Study on the Accessibility of esports in South Korea

Size: px
Start display at page:

Download "Study on the Accessibility of esports in South Korea"

Transcription

1 2017 UIC RESEARCH PROJECT KOREA Study on the Accessibility of esports in South Korea Jiho Kil, YoungMok Yoo Underwood International College Yonsei University

2 <ABSTRACT> This study aims to examine how the accessibility of esports in South Korea has appealed to the domestic consumers and contributes to its massive success. Due to the rapid development of internet and digital technology which completely transformed the method of entertainment consumption, esports has taken the position of one of the most popular genres of competition since 2000 globally. Amazingly however, the largest market for competitive gaming lies in no other than South Korea, where it integrated esports into mainstream culture more successfully than any other nation and is also maintaining its position as the most powerful esports empire by monopolizing international titles of multiple competitions such as League of Legends and Overwatch. Then how has Korea displayed such overwhelming popularity and dominance in terms of esports? By surveying over 1500 Korean and global online participants and conducting in-depth interviews with three experts, it was concluded that Korea had been providing differentiated accessibility to fans through multiple unique factors compared to other regions.thus this paper seeks to contribute to an increasing research into the growing industry in the digital market through a qualitative and quantitative analysis of the Korean esports infrastructure, as well as different Korean and western esports cultures. In sum, various original forms of accessibility are what had set apart South Korea from the rest of the world, and is also a preview of the future global trend. [Key Words] esports, accessibility, South Korea, culture, digital market, global trend I. Introduction In recent years, the world has witnessed the massive growth of esports and its potential and it is widely expected that the scene will continue to increase worldwide. South Korea has especially proven itself to be the prime example of esports success; unlike some parts of the world where console-based games still dominated the gaming business and esports based on multiplayer online games hasn t yet settled as a stable business, South Korea s gaming industry largely depends on online games which has significantly shaped its

3 transition into a digital economy. Analyzing the huge market and unique gaming culture Korea possesses will bring the various benefits individually and socially. People will be able to understand the youth culture and their consumer behavior in the digital market, which will eventually lead to national revenue and benefits in the sports tourism industry, as well as effectiveness in shortening the generation gap that is triggered today because of the difficulty of keeping up with technology and the resulting trend. There are economic and social benefits of comprehending esports fandom which must be studied in order to adapt to the upcoming new norm. II. Literature Review With esports becoming more mainstream around the world, accessibility is being pointed out as the main reason for its success. However, to understand how exactly it had contributed to Korea s esports success, one must highlight the characteristics of esports and how it differs from traditional physical sports. Although there is little academic research done for esports which has been a fairly new topic, some theories discuss the fundamental aspects of esports that are necessary in order to comprehend consumer involvement in the market. 1. Comparing esports to Traditional Sports The general academia currently identify esports through technology and professional competition, which can be considered an extension of online gaming culture. Revenue of esports is created through executive ownership, development, distribution, and cultural recognition of the gaming system as a commercial product (Karhulahti, 2017). The key difference between the two areas is that in esports, executive ownership by the developer controls the rules and competition of the esport (Karhulahti, 2017). In traditional sports, one can play the sport with whatever rules one chooses anytime and anywhere. However, esports is severely restricted in terms of this matter. Therefore, the executive ownership is required to update the game to date so that it is playable and appealing to the consumers, unlike traditional sports where the sport does not have to be updated as frequently.

4 Another difference is that aesthetic experiences that is seen through traditional sports are evolved into a more holistic level through digital spectator experience which makes the viewing experience more attractive and fantasy-like, which contributes to the overwhelming frequency of esports consumption (Hamari and Sjoblom 2017). Furthermore, acknowledgment of player skill from sharing the experience of playing the same game creates bonds that maintains solid viewership. In traditional sports, all of the outcome-defining events occur in the real world, whereas in esports, the outcome-defining activities happen in the virtual world. However, even the activities in the virtual world depend on the actions that occur in the real world. In other words, the player s physical abilities and circumstances do not necessarily determine the results, but the confines of the virtual reality of the game itself do (Hamari and Sjoblom 2017). Therefore, Hamari and Sjoblom define esports as a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the esports system are mediated by human-computer interfaces. Although there are distinctive differences between esports and traditional sports, the new phenomenon of esports mostly fulfills the definition and notion of traditional sports, which requires physical and mental strain to accomplish your goals (Llorens, 2017). A distinctive feature of the sport being conducted in a digitalized environment, as well as the fact that there will be new modes of cheating (hacking) and game-fixing is something that needs to be considered in order for esports to be fully recognized as sports. Legislations will undergo alterations if gamers were to be officially recognized as athletes. According to the Sport Accord (2015), a sport qualifies as a sport if it possesses an element of competition, not rely on luck specific to that sport, not pose any hazard to the athletes or participants or any living creature and not rely on equipment provided by a single supplier (Karhulahti 2017). Despite esports suiting the first four criteria, it does not satisfy the fifth criterion which demands that a sport not rely on equipment provided by a single supplier (Karhulahti 2017). As previously mentioned, esports is controlled by an executive ownership that updates the game, while traditional sports can be played anytime and anywhere, in any way one wants to play.

5 2. How esports Became Popular The rapid rise in online games have been a product of sociocultural, historical elements which contributed to the citizens digital literacy (Jin and Chee, 2008). The IMF Asian Financial Crisis led to booming PC Bang (Internet Cafes) businesses which led to the massive popularity of online games in South Korea, leading to the first ever esports scene in the world since Firms now consider online games as one of the most important media technologies for boosting the digital economy. South Korea s digital boom was not the only thing which fueled the popularity of esports in Korea. The deregulation of advanced telecom applications of the mid-nineties had caused Korea s broadband infrastructure to grow. The resulting vast broadband infrastructure created television stations that specialized in esports competitions, which proved to be immensely popular. As a result, esports players gradually became celebrities similar to star athletes in traditional sports (Wagner 2006). The most popular games in the Korean esports scene included games such as Lineage, a MMORPG (Massively Multi-user Online Role Playing Games) game released in 1998 by NCSoft and Starcraft and Warcraft, RTS (Real Time Strategy) games released by Blizzard Entertainment in 1998 and In the United States and Europe, competitive gaming started out with FPS (First Person Shooter) games such as Doom (1993) and Quake (1996), all developed by id software (Wagner 2006). In 1999, Valve s Counter-Strike, a mod version of Half-Life, became extremely popular and has maintained its position as the key game of the western esports scene. The key difference in preference is that while western fans prefer FPS games, Korean fans prefer RTS and MMORPG games more (Wagner 2006). III. Research Methods Research was conducted using mixed methods, which combined quantitative and qualitative research methods. The quantitative research was conducted by posting online

6 surveys on prominent online esports community websites such as Inven, which is based in Korea, and Reddit, an American discussion website which consists of users of diverse nationalities, after gaining acceptance from the moderators. The qualitative part of the research utilized interviews with prominent esports casters and journalists, Wolf Schröder, Harsha Bandi and Josh Wilkinson. The quantitative research focused mainly on the difference between online users accessibility to esports around the world. Both surveys were online-based surveys produced using Google Forms and focused on accessibility of esports. Most of the questions were in the form of multiple-choice and short-answer. The surveys were distributed through Inven, Reddit and various SNS sites such as KakaoTalk and Facebook. With most of the participants from countries other than South Korea, the only way to efficiently hand out surveys was online. The qualitative research was through interviews as mentioned before. The interviewees are all currently actively involved in the esports industry and possess keen knowledge of how the esports industry has evolved over the years both in Korea and the non-korean part of the world. The researchers retained objectivity and impartiality throughout the whole research. The research was conducted with a mixed method. IV. Analysis 1) Survey The surveys were conducted in a non-compulsive manner and the questions were formulated without bias. The survey was completely voluntary and the participants were aware that their anonymity would be assured. The method for the questionnaire was non-probabilistic sampling, and two surveys were distributed in order to compare the perspectives of Korean and international users. The Korean survey was given out on Inven, the most popular Korean gaming forum website. This survey was in Korean. The

7 international survey was given out on Reddit, a popular American online forum website with a significant international gaming community. Many of the respondents were from western countries such as the United States, Canada and various European nations. Most questions were the same for both communities, with some questions customized to suit the different backgrounds of each community. A total of 118 people participated in the Korean survey, and a total of 1,454 people participated in the international survey. Nationality (International Survey) The charts show the nationalities of those who participated in the international survey, by number and percentage respectively. Most of the respondents were from the United States (n=524), followed by Canada (n=112) and the United Kingdom (n=98).

8 Table 1: Consumer Preference towards Game Types Korea Global FPS (First Person Shooter) 56 ( 47.5 % ) 1,331 ( 91.5 % ) RPG (Role Playing Game) 48 ( 40.7 % ) 886 ( 60.9 % ) MOBA (Multiplayer Online Battle Arena) 66 ( 55.9 % ) 409 ( 28.1 % ) RTS (Real Time Strategy) 44 ( 37.3 % ) 497 ( 34.2 % ) TCG & CCG (Trading Card Game & Collectible Card Game) 20 ( 16.9 % ) 269 ( 18.5 % ) Fighting Games 7 ( 5.9 % ) 222 ( 15.3 % ) Others 11 ( 9.3 % ) 195 ( 13.4 % ) As seen from table 1, the first comparison revealed the difference in game genre preference among users from Korea and the west. This question was designed as multiple-choice since participants may have more than one favorite genre. In terms of preference, Koreans favored MOBA games (55.9%) the most while international participants preferred FPS games (91.5%) the most. The result was expected, as Koreans have historically shown success in League of Legends while international gamers, predominantly from the West, have shown competency in FPS games such as Counter-Strike and Call of Duty. The least preferred genre among both Koreans and international gamers was fighting games, scoring 5.9% and 15.3% respectively. Table 2: Reasons for the Preference of Chat Service in Stream Platforms Korea Global To converse with the streamer 37 (55.2%) 482 (61.5%) Make jokes/memes throughout chat 43 (64.2%) 593 (75.6%) To inform people 16 (23.9%) 393 (50.1%) To ask questions to the streamer or viewers 32 (47.8%) 503 (64.2%) All of the above 0 (0%) 11 (1.4%)

9 Other 4 (6%) 48 (4.8%) Table 2 showed how esports viewers use the chat service on streaming platforms. When it comes to accessibility in esports, a crucial part is the communication between the gamer/streamer and the audience. Unlike traditional physical sports where fans cannot communicate freely with the players outside the games, esports fans have the privilege of being able to talk to their favorite players directly in a convenient way. The findings confirm that Korean respondents mostly use chat to make jokes/memes (64.2%) and also to converse with the streamer (55.2%). Results were a little different for international viewers, as they mainly used chat to make jokes/memes (75.6%) and to ask questions to the streamers or viewers (64.2%). As attested by table 2, viewers do use chat to get closer to their favorite players and streamers, but they enjoy making jokes/memes even more than communicating with the streamer. This outcome is parallel to the argument spoken by Wolf Schröder, who has stated in the interview that streaming platforms such as Twitch, have its own unique culture based around its chat service. People will post memes and trending terms such as PogChamp or monkas to have fun and achieve satisfaction from the action. It is a way to appeal to not only people using chat but also the gamer/streamers themselves. Table 3: The Time Required to Travel to the Nearest esports Stadium Global Less than 1 hour 45 (13.8%) 1~2 hours 47 (14.4%) 3~4 hours 29 (8.9%) 4~5 hours 22 (6.7%) More than 6 hours 111 (34%) Other 72 (22.2%) Korean Less than 1 hour 5 (19.2%)

10 1~2 hours 12 (46.1%) 3~4 hours 1 (3.8%) 4 hours or more 8 (30.8%) Due to the different measurements used for each survey considering the geological factors, the statistics has been divided into two separate charts. When it comes down to the number of hours it takes to get to the nearest esports stadium, Koreans in general took less time than the non-koreans. Of course, due to Korea s smaller land mass compared to the United States and Europe, most Korean respondents would not take any more than 4 hours to get to an esports stadium. As evident in the table, a high percentage of Korean fans (46.1%) required only 1~2 hours to travel, whereas a significantly lower percentage (14.4%) of Western fans required 1~2 hours to travel. Korea s small geography and well developed public transportation would inevitably make traveling easier. On the other hand, fans in the Americas and Europe would take much longer than Koreans because of the nation size and borders, even when using faster transportation methods such as an airplane. Table 4: Streamers Participating in esports Events Global None 641 (44.1%) (13.7%) (16.3%) 3 74 (5.1%) 4 or more 303 (20.8%) There are some unique factors which contribute to the growth of Korean esports compared to the West. Table 5 attested to how unlike Korean esports where large and small casual streamers participate actively in the development of esports directly by hosting various tournaments, the west does not witness such events. A high percentage of participants replied that no streamers in their region get involved in esports (44.1%), and only a relatively

11 small portion have 4 or more streamers take part in the esports community (20.8%). It is probable that the early streaming culture combined with fast exposure in Korea which began in the 2000s brought about a different kind of culture which involved famous streamers, which will be further explored in the interview with Wolf Schröder. Table 5: Government Commitment in Advocating esports Global None 833 (57.3%) Seldom Committed 489 (33.6%) Committed 112 (7.7%) Very Committed 20 (1.4%) The Korean government s esports advocacy is very well known, but the opposite seems to have shown up regarding the global audience. 57.3% (n=833) have answered that their government is not committed at all and 33.6% (n=489) have answered that their government is only seldom committed in supporting esports. Korea is already known for the administrative support of esports through the activities of Korean esports Association (KeSPA), which is part of the Korean Olympic Committee created to manage esports in South Korea. Table 6: esports Availability though Cable TV esports Availability in One s Region Global Yes 559 (38.4%) No 895 (61.6%) Out of 1354 respondents in the international survey, 61.6% of respondents (n=895) responded that esports is not available on cable TV in their region. On the other hand, 38.4% (n=559) of respondents have responded that esports is available on cable TV in their region. Compared to Korea where esports is part of the mainstream culture and has dedicated channels, esports is not as popular in other parts of the world. As attested by the table,

12 respondents from other parts of the world have significantly less accessibility compared to respondents from Korea who can access esports whenever and wherever they want to. Table 7: Frequency of Watching esports through TV How Often Does One Watch esports on TV Global None 501 (89.6%) 1 Time a Week 42 (7.5%) 2 Times a Week 7 (1.3%) 3 Times a Week 5 (0.9%) 4 Times a Week 1 (0.2%) 5 Times or More 3 (0.5%) As shown in the previous table, most global respondents do not watch esports regularly on TV. 89.6% (n=501) of respondents have answered that they do not watch esports on TV at all, while only 7.5% (n=42) of respondents answered that they watch esports 1 time a week. In other words, a vast majority of non-korean esports fans do not watch esports on TV even if it might be available to them. Table 8: Most Watched esports Channel Which esports Channel? Global None 968 (66.6%) OGN 246 (16.9%) ESL 180 (12.4%) TBS 85 (5.8%) Ginx TV 11 (0.8%) ESPN 7 (0.5%) PlayOverwatch 4 (0.3%) Disney XD 3 (0.2%) Blizzard 3 (0.2%)

13 Other 106 (7.3%) Of all respondents, 66.6% (n=968) did not watch esports on TV. Among the rest, 16.9% (n=246) of respondents watched OGN the most, then ESL by 12.4% (n=180). OGN, a Korean esports channel, is well renowned among all esports fans for its excellent production value including superb casting, competition storylines and in-game-observers. OGN provides accessibility to many popular games through different streaming channels, which may be why it is famous among global respondents who watch esports on TV. Table 9: Reason for Feeling Close to esports Korea Global Accessibility 27 (27%) 15 (1.5%) Love of esports/gaming 25 (25%) 13 (1.3%) Communication/Bond with Players and esports 23 (23%) 33 (3.3%) Easiness of playing the game 7 (7%) 6 (0.6%) Other 18 (18%) 944 (93.3%) For this questionnaire which was optional, most participants in the global survey either posted unrelated answers or did not answer at all, which was categorized into 'Other'. As shown by table 10, most respondents answered that the easy accessibility of esports has made it feel closer to them than traditional physical sports. For Korean respondents, 27% (n=27) of respondents answered that accessibility was the main factor. For global respondents, 1.5% (n=15) of respondents answered that way. 2) Interviews the following: Interviewees were selected based on their expertise and experience. They consisted of

14 Wolf Schröder, who is an American esports caster living in Korea who has casted Starcraft 2, Heroes of the Storm, Overwatch and Playerunknown s Battlegrounds (PUBG) in both Korea and abroad. His extensive experience in casting these games contributed to his knowledge of how esports popularity had evolved both in Korea and in the West. Harsha Bandi, who is an Overwatch analyst and currently a coaching member for the Overwatch League team San Francisco Shock. He provided insight into the most trending esport in 2018 and how its structure interacts with the community along with Sideshow Gaming. Josh Wilkinson, aka Sideshow who is an Australian esports journalist who has been a Team Fortress esports analyst and currently an Overwatch League caster. The interview was centered on Wolf Schröder, who is one of the most knowledgeable people in the history of global esports in different scenes backed up by his 10-year experience in the field. Additional interviews from Harsha Bandi and Josh Wilkinson provided information on the future prospects of esports with Overwatch League as the primary example. Data collected from the interviews can be organized into the following: Earliness, Accessibility, and Fan culture. Earliness here refers to how an esports scene was first exposed in a particular region which led to its gradual expansion and development. South Korea has had enormous success in the esports scene mostly because of the nations' early exposure to the internet culture following the IMF Crisis in 1997 and governmental policies supporting high speed network technology. The early dissemination of the internet led to a unique PC Bang culture where teenagers and adults visit a seperate computer cafe to enjoy playing online games together with their acquaintances. Unlike typical stereotypes where people argue that games hinder communication and social life, PC Bangs acted as a place of connections and relationships for Koreans. This became the background for the Starcraft esports scene which became the topic of conversation for all people. The vibrant community eventually led to investment and sponsorship from major

15 Korean firms such as SK Telecom in the 2000s which allowed esports to be treated in a similar way as traditional sports through the media. Wolf Schröder explained how early sponsors have a major impact on the maintenance of fandom and community, especially when the esports scene shifts from one to another. "I think that a lot of the old fans latched onto two things. One, players thought they were very good and could relate to, maybe their personalities in interviews, or their playstyle they attached to the teams themselves right? You have big sponsor teams like SKT, KT, and Samsung. I ve discussed this with my peers, I think a lot of people really strongly feel that one of the reasons fans attached to teams back in the old times was because everyone knows SKT right? Everyone knows KT. Huge telecom companies everyone knows. Samsung, CJ and when you re thinking this esports thing is getting bigger, they saw those teams, and they were like 'this is really happening, these are real sponsors, Shinhan is sponsoring this tournament'. The thing that I like, maybe my friends think is weird, is actually a big thing now. There s money in it, these are big sponsors, this is legitimate now. And I think that those fans latched onto those teams/players, and then when Starcraft 2 came out, those players and sponsors didn t go, so the new fans were on their separate starting point, and when the Brood War fans joined, they started watching Starcraft 2 when those teams came over and they were attached those teams and names. It was those attachment to those old players that really drew the crowds. You can also see this with the Lunatic-Hai fans for the squad in PUBG." (Schröder) In other words, the standard for the fans' transition to different games depends on their affection towards the initial players and sponsors. Thus the early start of this trend for Korea and the popularization of esports through the mass media proved to be extremely beneficial to its success and growth in esports. As seen in Table 6, esports in the west is still not a mainstream culture and only available online for most regions, with sponsorships from large companies being a recent activity. Harsha and Josh argues on how the most recent major esports, Overwatch League, is the perfect example of esports successfully integrating into mainstream culture in the west.

16 " I think that immediately tapping into the entire pool of players was a really big deal from a (Blizzard) marketing standpoint, and when you see ads on YouTube, Snapchat, Google, and even TV, it s very clear that a lot of money was poured into marketing this game. I would have guessed that geolocation wouldn t play a large role earlier, but I ll have to rescind that sentiment after seeing the results of watch parties and the general feeling on social media. It seems that for all that they were criticized in attempting, Blizzard was able to do fairly well in their plans by using a regular broadcast schedule, creating natural affinities, drawing from the mainstream audience at the right time, and marketing effectively. Even if you were a diehard hater of Overwatch, you still probably tuned in for opening week just to scope out the scene." ( Bandi) We have seen the power of Blizzard's marketing with regards to the launch of the game, and with the introduction of powerhouse franchise owners for the Overwatch League this marketing power has increased massively. Not only have they been successful enough internally to sell this idea to enormous companies and investors, they now have their tools to push the OWL out to the masses. (Wilkinson) When the earlier esports scene is run by local communities and the players' image maintained by fans, it is not able to avoid the limitations of not having a sustainable structure for the environment in the long run. The League of Legends esports scene became the springboard for the popularization of esports, and the Overwatch League managed by Blizzard Entertainment aims to take one step further by implementing the concept of geolocation, which was a method used in traditional sports such as soccer. Geolocation seems to be the key idea for the next stage of esports. As seen in Table 3, it is inevitable that unlike Korea global fans have a difficulty gaining access to esports stadiums due to the large landmass. The U.S and Europe respondents in particular have stated that the process of visiting an esports stadium from one's home is very vexing and troublesome with the exception of some states. An attempt to solve this issue and make esports directly available to all regions being made by Blizzard Entertainment to create a regional fanbase just like renowned traditional sports teams have been doing for decades. In Overwatch League, teams no longer bear the names of their sponsors such as KT Rolster and

17 Samsung Galaxy. While they still have major sponsors their names are combined with cities, such as London Spitfire and Shanghai Dragons. As a result, esports stadiums sponsored by conglomerates catering to specific regions, coupled with the development of local fan base is stated to make offline accessibility more feasible. "I think in the West, there are obviously challenges to having consistent offline tournaments. There are 50 states in the US, I don t even know how many countries in Europe. Haha. Wherever you are, it s tough to have a central location without people having to fly all the way. That s why you have weekend tournaments. At least on the weekend everyone s in one place. I think that to me, I don t like online tournaments personally there s that lack of fan interaction." (Schröder) "Geolocation sounds like an idea that only very casual people would get behind but that's exactly why it works so well. Casual game viewers are familiar with traditional sports and have no idea how esports has historically functioned. They make the perfect bait for local marketing campaigns of teams." (Wilkinson) Korea's success at esports is also greatly attributed to the early streaming culture which guaranteed constant accessibility to pros even when he/she was not participating in a tournament. Online accessibility is global today because of the development of Twitch, but western fans had no regular access to players back in the 2000s except Korea, which already had its own unique streaming platform called Afreeca TV, which famous pro gamers used to actively communicate with the fans in their everyday life. "If you re a fan of a Brood War player, because Brood War was huge on Afreeca, they lose in the tournament, they do a small interview afterwards, you think that s it, we won t see him for 3 months. But when you return home he streams and then he talks for about 1 hour without playing the game about what he felt about the game, you can learn so much. I think that the fact that everyone was able to personally broadcast their personal feelings to everybody was huge. Because no one s gonna be like, all right, I lost today, meet me at this coffee shop, how s the microphone? Let me tell you how I felt about that last

18 game. The fact that they can just go home and press a live button and broadcast to the world has definitely had a huge impact." (Schröder) The idea of streaming post-match became a very strong marketing strategy in Korea which led to the creation of player personalities, something that is not witnessed in traditional sports. And after Twitch was created, streaming games became a global phenomenon, for both casual and professional gamers. People finally attained a way to enjoy esports from a single mainstream source, and this led to the dramatic development of esports in the west in the 2010s. "Twitch made esports mainstream in a way. Because when you, in the past before Twitch, you would have to kind of, a lot of esports would not be broadcast and you would have to go to watch it or listen to radio broadcasts. Or somebody would post on the forums, he s there and everyone s like what s happening and everyone s pressing F5, and he s like he just built a hatchery. He s doing this and you re like refresh and refresh and don t know what s happening. But Twitch in a way is a channel that anyone can access and is mainstream. Anyone in the world with Internet can type Twitch.TV and browse and every game and channel is there. Afreeca existed before but only in Korea and difficult to access for the West. Twitch made esports globally accessible, live to anyone who had internet connection at any time. That s something even YouTube could not do because not all the footage was there." (Schröder) One of the unique features of streaming that brings people closer to professional players is chat. According to Table 2, most fans used chat while watching the streams to either have a conversation with the streamer or make jokes/memes through chat that could be shared with the rest of the viewers. Twitch was able to outrun its competitors by creating an innovative chat system where people could express their emotions by posting picture--like emotes such as PogChamp which they were already familiar with. "A lot of streaming clones after Twitch, like Hitbox TV, Zooboo saw the money of Twitch and were like we could do the same thing we could do better quality and people will like us. What people miss is that Twitch is actually a culture. You can t create that culture. It was built over time because it was the first one. Twitch has a great interface and Twitch chat language is now part of everyday language." (Schröder)

19 " Twitch provides a distribution network that viewers are already using to check for ongoing esports games and entertainment in general. The quirks of the platform such as the Twitch chat with its unique emotes are desired by users because they are familiar with them. Even when competitors offer superior services, for example a higher quality in terms of both bitrate and FPS which makes Overwatch far easier to watch on the official website, viewers still massively use Twitch both out of habit (and a desire for familiarity)" (Wilkinson) When the esports scene had to maintain its structure on its own without major sponsors in Korea, streamers played a pivotal role in the development of the community that circulated the gaming culture, by hosting minor tournaments and running their own fanbase. Allowing third parties to continuously run tournaments provided various opportunities to many which spurred the growth of the esports scene. "It is important for streamers to exist in esports because it gives amateurs an opportunity to train and practice and make money. It also helps casters and content creators during the down time between tournaments and build their own brand. A lot of casters who host big tournaments today got known because they made these mini tournaments. I myself made a tournament called Open Wolf Cup back in 2010 during Starcraft 2 beta to give players an opportunity to play the game because I wanted to be a caster and I was like I wanna run a tournament, I ll invite these players. I invited some Pros or otherwise it was open. I got practice in commentating, I got to practice learning how to run a tournament and all the challenges behind that. Learn the strategies and stuff like that. That led me to getting more casting jobs, and eventually coming to Korea to cast Starcraft 2. I kind of ran one of these tournaments during the downtime and that s how I ended up being here in the first place. " (Schröder) Meanwhile, as seen in Table 4, influx into the esports scene is still relatively limited in the west because of lack of streamer participation which prevents additional newcomers from joining the fanbase. Thus the unique trait of personal connection between the casual

20 gamers and the pro players that made esports popular wasn't properly established in the 2000s. V. Conclusion Understanding Korean esports in the general is one of the most effective ways in how the new generation communicates in the digital world. Everything about esports culture is shared and distributed online, and studying the accessibility it provides to consumers helps people understand the general behavior of esports fans, which display a completely different pattern compared to traditional sports consumers. The increased accessibility has allowed the younger generation to enjoy esports anytime and anywhere through streaming. Its ever-increasing presence has changed the way sports is enjoyed by the many and will continue its influence into the future. However, despite the ubiquitous nature of streaming culture, parents still do not understand communication in streaming and how it leads to high revenue. The generation gap is caused by stereotypes and negative views of esports. Therefore, they cannot yet empathize with the younger audience in terms of accepting esports as an actual competitive sport. South Korea, even as the chief pioneer of esports, still continues to struggle with this very problem. However, the country has demonstrated that esports can become mainstream and has proven so through the efforts of KeSPA and the South Korean government s continued advocacy of esports. Furthermore, South Korea s youth market and fan culture possesses massive buying power and influence. It also represents new trends and behaviors that can help interpret the dynamic volatility of the digital market. With such potential, growth is also being witnessed in non-korean regions. The professional training environments, famous sponsors and adequate funding are finally emerging in the western esports scene. Although not having reached the level that Korea is at, the rest of the world will eventually catch up and esports will globally be seen with positivity. Further efforts to adopt esports as both a legitimate academic area and a form of sports will contribute greatly to its development and eventual acceptance among more diverse age groups.

21 VI. Reference Wagner, M.G. (2006). On the Scientific Relevance of esports Jin, D.Y., & Florence, C. Age of New Media Empires. Games and Culture, vol. 3, no. 1, 2008, pp , doi: / Rosell, L.M. ESport Gaming: The Rise of a New Sports Practice. Sport, Ethics and Philosophy, vol. 11, no. 4, 2017, pp , doi: / Karhulahti, V.M. Reconsidering Esport: Economics and Executive Ownership. Physical Culture and Sport. Studies and Research, vol. 74, no. 1, 2017, doi: /pcssr Hamari, J. & Sjöblom, M. What Is ESports and Why Do People Watch It? Internet Research, vol. 27, no. 2, 2017, pp , doi: /intr Schröder, W. Personal interview. 22 Jan Bandi, H. Personal interview. 23 Jan 2018 Wilkinson, J. Personal interview. 23 Jan 2018

Strategic Assessment of Worldwide esports Market Forecast Till 2021

Strategic Assessment of Worldwide esports Market Forecast Till 2021 Report Information More information from: https://www.wiseguyreports.com/reports/402152-strategic-assessment-of-worldwide-esports-marketforecast-till-2021 Strategic Assessment of Worldwide esports Market

More information

Monetizing traffic through esports betting

Monetizing traffic through esports betting Monetizing traffic through esports betting Monetizing traffic through esports betting Esports Betting industry Experts say esports betting expected to surpass $6 billion in 2018 alone. Gambling operators

More information

esports BETTING UNLOCKING THE POTENTIAL

esports BETTING UNLOCKING THE POTENTIAL esports BETTING UNLOCKING THE POTENTIAL 1 esports BETTING: UNDERSTANDING THE POTENTIAL esports has arrived. While still a rapidly expanding market, esports is already a huge industry with prize pools worth

More information

5G Connectivity and Performance Will Fuel the Growing Esports Industry

5G Connectivity and Performance Will Fuel the Growing Esports Industry 5G Connectivity and Performance Will Fuel the Growing Esports Industry 1 Background: Esports had long been considered an afterthought within the athletic community as they struggled to find a mainstream

More information

Esports Gaming: Competing, Leveling Up & Winning Minds & Wallets. A Consumer Insights Perspective to Esports Gaming

Esports Gaming: Competing, Leveling Up & Winning Minds & Wallets. A Consumer Insights Perspective to Esports Gaming Esports Gaming: Competing, Leveling Up & Winning Minds & Wallets A Consumer Insights Perspective to Esports Gaming Table of Contents 2 Overview 3 Esports Gaming KPIs 4 Awareness & Consideration 6 Engagement

More information

ESPORTS GLOBAL ESPORTS MARKET REPORT

ESPORTS GLOBAL ESPORTS MARKET REPORT ESPORTS 2016 2016 GLOBAL ESPORTS MARKET REPORT TRENDS, REVENUES & AUDIENCE TOWARD 2019 ESPORTS 2016 CONTENTS 1. Introduction, Scope & Definitions 3 2. Global Esports Trends 11 3. Esports Events 23 4. Global

More information

TABLE OF CONTENTS TABLE OF CONTENTS

TABLE OF CONTENTS TABLE OF CONTENTS Page 1 Page 1 of 13 TABLE OF CONTENTS TABLE OF CONTENTS 1. Introduction 5 1.1. esports Market Overview 5 1.2. Current esports events 7 1.3. DPLAY Tournaments Market Potential 8 2. esports Tournaments 9

More information

MAST Academy Gaming Club Constitution

MAST Academy Gaming Club Constitution MAST Academy Gaming Club Constitution The club known as Mako Gaming will comprise of the competitive play of videogames, with emphasis on MOBAs (Multiplayer Online Battle Arena) such as League of Legends

More information

esports 101 The Game The Business The Partner The Project

esports 101 The Game The Business The Partner The Project esports 101 The Game The Business The Partner The Project What is it? Esports is the accepted term for competitive video game competitions and associated business models. The most common video game genres

More information

TREND INSIGHTS MEDIA & TECH TRENDS FOR 2017

TREND INSIGHTS MEDIA & TECH TRENDS FOR 2017 TREND INSIGHTS MEDIA & TECH TRENDS FOR 2017 MEDIA & TECH TRENDS FOR 2017 There were several noticeable tech and video trends in 2016 that impacted consumers and marketers; they may become even more prominent

More information

Esports Betting Service Reach the next generation of customers with the #1 esports betting provider

Esports Betting Service Reach the next generation of customers with the #1 esports betting provider Esports Betting Service Reach the next generation of customers with the #1 esports betting provider Take advantage of the world s quickest growing spectator sport with Betradar Esports Betting Esports

More information

2016 GLOBAL GAMES MARKET REPORT

2016 GLOBAL GAMES MARKET REPORT FREE 2016 GLOBAL GAMES MARKET REPORT AN OVERVIEW OF TRENDS & INSIGHTS JUNE 2016 TABLE OF CONTENTS 1. Introduction 3 2. Key Global Trends 5 3. The Global Games Market Per 9 Region, Segment & Screen 4. Regional

More information

FY2017 Q4 Earnings Presentation (Held on February 8, 2018) Q&A Summary

FY2017 Q4 Earnings Presentation (Held on February 8, 2018) Q&A Summary FY2017 Q4 Earnings Presentation (Held on February 8, 2018) Q&A Summary Q Regarding Dungeon&Fighter in China, particularly what is being well received by users since you conducted content update on February

More information

Community. Who we are. Events. APH Gaming is an ASD - Associazione

Community. Who we are. Events. APH Gaming is an ASD - Associazione 2 Who we are APH Gaming is an ASD - Associazione Sportiva Dilettantistica affiliated to GEC - Giochi Elettronici Competitivi. Community We are a great community: APH Gaming has grown enormously in a relatively

More information

Capitalising on the esports Phenomenon

Capitalising on the esports Phenomenon Capitalising on the esports Phenomenon Borislav R. Borisov Chief Operating Officer of UltraPlay 2. Agenda for the session What is esports? How big are the esports and esports betting markets? What are

More information

esports Marketing: Start with the Consumer Photo courtesy of ESL New research sheds light on enigmatic esports players and fans

esports Marketing: Start with the Consumer Photo courtesy of ESL New research sheds light on enigmatic esports players and fans 1 esports Marketing: Start with the Consumer New research sheds light on enigmatic esports players and fans 1 The numbers are incredible esports has experienced double digit growth for several years and

More information

Nonetheless, sponsorship makes up 70 to 85 per cent of esports team revenues, according to Maurer.

Nonetheless, sponsorship makes up 70 to 85 per cent of esports team revenues, according to Maurer. Sponsorship plays a particularly important role in esports, as generating revenue from media rights in the sport remains in its infancy. With player wages rising and with ambitions to expand, the introduction

More information

esports, the Next Big Content Play

esports, the Next Big Content Play esports, the Next Big Content Play Data and insights on media s hottest new topic Peter Warman, Emma McDonald Newzoo BV Cannes, France http://www.miptv.com http://mipcom.com 6/16/2016 The Scope of This

More information

MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games. and Female Gamers.

MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games. and Female Gamers. MMORPGs And Women 1 MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games and Female Gamers. Julia Jones May 3 rd, 2013 MMORPGs And Women 2 Abstract:

More information

Introducing Club Conflict

Introducing Club Conflict Introducing Club Conflict Club Conflict Online Gaming League began as a private online gaming community tournament. Established in 2002, multiple game titles were hosted including Medal of Honor, Call

More information

Sportradar esports Service. Unlocking the incredible potential of esports

Sportradar esports Service. Unlocking the incredible potential of esports Sportradar esports Service Unlocking the incredible potential of esports esports A global mass phenomenon with a bright future! esports REVENUE GROWTH Total revenue growth 2015-2020 of 35,6 percent CAGR

More information

Callum Fletcher. Digital IWU. Illinois Wesleyan University. Dania De La Hoya WGLT Radio. Recommended Citation

Callum Fletcher. Digital IWU. Illinois Wesleyan University. Dania De La Hoya WGLT Radio. Recommended Citation Illinois Wesleyan University Digital Commons @ IWU Interviews for WGLT WGLT Collection 2017 Callum Fletcher Dania De La Hoya WGLT Radio Recommended Citation De La Hoya, Dania, "Callum Fletcher" (2017).

More information

Challenges and Best Practices in Supporting Grassroots esports Communities

Challenges and Best Practices in Supporting Grassroots esports Communities 1 Challenges and Best Practices in Supporting Grassroots esports Communities Andrew J. Curley and Mark Nausha Executive Summary This thesis project intends to identify the challenges and best practices

More information

3 Trends on YouTube That Prove Gaming Culture Isn t So Niche

3 Trends on YouTube That Prove Gaming Culture Isn t So Niche 3 Trends on YouTube That Prove Gaming Culture Isn t So Niche Author Aly Gibson, Ekaterina Petrova Published June 2017 Topics Video, Consumer Insights, Gaming There s an enthusiastic and influential community

More information

FREE VERSION 2017 GLOBAL ESPORTS TRENDS, REVENUES, AND AUDIENCE TOWARD 2020 MARKET REPORT

FREE VERSION 2017 GLOBAL ESPORTS TRENDS, REVENUES, AND AUDIENCE TOWARD 2020 MARKET REPORT FREE VERSION TRENDS, REVENUES, AND AUDIENCE TOWARD 2020 2017 GLOBAL ESPORTS MARKET REPORT ESPORTS 2017 AUDIENCE TABLE OF CONTENTS 1 INTRODUCTION 4 2 A SNAPSHOT OF 8 KEY TRENDS 3 THE GLOBAL 12 ESPORTS MARKET

More information

Just a game? Understanding the existing and future esports market in the UK. August/September 2017 Report

Just a game? Understanding the existing and future esports market in the UK. August/September 2017 Report Just a game? Understanding the existing and future esports market in the UK August/September 2017 Report Background, objectives and sampling Why we did the study and who we spoke to 2 Background and objectives

More information

The Future Is Now... White Paper

The Future Is Now... White Paper The Future Is Now... White Paper White Paper Glossary -Introduction- -What Is Turbo Tron- -Token Related- -Our Goal- -Token Supply- -Legal Disclamer- Turbo Tron Introduction As crypto currency enthusiast

More information

Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented Reality

Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented Reality Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented A Parks Associates Snapshot Virtual Snapshot Companies in connected CE and the entertainment IoT space are watching the emergence

More information

ESPORTS XPERTS NEWZOO PRESENTATION KEY INSIGHTS INTO THE DUTCH ESPORTS SCENE

ESPORTS XPERTS NEWZOO PRESENTATION KEY INSIGHTS INTO THE DUTCH ESPORTS SCENE NEWZOO PRESENTATION KEY INSIGHTS INTO THE DUTCH ESPORTS SCENE ESPORTS XPERTS JURRE PANNEKEET HEAD OF ESPORTS jurre@newzoo.com @jurrepannekeet pannekeetjurre MAY 2018 - 1. ABOUT NEWZOO - 2. THE ESPORTS

More information

INTRODUCTION MARKET OVERVIEW

INTRODUCTION MARKET OVERVIEW CHINESE ONLINE GAMING 216 Essex Street, Salem, MA 01970 (978) 745-9233 (800) 888-MGMT www.ecabot.com info@ecabot.com Nearly 100 million people in China are playing online games. These users spent about

More information

KEY GLOBAL TRENDS 2018 GLOBAL ESPORTS MARKET REPORT Newzoo GLOBAL ESPORTS MARKET REPORT 2018

KEY GLOBAL TRENDS 2018 GLOBAL ESPORTS MARKET REPORT Newzoo GLOBAL ESPORTS MARKET REPORT 2018 2018 GLOBAL ESPORTS MARKET REPORT 2018 Newzoo 1 KEY TAKEAWAYS KEY TAKEAWAYS 1. KEY TAKEAWAYS GLOBAL ESPORTS REVENUES UP MORE THAN 38% YEAR ON YEAR Global esports revenues will reach $906 million in 2018,

More information

COMPANY S. Presentation. Toro Loco S.L. is a Spanish company specialized in identifying gaps into the market in the sector of non-alcoholic beverages.

COMPANY S. Presentation. Toro Loco S.L. is a Spanish company specialized in identifying gaps into the market in the sector of non-alcoholic beverages. COMPANY S Presentation Toro Loco S.L. is a Spanish company specialized in identifying gaps into the market in the sector of non-alcoholic beverages. Once detected, creates new products categories to meet

More information

Parents Guide to Fortnite

Parents Guide to Fortnite Parents Guide to Fortnite The craze for Fortnite, especially its multiplayer standalone mode Fortnite Battle Royale, has exploded recently especially amongst children. So, what do you need to know about

More information

2016 GLOBAL ESPORTS MARKET REPORT

2016 GLOBAL ESPORTS MARKET REPORT FREE 2016 GLOBAL ESPORTS MARKET REPORT AN OVERVIEW OF THE ESPORTS MARKET & ITS VALUABLE AUDIENCE MARCH 2016 TABLE OF CONTENTS 1. Introduction 3 2. Overview of the Market 7 3. Live Esports Events in 2015

More information

Academic Vocabulary Test 1:

Academic Vocabulary Test 1: Academic Vocabulary Test 1: How Well Do You Know the 1st Half of the AWL? Take this academic vocabulary test to see how well you have learned the vocabulary from the Academic Word List that has been practiced

More information

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

ESPORTS & ESL AUSTRALIA. The region s largest esports provider. 2017 ESPORTS & ESL AUSTRALIA The region s largest esports provider. 2017 ... Gaming is what every traditional sport league is desperate to become: young, global, digital and increasingly diverse. WHAT ARE ESPORTS?

More information

A Qualitative Research Proposal on Emotional. Values Regarding Mobile Usability of the New. Silver Generation

A Qualitative Research Proposal on Emotional. Values Regarding Mobile Usability of the New. Silver Generation Contemporary Engineering Sciences, Vol. 7, 2014, no. 23, 1313-1320 HIKARI Ltd, www.m-hikari.com http://dx.doi.org/10.12988/ces.2014.49162 A Qualitative Research Proposal on Emotional Values Regarding Mobile

More information

How gaming communities differ from offline communities

How gaming communities differ from offline communities Abstract Gaming communities have radically changed the way people interact with one another and its instant nature for people all over the world, allows people to interact and also escape in a way they

More information

SEPTEMBER 13-15

SEPTEMBER 13-15 2013 SEPTEMBER 13-15 WHAT IS ESPORT? ESPORTS MEANS PLAYING VIDEO GAMES ON A COMPETITIVE LEVEL Other terms used frequently to define e-sports on the international scene are: competitive gaming, professional

More information

The greatest online & offline esports competition in Asia. With HGC s full support to esports. MTGamer Glory Cup-Spring Tournament 2018 is returned

The greatest online & offline esports competition in Asia. With HGC s full support to esports. MTGamer Glory Cup-Spring Tournament 2018 is returned For Immediate Release The greatest online & offline esports competition in Asia With HGC s full support to esports MTGamer Glory Cup-Spring Tournament 2018 is returned (27 November 2017) MTGamer, the greatest

More information

AN OVERVIEW OF THE HOTTEST GAME GENRE

AN OVERVIEW OF THE HOTTEST GAME GENRE AN OVERVIEW OF THE HOTTEST GAME GENRE THE SUCCESS OF BATTLE ROYALE GAMES BATTLE ROYALE: A MIX OF OLD AND NEW ELEMENTS FEATURED GAMES The battle royale genre blends the survival, exploration, and scavenging

More information

Game Design Methods. Lasse Seppänen Specialist, Games Applications Forum Nokia

Game Design Methods. Lasse Seppänen Specialist, Games Applications Forum Nokia Game Design Methods Lasse Seppänen Specialist, Games Applications Forum Nokia Contents Game Industry Overview Game Design Methods Designer s Documents Game Designer s Goals MAKE MONEY PROVIDE ENTERTAINMENT

More information

Audio Processing: State-of-the-Art

Audio Processing: State-of-the-Art Audio Processing: State-of-the-Art The changing role of audio processing in the radio industry Josh Gordon Director of Marketing and Content Development Wheatstone Corporation AUDIO PROCESSING: STATE-OF-THE-ART

More information

If you have decided to start your own online business and are ready to go, first, there is one thing that you have to decide on.

If you have decided to start your own online business and are ready to go, first, there is one thing that you have to decide on. Introduction If you have decided to start your own online business and are ready to go, first, there is one thing that you have to decide on. You have to pick a niche. Many people skip this step, or take

More information

ESPORTS COURTSIDE: PLAYMAKERS OF ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER SuperData Research. All rights reserved.

ESPORTS COURTSIDE: PLAYMAKERS OF ESPORTS COURTSIDE: PLAYMAKERS OF 2017, DECEMBER SuperData Research. All rights reserved. ESPORTS COURTSIDE: PLAYMAKERS OF 2017 The SuperData Arcade and Player Profile are the world's most robust and only cross-plarorm business intelligence tools on the worldwide games market. The metrics contained

More information

Esports: The world of competitive gaming

Esports: The world of competitive gaming Esports: The world of competitive gaming An overview October 2017 October 2017 CONTENTS 3 What is esports? 4 Is it a sport? 5 How big is it? 6 Who sets the rules? 7 Who is watching? 8 Where to watch 9

More information

Explode Your Monthly Income Through Monthly PLR Sites!

Explode Your Monthly Income Through Monthly PLR Sites! Explode Your Monthly Income Through Monthly PLR Sites! - 1 - Explode Your Monthly Income Through Monthly PLR Sites! You Have The Right To Resell Or Give Away This Report! To brand this report with your

More information

Online Gaming Is NOT Just for Kids Anymore

Online Gaming Is NOT Just for Kids Anymore IBM Electronics Podcast December, 2005 To hear this podcast, go to http://ibm.com/bcs/electronics/podcast. Andreas Neus is a consultant with IBM Germany and an expert in online gaming. Andreas is also

More information

UN-GGIM Future Trends in Geospatial Information Management 1

UN-GGIM Future Trends in Geospatial Information Management 1 UNITED NATIONS SECRETARIAT ESA/STAT/AC.279/P5 Department of Economic and Social Affairs October 2013 Statistics Division English only United Nations Expert Group on the Integration of Statistical and Geospatial

More information

The Rise of esports. November 2017

The Rise of esports. November 2017 The Rise of esports November 2017 Contents 01 Introduction 04 Is esports a sport? 02 Recreational Gaming 05 Is esports a good hobby to have? 03 Competitive Gaming 06 Conclusion Intro Years ago, esports

More information

[ENVIRONMENTAL SCAN NEED FOR SPEED]

[ENVIRONMENTAL SCAN NEED FOR SPEED] 2014 BUS1345-1 Anela Tomac [ENVIRONMENTAL SCAN NEED FOR SPEED] Levi Johns 6778849, Fahmiad Miah 6786867, Nathan Bowern 6814867, Mark Gawlikowski - 6833164 INTRODUCTION Need For Speed is the most successful

More information

Global Esports Market: Size, Trends & Forecasts ( Edition) May 2018

Global Esports Market: Size, Trends & Forecasts ( Edition) May 2018 Global Esports Market: Size, Trends & Forecasts (2018-2022 Edition) May 2018 Global Esports Market: Coverage Executive Summary and Scope Introduction/Market Overview Market Analysis Regional Analysis Competitive

More information

FROM 40 TO 350,000 VISITORS.

FROM 40 TO 350,000 VISITORS. FROM 40 TO 350,000 VISITORS. EVENT ATTENDANCE The first Dreamhack LAN was hosted in Malung 1994 and welcomed 40 visitors, 2019 GLOBAL In 2019, DreamHack will host 15 events in 8 countries on 4 continents.

More information

Belfast Media Festival

Belfast Media Festival Belfast Media Festival 16 th November 2017 RTS Dan Gilbert Memorial Lecture Reimagining RTÉ for the Next Generation Dee Forbes, Director-General, RTÉ Thank you to the RTS and to the Belfast Media Festival

More information

ESPORTS THE BIG NUMBERS

ESPORTS THE BIG NUMBERS ESPORTS THE BIG NUMBERS Esports revenues projected to pass $1bn in 2019 $276m in prize money across 19,771 tournaments in 2016 $20,770,640 largest individual tournament prize pool (the International) 256m

More information

Esports Bar & Newzoo:

Esports Bar & Newzoo: Esports Bar & Newzoo: Foreword 1. The Market 2. Case Studies 3. Monetization 04 09 07 15 Digital broadcasting rights deal between Twitch and Activision Blizzard for the first two years of the Overwatch

More information

Gfinity plc ("Gfinity" or the "Company") Final Results for the Year ended 30 June 2015

Gfinity plc (Gfinity or the Company) Final Results for the Year ended 30 June 2015 2 November 2015 Gfinity plc ("Gfinity" or the "Company") Final Results for the Year ended 30 June 2015 Gfinity (AIM: GFIN), a leading esports business, is pleased to announce its full year results for

More information

STEP-BY-STEP GUIDE TO SUCCEED ONLINE WITH ORIFLAME

STEP-BY-STEP GUIDE TO SUCCEED ONLINE WITH ORIFLAME STEP-BY-STEP GUIDE TO SUCCEED ONLINE WITH ORIFLAME GETTING STARTED 1. WATCH ALL VIDEO MODULES ONE BY ONE TO EFFECTIVELY SET UP YOUR FACEBOOK BUSINESS. All the information is available on the relevant resources

More information

Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT

Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT Will mobile gaming continue to lead global growth? Five key reasons why mobile gaming is fueling global growth of the games industry 1. Two screens

More information

TOKYO GAME SHOW 2018 Exhibition Outline Released!

TOKYO GAME SHOW 2018 Exhibition Outline Released! Press Release March 5, 2018 Theme: Welcome to the Next Stage. TOKYO GAME SHOW 2018 Exhibition Outline Released! Dates: September 20 (Thursday) to September 23 (Sunday), 2018 / Venue: Makuhari Messe Applications

More information

Professional Online Gaming: E-Sport

Professional Online Gaming: E-Sport Professional Online Gaming: E-Sport Video games are growing in popularity around the globe, and a new generation of gamers is upgrading to broadband enabling them to compete professionaly. Online Multiplayer

More information

MARCH 15 17, 2019 AUSTIN, TX MARKETING 2019 OVERVIEW

MARCH 15 17, 2019 AUSTIN, TX MARKETING 2019 OVERVIEW MARCH 15 17, 2019 AUSTIN, TX MARKETING 2019 OVERVIEW Overview SXSW Gaming is a multi-day event that explores and celebrates gaming culture via a one-of-a-kind combination of exhibitions, hands-on play,

More information

7social media tips Who We Are Barry Hill James Trent

7social media tips Who We Are Barry Hill James Trent NEXT LEVEL Who We Are Barry Hill is the President and Founder of Bright Salt Media Labs. For more than a decade Barry has been partnering with churches, ministries and organizations to build digital communication

More information

INTRODUCTION. Statistics

INTRODUCTION. Statistics KEENGAMER MEDIA KIT INTRODUCTION KeenGamer is an international gaming website with more than 40 writers on board. We like video games and write a lot about them. This includes reviews and previews on video

More information

3M Transcript for the following interview: Ep-19-The State of Science Index Study

3M Transcript for the following interview: Ep-19-The State of Science Index Study 3M Transcript for the following interview: Ep-19-The State of Science Index Study Mark Reggers (R) Jayshree Seth (S) Introduction: The 3M Science of Safety podcast is a free publication. The information

More information

# $% ! " # # $ %& ' # ( # " #

# $% !  # # $ %& ' # ( #  # Our current marketing strategy, begun in the late 1980 s, has re-created Bulmers Original Cider as a market leader. In one of the most successful brand repositioning campaigns ever undertaken in the Irish

More information

How to Build Your Audience

How to Build Your Audience How to Build Your Audience Copyright 2017 Lulu Press All rights reserved This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License To view a copy of this license, visit

More information

British Esports Championships. October /2019

British Esports Championships. October /2019 British Esports Championships October 2017 2018/2019 1 CONTENTS 3. Key info 5. Timeline 6. Games 7 Staff commitment 8. PC requirements 9. Extras 10. Benefits 11. Funding 12. Next steps 13. About Us 2 BRITISH

More information

A Quick Guide To Search Engine Optimization

A Quick Guide To Search Engine Optimization A Quick Guide To Search Engine Optimization For our latest special offers, free gifts and much more, Click here to visit us now You are granted full Master Distribution Rights to this ebook. You may give

More information

Dear Community Partner,

Dear Community Partner, Dear Community Partner, The Bloomington-Normal Area Sports Commission, as part of the Bloomington-Normal Area Convention and Visitors Bureau, was created to retain and attract international, national,

More information

Anarchy Arcade. Frequently Asked Questions

Anarchy Arcade. Frequently Asked Questions Anarchy Arcade Frequently Asked Questions by Elijah Newman-Gomez Table of Contents 1. What is Anarchy Arcade?...2 2. What is SMAR CADE: Anarchy Edition?...2 3. Why distribute a free version now?...2 4.

More information

Denial. denialesports.com DenialEsports

Denial. denialesports.com DenialEsports Denial esports denialesports.com DenialEsports esports monetizing professional gaming esports has seen explosive growth in 2012. Viewership has grown from hundreds to hundreds of thousands. Prize pools

More information

Since it s the new year, let s discuss how to make this year your best business year ever

Since it s the new year, let s discuss how to make this year your best business year ever How to Make 2017 Your Best Business Year Ever! Words of wisdom by Jay Abraham Since it s the new year, let s discuss how to make this year your best business year ever We ll start by discussing strategies

More information

First Quarter CY 2012 Results. May 9, 2012

First Quarter CY 2012 Results. May 9, 2012 First Quarter CY 2012 Results May 9, 2012 2012 Activision Blizzard 1 Safe Harbor Disclosure Please review our SEC filings on Form 10-K and Form 10-Q The statements contained in this presentation that are

More information

Philosophy of Sport. David W. Agler. David W. Agler Philosophy of Sport 1/21

Philosophy of Sport. David W. Agler. David W. Agler Philosophy of Sport 1/21 Philosophy of Sport David W. Agler David W. Agler Philosophy of Sport 1/21 What are esports? David W. Agler Philosophy of Sport 2/21 What are esports? Esports refer to a variety of video games that are

More information

Jesse Stay on Google Plus for Dummies stay- google- plus

Jesse Stay on Google Plus for Dummies   stay- google- plus Stay on Google Plus for Dummies http://www.contentmarketinginstitute.com/2011/12/jesse- stay- google- plus Hi, I m Redsicker, blogging for Content Marketing Institute and today I m speaking with Stay,

More information

Google SEO Optimization

Google SEO Optimization Google SEO Optimization Think about how you find information when you need it. Do you break out the yellow pages? Ask a friend? Wait for a news broadcast when you want to know the latest details of a breaking

More information

Virtually. Gamers Descend on E3... THE RUNDOWN. Not on the list for an exclusive event? No problem! All you need to

Virtually. Gamers Descend on E3... THE RUNDOWN. Not on the list for an exclusive event? No problem! All you need to Gamers Descend on E3... Virtually WRITTEN BY James Getomer Michael Okimoto PUBLISHED June 2014 THE RUNDOWN Not on the list for an exclusive event? No problem! All you need to join in is a connected device.

More information

Virtual Reality Industry Survey. Conducted by VR Intelligence in conjunction with the VRX event series

Virtual Reality Industry Survey. Conducted by VR Intelligence in conjunction with the VRX event series Virtual Reality Industry Survey Conducted by VR Intelligence in conjunction with the VRX event series VR Intelligence is the world s leading global network of senior-level decision makers in the virtual

More information

Overwatch Open Divison Program guide & sign up

Overwatch Open Divison Program guide & sign up Overwatch Open Divison Program guide & sign up Overwatch Open Division Blizzard is pleased to announce the Overwatch Open Division, where amateur players who live for competition can flex their skills

More information

Third Quarter CY 2010 Results. November 04, 2010

Third Quarter CY 2010 Results. November 04, 2010 Third Quarter CY 2010 Results November 04, 2010 Safe Harbor Disclosure The statements contained in this presentation that are not historical facts are forward-looking statements. The company generally

More information

THE PRESENT AND THE FUTURE OF igaming

THE PRESENT AND THE FUTURE OF igaming THE PRESENT AND THE FUTURE OF igaming Contents 1. Introduction 2. Aspects of AI in the igaming Industry 2.1 Personalization through data acquisition and analytics 2.2 AI as the core tool for an optimal

More information

Sales of computer and video games increase by 11 per cent in the first six months of 2017

Sales of computer and video games increase by 11 per cent in the first six months of 2017 Press release BIU, the German Games Industry Association Sales of computer and video games increase by 11 per cent in the first six months of 2017 Nearly 18 million people in Germany play games with others

More information

Get On Ashton s COOLPIX

Get On Ashton s COOLPIX Get On Ashton s COOLPIX Category: Consumer Electronics Brand/Client: Nikon Primary Agency: McCann Erickson New York Media Agency: Initiative Contributing Agency: MRM Strategic Challenge By November of

More information

AN IN-DEPTH STUDY ON PC GAMERS AND THEIR GAMING BEHAVIOR

AN IN-DEPTH STUDY ON PC GAMERS AND THEIR GAMING BEHAVIOR AN IN-DEPTH STUDY ON PC GAMERS AND THEIR GAMING BEHAVIOR CONTENTS FOREWORD KEY FINDINGS TODAY S GAMER: FROM CASUAL TO HARDCORE WHERE, WHEN and WHAT DO THEY GAME? GAMING CONTENT: CREATION AND CONSUMPTION

More information

handbook 30 Questions to Ask Before Becoming an Independent Business Owner

handbook 30 Questions to Ask Before Becoming an Independent Business Owner 30 Questions to Ask Before Becoming an Independent Business Owner By Doug Baarman Contents Introduction... 3 5 Questions to Ask About WHERE YOU ARE TODAY... 4 5 Questions to Ask About WHY YOU WANT TO MAKE

More information

SMART GUIDE FOR AR TOYS AND GAMES

SMART GUIDE FOR AR TOYS AND GAMES SMART GUIDE FOR AR TOYS AND GAMES Table of contents: WHAT IS AUGMENTED REALITY? 3 AR HORIZONS 4 WHERE IS AR CURRENTLY USED THE MOST (INDUSTRIES AND PRODUCTS)? 7 AR AND CHILDREN 9 WHAT KINDS OF TOYS ARE

More information

SAMPLE SCRIPTS FOR INVITING

SAMPLE SCRIPTS FOR INVITING SAMPLE SCRIPTS FOR INVITING If you feel at a loss for words when you send an invite, or you want a simple go-to script ready so you don t miss out on an inviting opportunity, then review this script tool

More information

Winning in a World Transformed by Social Technologies Interview with Josh Bernoff, author & analyst

Winning in a World Transformed by Social Technologies Interview with Josh Bernoff, author & analyst Winning in a World Transformed by Social Technologies Interview with Josh Bernoff, author & analyst Q: We re in Cambridge, home of the Internet and the very first e-mail, transmitted in 1971 at Bolt, Beranek

More information

Live Workflow for Esports

Live Workflow for Esports Make.TV, Inc. 500 Yale Avenue North Seattle, WA 98109, USA sales@make.tv www.make.tv Live Workflow for Esports ESL/Turtle Entertainment, 2018 Live Signal Distribution: How ESL distributes PGM signals and

More information

Go From Employee to Entrepreneur with One of These 7 Online Business Models

Go From Employee to Entrepreneur with One of These 7 Online Business Models Have you been wondering how people start online businesses and make them sustainable and successful over the long haul? It s a concern that most people who are just starting their entrepreneurial journey

More information

YOUR OWN HEADHUNTING BUSINESS

YOUR OWN HEADHUNTING BUSINESS YOUR OWN HEADHUNTING BUSINESS 0207 043 4647 info@headhuntingpartners.com www.headhuntingpartners.com 1 YOUR OWN HEADHUNTING BUSINESS Wouldn t we all like to be our own boss? Wouldn t it be great to have

More information

12-POINT CHECKLIST FOR BUILDING AN ONLINE BUSINESS

12-POINT CHECKLIST FOR BUILDING AN ONLINE BUSINESS 12-Point Checklist For Building an Online Business Building an online business is never an easy task. Either if you are a business veteran or a beginner pursuing a dream, there are numerous challenges

More information

Higher School of Economics, Vienna

Higher School of Economics, Vienna Open innovation and global networks - Symposium on Transatlantic EU-U.S. Cooperation on Innovation and Technology Transfer 22nd of March 2011 - Dr. Dirk Meissner Deputy Head and Research Professor Research

More information

Thought Piece 2017 THE NEW FACES OF GAMING

Thought Piece 2017 THE NEW FACES OF GAMING Thought Piece 2017 THE NEW FACES OF GAMING IF I ASK YOU TO PICTURE A GAMER, WHAT DO YOU SEE? Most people will imagine a man, in his 20s, using a games console or computer. It s fair to say that the image

More information

Paid Surveys Secret. The Most Guarded Secret Top Survey Takers Cash In and Will Never Tell You! Top Secret Report. Published by Surveys & Friends

Paid Surveys Secret. The Most Guarded Secret Top Survey Takers Cash In and Will Never Tell You! Top Secret Report. Published by Surveys & Friends Paid Surveys Secret The Most Guarded Secret Top Survey Takers Cash In and Will Never Tell You! Top Secret Report Published by Surveys & Friends http://www.surveysandfriends.com All Rights Reserved This

More information

Copyright 2015 Silicon Valley Digital Marketing Institute, All Rights Reserved

Copyright 2015 Silicon Valley Digital Marketing Institute, All Rights Reserved If your business is hoping to expand their business reach with some new opportunities, then Tumblr is the tool you should be thinking about incorporating into your social media marketing strategy. If you

More information

6 Sources of Acting Career Information

6 Sources of Acting Career Information 6 Sources of Acting Career Information 1 The 6 Sources of Acting Career Information Unfortunately at times it can seem like some actors don't want to share with you what they have done to get an agent

More information

A Comparison Between Esports and Traditional Sports

A Comparison Between Esports and Traditional Sports San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Spring 5-1-2018 A Comparison Between Esports and Traditional Sports Mark Filchenko

More information

GAMR CASE. Investment INTRO GAMR INVESTMENT CASE

GAMR CASE. Investment INTRO GAMR INVESTMENT CASE GAMR TM Investment CASE INTRO The video game industry has come a long way from the advent of Pong in the 1970s. Consistently adapting to changing consumer preferences and product cycles, gaming companies

More information