e-sports - New horizons for Hong Kong and the world
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1 e-sports - New horizons for Hong Kong and the world Wilson Chow Global and China/Hong Kong Telecommunications, Media & Technology (TMT) Leader
2 Agenda 1. Overview of global e-sports market size and projection 2. Implications and opportunities for Hong Kong 3. Drivers of market growth 4. Business opportunities and challenges 5. Key takeaways 2
3 Overview of global e-sports market size and projection 3
4 e-sports History and developments First e-sports competition started: Spacewar held by Stanford University Nintendo World Championship held in US Start of League of Legends international competition China started television and broadcasting Broadband internet has facilitated fast growth Korea starts the e-sports competition China started first e-sports competition e-sports and Music Festival in Hong Kong 4
5 e-sports market size and projection (in million) Global e-sports industry will accelerate from roughly US$327 million in revenue in 2016 to US$874 million by 2021, a 21.8% growth. Top 5 countries USA, South Korea, China, Germany and UK. $350 $300 Revenue (US$ mn) $250 $200 $150 $100 $50 $0 USA: 22.6% CAGR (2021: US$299mn) South Korea: 13.9% CAGR (2021: US$195mn) China: 26.4% CAGR (2021: US$182mn) Germany: 19.4% CAGR (2021: US$77mn) UK: 32.1% CAGR (2021: US$35mn)
6 e-sports size of viewers worldwide & market size in 2017 According to the estimates, a little over half of the world's frequent e-sports viewers and enthusiasts can be found in Asia Pacific. In total, it is expected that there will be 191 million viewers globally. e-sports size of viewers worldwide in 2017 Asia s e-sports market size Others 18% North America 13% South Korea 60% (US$128mn) China 36% (US$77mn) Europe 18% Asia Pacific 51% Japan 3% (US$7mn) 6
7 e-sports size of viewers worldwide from 2016 to number of frequent e-sports viewers and enthusiasts was 162 M. Occasional viewer number is 161 M 2020 number of frequent viewers projected to be 286M; occasional viewers is 303M. A total of nearly 590M! 5-year CAGR at 12.8% 600 CAGR: 12.8% Number of viewers (in million) Frequent viewers Occasional viewers 7
8 Implications and opportunities for Hong Kong 8
9 China and Hong Kong video game market 2016: China s video games revenue of China - US$15.4 B 2021: Reach US$26.2 B at CAGR of 11.2% China: Second-largest market after US $30,000 China: 11.2% CAGR $5,000 China Revenue (US$ mn) $25,000 $20,000 $15,000 $10,000 $5,000 Hong Kong: 6.6% CAGR $4,000 $3,000 $2,000 $1,000 Hong Kong Revenue (US$ mn) $ $0 9
10 Hong Kong video game market 2016: Revenue at US$742 M Segment in the entertainment and media sector showing faster growth in next 5 years 1,100 Video games: 6.6% CAGR $600 Social/causal games: 8.0% CAGR (2021: US$549mn) 1,000 $500 Revenue (US$ mn) TV ads: 1.0% CAGR Newspaper: -2.6% CAGR OOH: 4.0% CAGR Revenue (US$ mn) $400 $300 $200 Traditional games: 4.9% CAGR (2021: US$456mn) $100 Advertising: 10.4% CAGR (2021: US$15mn) $
11 Drivers of market growth 11
12 Key drivers of growth Technology feasibility Popularity of video games Correlation/ linkage with pop idols/kols Key growth drivers User behaviour shift Social media platforms Popularity of anime/ virtual contents/ips Enhanced user experience 12
13 e-sports business opportunities and challenges 13
14 Hong Kong s competitive advantages as an e-sports hub East meets West - global exhibitions and international sporting events Favorable market factors (e.g. increasing mobile penetration, broadband access, gaming market & revenue, etc.) Riding on high growth of Asia s e-sports market Popularity of Social games which can be subject for e-sports events No censorship restrictions on foreign games Government s support 14
15 e-sports business incentives for domestic and foreign companies Incentives for domestic and foreign companies Language and cultural ease Admission fees / sponsorships / merchandises / TV rights / video games / online and mobile advertising / product placements / IoT devices Content partnerships live streaming / KOLs / music collaborators Alliances with sports & apparel firms / entertainment & media / telecom networks VR/AR applications as demand for digital entertainment surges Crossover with other entertainment and media industries (e.g. live music and movies) and other industries (Food and Beverage, Retail and Consumer, Gaming equipment) Mainland China is the world s largest gaming market (US$24.6bn in 2016) 15
16 e-sports challenges and competitive considerations 1 Lack of ready-to-convert venues for hosting large outdoor events => increase costs of event organisation 2 Competition from Mainland China and Korea, more mature market players 3 Government support: Conversion of existing venues to be e-sports friendly and weather proof (e.g. West Kowloon, Cyberport, Science Park, Kai Tak Sports Stadium, etc.) Funding to boost e-sports as a tourist attraction; attract foreign investment via trade associations i.e. InvestHK, HKTDC, HK Tourism Board etc. 16
17 Key takeaways 17
18 Key takeaways 1. Growing popularity of e-sports is a reflection of the shift of consumer behaviour and shift of user experience-driven content 2. Technology enhances the feasibility of growth 3. Strong video game growth supports e-sports growth 4. Multiple revenue streams and cross industry/sector participation 5. Success of e-sports relies on public engagement which creates lucrative sales channels 6. Mainland China can be an ally or keen competitor Hong Kong has strong potential to become a formidable e-sports hub in Asia and is ready to go! 18
19 Let s talk Wilson Chow Global and China/Hong Kong Telecommunications, Media & Technology Leader Whatsapp: WeChat: wilson.wy.chow@cn.pwc.com Scan code to connect on LinkedIn This content is for general information purposes only, and should not be used as a substitute for consultation with professional advisors PricewaterhouseCoopers Limited. All rights reserved. refers to the Hong Kong member firm, and may sometimes refer to the network. Each member firm is a separate legal entity. Please see for further details. 19
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