esports vs. streaming: are they different? should we care? | sebastian park
TRANSCRIPT
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Streaming vs. eSports
Sebastian Park
@SebPark
www.SebastianPark.com
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Introduction
Sebastian Park• eSports Writer/Consultant
• Former CEO & Co-owner of Team Archon
• Former Head of eSports & Digital Initiatives @ Namecheap
• TPM at Apportable, supporting indie game developers
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Electronic Sports (or eSports) are organized video game
competitions between professionals.
“Esports, as professional, competitive video gaming is
sometimes called, is no longer a niche activity. Those big
audiences – and bigger payouts – are attracting game
makers, along with sponsors like Coca-Cola and American
Express.”
– Mashable
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Global Presence
United States | Canada | Peru | Germany | United Kingdom | Russia | South Korea | China | The Netherlands | Brazil
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People filled up Olympic stadiums
at four eSports events this year
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• eSports are a LIVE entertainment medium that’s based primarily on the internet
• Like traditional sports, it’s main draw comes from audiences watching in real time both from home and at arenas across the world
• It is a “competition” product. It’s a “competition” brand
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eSports Numbers
Avg Concurrent Viewers: 55,000
Peak Concurrent Viewers: 67,000
Hours Broadcast: 18
Total Hours Viewed: 990,000
Rotating Logo Impressions: 240MM
Avg Concurrent Viewers: 68,000
Peak Concurrent Viewers: 86,000
Hours Broadcast: 14
Total Hours Viewed: 952,000
Rotating Logo Impressions: 230MM
Avg Concurrent Viewers: 61,000
Peak Concurrent Viewers: 69,453
Hours Broadcast: 45
Total Hours Viewed: 2,750,000
Rotating Logo Impressions: 660MM
Avg Concurrent Viewers: 88,000
Peak Concurrent Viewers: 140,000
Hours Broadcast: 25
Total Hours Viewed: 2,250,000
Rotating Logo Impressions: 540MM
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What is streaming?
Live-streaming is content broadcast by individuals or groups in real-time
Let’s Plays that have gone from VOD content -> Live content
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Personality-based Content• Reality Television-esque content
• Singular appeal based on performer in the stream
• Community-Driven
What is streaming?
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Real streamer Numbers
Followers: 559,000
View Count: 46,680,000
Monthly Viewable Hours: 3,500,000
Followers: 102,000
Subscribers: 410,000
Followers: 154,000
View Count: 6,220,000
Monthly Viewable Hours: 200,000
Followers: 26,000
Subscribers: 10,000
Followers: 532,000
View Count: 25,096,000
Monthly Viewable Hours: 2,000,000
Followers: 347,000
Subscribers: 2,300,000
Followers: 91,775
View Count: 1,465,000
Monthly Viewable Hours: 300,000
Followers: 7,000
Subscribers: 4,700
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When engaging eSports brands and franchises, you are associating your game/brand to their organizational brand
When engaging personalities, you are associating your game/brand to their personal brands
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Sponsorship Funnel
Brand Awareness
Activations
Conversions
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UKOGMonkey 100% Through the Fire & Flames Guitar Hero 3
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eSports Sponsorship Funnel
Brand Awareness
Activations
Conversions
eSports
eSports Streaming
Streaming
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Want your brand associated with winning and to articulate a message?
• Premium for better brands
Want your dietary supplements to sell right away? • Quality of eSports brand < Exposure to greatest number of individuals
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Viewable Hours vs. Unique Watchers
• Optimizing for CPM and Viewable Hours will net you what you desire
• Viewable hours have never been this cheap before
• Optimizing for brand and growth impact may require additional research
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eSports vs. Streaming [Game Publishers]
Competitive Game?
• Develop an ecosystem for competition
• Sponsor a competitive scene
• Support community action
Streaming Game?
• Fun and well-paced to allow interactions between personalities and audience
• Acquire streamers to generate additional engagement if necessary
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Thank you very much
Questions? Comments?
Streaming vs. eSportsSebastian Park
@SebPark
www.SebastianPark.com