ESPORTS & ESL AUSTRALIA. The region s largest esports provider. 2017

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1 ESPORTS & ESL AUSTRALIA The region s largest esports provider. 2017

2 ... Gaming is what every traditional sport league is desperate to become: young, global, digital and increasingly diverse. WHAT ARE ESPORTS? A term for organized video game competitions, especially between professional players.

3 BUILDING THE SPORT OF THE NEXT GENERATION Play Video

4

5 2011 1,700,000 Unique Viewers

6 ,000,000 Unique Viewers

7 GLOBAL FOR 2014, 2015, 2016, 2019 MEDIA RIGHTS, MERCHANDISE & TICKETS, ONLINE ADVERTISING, BRAND PARTNERSHIPS, ADDITIONAL GAME PUBLISHER INVESTMENT China & South Korea will generate $106M in 2016, or 23% of global esports revenues MILLION $463M 2016 MILLION MILLION MILLION CHINA S.KOREA POWERED BY NAM REST OF WORLD Newzoo 2016 Global Esports Market Report

8 GLOBAL FOR 2014, 2015, 2016, 2019 OCCASIONAL VIEWERS ENTHUSIASTS Asia-Pacific will account for 44% of the Esports Audience in 2016 MILLION MILLION MILLION MILLION MILLION MILLION MILLION 256M 2016 MILLION NAM EU APAC POWERED BY Newzoo 2016 Global Esports Market Report REST OF WORLD

9 BUILDING THE SPORT OF THE NEXT GENERATION

10 THE WORLD S LARGEST ESPORTS COMPANY TRUSTED as a source of information and solution PROFESSIONAL as a team of respected industry experts AUTHENTIC we understand the esports ecosystem PROVEN with a history of over 1,000 global activations 5,000,000 REGISTERED USERS 350+ GLOBAL EVENTS HOSTED SINCE ,000,000 USD AWARDED IN CASH PRIZES 24,000 HOURS BROADCASTED 80,000,000 VIEWERS REACHED VIA ONLINE STREAMING PLATFORMS

11 TRULY GLOBAL ESL OFFICES Asia Australia Benelux Brazil Bulgaria China CIS Europe France Germany Greece Hungary India Italy Japan Latin America Nordics Poland Portugal South Africa Spain Turkey United Kingdom United States

12 Position in the market The central position in the ecosystem enables ESL to work with multiple esports stakeholders Owner and operator of major esports events and leagues (ESL, IEM) Operator of game publisher leagues and events (work for hire) Amateur leagues and tournament owner (ESEA, ESL Play) Content production and content sales of ownedand operated events and leagues

13 ESL ACTIVITIES PROFESSIONAL SEASON MEGA EVENTS AMATUER TOURNAMENTS CONTINUOUS ANNUAL PROFESSIONAL SEASONS MASSIVE ARENA EVENTS SOLD OUT STADIUMS AROUND THE WORLD AMATEUR COMPETITIONS FOR EVERYONE

14 Amateur Professional PRODUCT CATEGORIZATION ESL CO-BRANDED / PRODUCED Goal: Lighthouses. LEGENDS The world s best PRO Esports champions Pro League Goal: Content Penetration. MAJOR Prove your skill Play Goal: Brand meets market. OPEN Good luck. Have Fun! Major League Open Ladder Go4 Cup Open Cup Goal: Grassroots.

15 THE AUSTRALIAN STORY ESL Sydney Studios FOUNDATION Nick Vanzetti & JB Hewitt create independent esport event businesses in Brisbane Australia VIM MEDIA & EVENTS JB & Nick create VIM Media & Events, a white label event production company, specialising in esports and tech activations MOVING FORWARD ESL Australia is now the region's largest esport production & events company, with 25+ staff & Australia s only dedicated esport live event arena JOINING FORCES They come together under the ACL banner to create Australia's first ever esport event circuit ESL AUSTRALIA VIM Media & Events is acquired by Turtle Entertainment, AKA ESL Global. ESL Australia is born 2017

16 INCREASING REVENUE & ACCEPTANCE ESL is created IEM is launched Global Market Expansion Mainstream Hype Mainstream Acceptance Growth Underground movement Rejected & neglected Media rights become relevant Non Endemic brands get involved

17 Australian Cyber League:

18 Australian Cyber League:

19 Australian Cyber League:

20 Riot Games OPL Final Aug, 2015

21 Riot Games OPL Final Aug, 2015

22 International Wild Card Allstars - Riot Games - November 2015

23 Oceanic Pro League Finals - For Riot Games - August 2016

24 Oceanic Pro League Finals - For Riot Games - August 2016

25 Oceanic Pro League Finals - For Riot Games - August 2016

26 Oceanic Pro League Finals - For Riot Games - August 2016

27 PROJECT 1 THE REGION S MOST Buying and selling a EXPERIENCED STAFF product lorem service. PROJECT 2 PROJECT 2 REACHING Buying and selling a HUNDREDS OF product lorem service. THOUSAND OF PEOPLE EACH WEEK BROADCASTING MORE GAMES THAN ANYONE ELSE USING AUSTRALIA S MOST TALENTED BROADCAST TEAM TO CREATE THE BIGGEST & BEST EVENTS IN THE REGION WITH THE BACKING OF THE WORLD S LARGEST ESPORTS COMPANY is #1 for esports in Australia.

28 Who we are ESL Australia s team grew to 26 permanent staff in 2017, which expands to 60+ of our regular technical crew during our biggest events and shows.

29 ESL Studios Sydney, Australia

30 Sydney studios ESL s studios in Sydney operate multiple world class broadcasts and plays host to live events for an audience up to 200, as well as weekly online broadcasts.

31 LOCATION & DATE Sydney s Qudos Bank Arena 6th - 7th May, 2017 FOOTPRINT Over 1,000sqm entertainment space Over 7,000 pax attendance per day CONTENT World s best Counter Strike players Experience Zone with 19 exhibitors Freeplay PCs Community Stage & Tournaments Influencers

32

33 IEM SYDNEY

34 Almost 8 Million unique viewers surpassing last year's recorded viewership of IEM Oakland. Online broadcast delivered across 30 digital and linear platforms in 22 languages. 30 million unique users engaged on social media and 92 million impressions across all social media platforms.

35 Exhibition Hall In addition to the action on the main stage, the Intel Extreme Masters brought to Australia the first gaming expo dedicated to esports enthusiasts. The expo hall showcased products and brands popular amongst esports fans, and gave them hands on experience with some of the latest technology. This was a popular area at IEM Sydney, with enthusiasts trying out products in gaming free play and competitions across the weekend. Pro Player signing sessions were also held in this area.

36 Intel Extreme Masters Sydney was already the third consecutive IEM event that was broadcast in VR, solidifying Intel s and ESL s commitment to continue delivering legendary esports moments to fans on-site and online alike using the latest in technology and broadcast innovation. Over 150,000 unique viewers tuned in to watch the competition via SliverTV.

37 Press and Coverage Overview Press coverage across national radio, TV and several games and entertainment sites 150+ pieces of coverage 685,871,476 total audience reach

38 CONTENT, CHALLENGES & OPPORTUNITIES

39 SUPPLEMENTING BROADCAST INSTANT SOCIAL REPLAYS Snappy TV integrated with Twitter and Facebook VR LIVE STREAMING Partnership with Sliver TV HTC Vive, Oculus, Samsung Gear Integration of statistics

40 CHALLENGES AND OPPORTUNITIES BANDWIDTH 720p standard to 1080p (anything less not acceptable) VR requirements will mean even more BROADCAST ENCODING Multiple broadcast platforms with different formats Cloud based distribution and new range of tools to facilitate

41 CHALLENGES AND OPPORTUNITIES LIVE FEEDBACK Instant feedback for production problems Requirement for more monitoring and stronger communication Power to harness audience reactions and interact with fans Ability to tailor content to the audience s preferences

42 2017 INTO THE FUTURE

43 ESPORTS MARKET TRENDS Esports ecosystem is still under development, multiple trends expected to have short-term impact 1 Increasing importance of esports for game publishers 2 Traditional media media companies entering esports ecosystem 3 Professionalization of teams & players 5 Increased interest from nonesports brands 4 Intensified competition in the online distribution segment

44 1 Increasing importance of esports for game publishers

45

46 2 Traditional media companies entering esports ecosystem

47 3 Professionalization of teams & players Huge cubs getting behind esports. Man City had more revenue than esports in total combined, and continued interest from these kinds of clubs will exponentially grow the audience in the next few years.

48 4 Intensified competition in the online distribution segment locking down content rights. 5 Increased interest from nonesports brands Media rights only make a very small portion of the revenue distribution for esports. This revenue stream has the highest potential to grow in the next years. Esports have reached a tipping point in product sponsorships, the next step is to win over major nonendemic brands to sponsor events and leagues.

49 INCREASING REVENUE & ACCEPTANCE ESL is created IEM is launched Global Market Expansion Mainstream Hype Mainstream Acceptance Growth Media rights become relevant Underground movement Rejected & neglected Endemic brands get involved

50 GROWTH SCENARIO S & COMPARISON TO SPORTS POWERED BY GLOBAL NUMBER OF ESPORTS ENTHUSIASTS AVERAGE ANNUAL REVENUE PER ENTHUSIAST TOTAL ESPORTS REVENUES TOTAL ESPORTS REVENUES ALTERNATIVE OPTIMISTIC SCENARIO REPORT SCENARIO VS SPORTS $15 The average annual revenue per fan of basketball $20 The average annual revenue per fan of the NBA $60 The average annual revenue per fan of the NFL Newzoo 2016 Global Esports Market Report

51 TRENDS & PREDICTIONS Sporting Leagues NBA has partnered with game developer 2k to run their own league, and FIFA is springing leagues on national levels. EA is already very integrated with EPL etc. Australian sporting bodies like the AFL, NRL, Cricket Australia and others are looking into how to get involved in esports.

52 TRENDS & PREDICTIONS New Businesses with Esports Focuses Education & Vocational Changes Esports & gaming bars and other purpose fit recreational facilities are popping up all over the world. Games like Minecraft are huge and this audience will transition into esports.

53 TRENDS & PREDICTIONS Kids Minecraft Esports is 19 years old. Any child today grows up knowing what esports is and accept it as normal. Games like Minecraft are huge and this audience will transition into esports.

54 THANK YOU Nick Vanzetti Managing Director

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