Championship Series studio, Esports media

including The Esports Observer, and now BITKRAFT, the world’s first Esport specific venture capital

fund.

19 https://www.superdataresearch.com/market-data/esports-market-brief/

19%NA

12%Rest of World

25%EU

44%APAC

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The Future

Esports expects massive growth as its audience matures and video games become even more

popular. Esports is finally shedding its former stigma and being adopted by a more mainstream

audience. Further, the lack of strict regulations enables organizers, teams and companies to

experiment freely in understanding the fans’ preferences. This has been, and will continue to be, a large

driver for great viewing experiences, high engagement and effective monetization.

However, for Esports to truly fulfill the expectations of investors and marketing executives alike, there

is a lot of work to be done. Key players tends to agree20 that league and game stability is crucial

for increasing sponsorship and marketing revenues as well as giving teams the opportunity to build

meaningful brands and fan communities. This should fuel massive growth as annual fan expenditure

would increase and fall more closely in line with that of traditional sports like basketball ($2.83 to $15

last year, respectively).

Whether you are part of the movement or not, Esports is the future of competitive entertainment

and here to stay.

20 http://venturebeat.com/2016/11/18/how-the-growth-of-esports-compares-to-the-trends-in-traditional-sports/view-all/

Want to stay informed and receive more information about the Esports ecosystem?

Sign up here to receive future BITKRAFT White PapersSign up here to receive future BITKRAFT White Papers

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FAQs

1. I watched my son’s League of Legend tournament and I just don’t get it. Is Esports really

worth this hype?

Yes! If you’ve never played the game, it’s likely you won’t understand or appreciate what’s

going on. Many young people grew up with these games and can truly acknowledge the quick

reactions and strategic depth inherent to esports.

2. Why is Esports the right vertical to reach millennials?

While millennials are interested in many kinds of entertainment, Esports is especially effective

at reaching them. Most millennials use Adblock and consequently become difficult to target

through traditional web advertising. However, Esports tournaments and influencers evade

getting blocked by integrating sponsors and advertisements into the content itself.

3. How can I understand this market better?

There are a couple of great documentaries out there, which may help you understand Esports

a little better while also diving into the games themselves. We recommend either the E-Sports

Superstars: gamers earning millions by the Economist or Free To Play, which chronicles the first

tournament with over a one million dollar prize pool.

4. If this market is so big, why haven’t I seen Esports before?

While globally a large scene, Esports isn’t marketed via billboards or newspapers but finds its

audience among gaming millennials.

5. Where can I catch the action?

There are always packed channels on Twitch where you can see tomorrow’s superstars stream

their games. Tournaments are usually hosted on weekends and tend to be more enjoyable for

first-time fans. Check out this tournament calendar for more information and dates.

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6. Why would I go to a stadium to watch something virtual?

Tournaments offer an incredibly exciting experience as the best teams of the world sit across

from each other battling it out for millions of dollars. The fans, of course, are another spectacle

as they chant and cheer - invigorated by ceaseless action. Usually tournaments are sold out

within hours so make sure to be ready if you want to catch one yourself.

7. Why would I want to watch someone else play a video game?

Watching Esports is not unlike watching traditional sports, much of the fun comes from loyally

supporting a team, meeting up with friends, and following the strategic development in the

game. Surprisingly, Esports tend to be a more emotional experience, as Twitch creates close

connections between players and fans. Further, the games are more complex allowing for more

discussion and engagement.

8. Isn’t Esports more of a phenomenon in Asia?

While fans in Asia have traditionally been early adopters of Esports, we are seeing staggering

growth in Europe and North America, which currently accounts for 44% of global Esports fans.

9. How can I stay in touch and receive future White Papers?

You can sign up to receive more BITKRAFT Esports White Papers here.