DISCOVERING THE ESPORTS BUSINESS ZOLTAN ANDREJKOVICS #ESPORTS #PROFESSIONALGAMING #ESPORTSECOSYSTEM #BUSINESS #ESPORTSGAMES #FUTUREOFGAMING

Similar documents
2018/2019 HCT Transition Period OFFICIAL COMPETITION RULES

SWEDEN POLAND SPAIN GERMANY

TABLE OF CONTENTS TABLE OF CONTENTS

Strategic Assessment of Worldwide esports Market Forecast Till 2021

ESPORTS GLOBAL ESPORTS MARKET REPORT

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

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

Esports: The world of competitive gaming

CAPITAL MARKET DAY. Stockholm, March

Table of Contents Executive Summary 29

Who Reads and Who Follows? What analytics tell us about the audience of academic blogging Chris Prosser Politics in

FROM 40 TO 350,000 VISITORS.

SPORTS, SPANISH, AND SPENDING

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

2016 GLOBAL ESPORTS MARKET REPORT

Brochure More information from

ESPORTS XPERTS NEWZOO PRESENTATION KEY INSIGHTS INTO THE DUTCH ESPORTS SCENE

esports, the Next Big Content Play

2018 HEARTHSTONE GLOBAL GAMES OFFICIAL COMPETITION RULES

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

CW41 (Oct 10 - Oct 16) ESPORTS ON TWITCH ESPORTS EVENTS. Esports_CW41 17-Oct-16. Report: Date: Event. Prize Pool. Date $5,000 $100,000 $80,000

2016 GLOBAL GAMES MARKET REPORT

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

Regulatory status for using RFID in the UHF spectrum 3 May 2006

Sportradar esports Service. Unlocking the incredible potential of esports

Capitalising on the esports Phenomenon

esports BETTING UNLOCKING THE POTENTIAL

The compact test- disconnect terminal interface system for protection and secondary technology

Frame through-beam sensors

stripax The professional stripping tool

NFC Forum: The Evolution of a Consortium

Esports Bar & Newzoo:

What Every Lawyer Should Know About. Esports. Brandon J. Huffman Odin Law and Media

[MTG Restricted] THIS IS ESPORTS

Automated Frequency Response Measurement with AFG31000, MDO3000 and TekBench Instrument Control Software APPLICATION NOTE

Monetizing traffic through esports betting

Economic Outlook for 2016

esports & the Law An overview of the esports industry and its impact on the legal profession.

Welcome to the IFR Press Conference 30 August 2012, Taipei

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

Monthly Summary of Troop Contribution to UN Operations

Japan s Leading Exhibition for Robotics Technologies Jan. 17[Wed]-19[Fri], 2018 Tokyo Big Sight, Japan

Sizing & Profiling esports' Popularity Free Data Report Featuring High-level Results of Newzoo s Consumer Research APRIL 2014

WIPO Capacity Building Activities and Programs: Activities for Innovation Promotion and Technology Transfer

Through-beam ring sensors

WOODWORKING TECHNOLOGY IN EUROPE: HIGHLIGHTS European Federation of Woodworking Technology Manufacturers

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

(3) How does one obtain patent protection?

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

The Story of Why. #Wave 7

Telecommunication & Broadcasting Produced by IAR Team Focus Technology Co., Ltd.

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

Verifying Power Supply Sequencing with an 8-Channel Oscilloscope APPLICATION NOTE

2018/2019 HEARTHSTONE CHAMPIONSHIP TOUR OFFICIAL COMPETITION RULES DC:

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

E-Sports: An Olympic Sized Opportunity

Treasury and Trade Solutions Citi Commercial Cards. A History of Achievement. A Future of Innovation. May 19-21, 2014

Introducing Club Conflict

5G Connectivity and Performance Will Fuel the Growing Esports Industry

RASCHEL MACHINE EXPAND YOUR PRODUCTION HEAVY DUTY NETS SAFETY NETS. SIANG MAY 51 Ubi Avenue 1, #03-03 Paya Ubi Industrial Park ingapore

2017 POST SHOW REPORT

SOURCE MEASURE UNITS. Make Multiple Measurements Accurately Using a Single Instrument All While Saving Space, Time and Money

Study on Videogame Industry and Its General Developing Trend

AN OVERVIEW OF THE HOTTEST GAME GENRE

RIOT GAMES PARTNERSHIP

dii 4.0 Global Industry 4.0 Readiness Report 2016 Industry 4.0 Readiness Index

CHINA SPORTS DIGITAL, DATA & INSIGHTS A REPORT BY THE ESPORTS ISSUE NO 03 NOV 2017

ESPORTS THE BIG NUMBERS

CISCO ONS /100-GHZ INTERLEAVER/DE-INTERLEAVER FOR THE CISCO ONS MULTISERVICE TRANSPORT PLATFORM

Remote participation in Question sessions Audio options VoIP

Don t Let EMI/EMC Compliance Certification Slow You Down TUTORIAL

Esports In-Depth: Bryce Blum. The Role of Game Developers in Building Sports of the 21st Century

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

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

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

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

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

STAINLESS STEEL STAINLESS STEEL MANUFACTURING STAINLESS STEEL TRADING BRIGHT BARS WIRES PRECISION COMPONENTS

Simplifying DC-DC Converter Characterization using a 2600B System SourceMeter SMU Instrument and MSO/DPO5000 or DPO7000 Series Scope APPLICATION NOTE

Stress Calibration for Jitter >1UI A Practical Method

Measuring Vgs on Wide Bandgap Semiconductors APPLICATION NOTE

EVENT REPORT - KEY STATS 58,541 FOOTFALL. 43,693m² TOTAL AREA. 12 Million SOCIAL REACH

esports 101 The Game The Business The Partner The Project

Live Workflow for Esports

TECHNOLOGY VISION 2017 IN 60 SECONDS

Getting to Equal, 2016

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

GLOBAL PRO BONO REPORT. Law is essential to creating a just society, but law does not create justice by itself.

Maintaining the Argo bibliographies. Megan Scanderbeg

Denial. denialesports.com DenialEsports

Cisco ONS Metropolitan Dense Wavelength Division Multiplexing 100-GHz FlexLayer Filter Solution

GOOD GAME PLATFORM GAMING IS ALWAYS BETTER WITH FRIENDS

Ultra-Broadband Forum September 2015 Madrid, Spain

Live Workflow for Esports

TECHNICAL PROFILES CATALOGUE 2016

Industrial Wireless LAN Radio Country Approvals for IWLAN Devices

ASIAN FINANCIAL FORUM

The International Kamishibai Association of Japan

The Facebook Account Method.

Science, Technology & Innovation Indicators

Transcription:

DISCOVERING THE ESPORTS BUSINESS ZOLTAN ANDREJKOVICS #ESPORTS #PROFESSIONALGAMING #ESPORTSECOSYSTEM #BUSINESS #ESPORTSGAMES #FUTUREOFGAMING

Copyright 2018 Zoltan Andrejkovics All rights reserved. Edited by Mark Tischler ISBN: 1723831050 ISBN-13: 978-1723831058 First edition: October 2018 Author s social media: Facebook page: facebook.com/andzol Twitter page: twitter.com/andzol LinkedIn page: linkedin.com/in/andzol Other books from the author: The Invisible Game: Mindset of a Winning Team

I believe that gaming is not about defeating our opponents; rather, it's about discovering the depth of our internal greatness. Dedicated to Gamers.

OUR PARTNERS

TABLE OF CONTENTS FOREWORD 1 1. ESPORTS ECONOMY 2 WOULD YOU CLASSIFY ESPORTS AS AN ACTUAL SPORT? 3 HOW POPULAR ARE ESPORTS? 4 IS THE RISE OF ESPORTS JUST A FAD OR WILL ESPORTS BE A SUSTAINING SPORT OR ACTIVITY? 6 WHO ARE THE PARTICIPANTS OF THE ESPORTS ECOSYSTEM? 8 HOW DO I GET INTO ESPORTS? 10 HOW MUCH MONEY DO ESPORTS COMMENTATORS MAKE? 14 HOW DO I START AN ESPORT ORGANIZATION? 15 IS ESPORTS BETTING PROFITABLE? 19 WHY DOES DOTA 2 HAVE LARGER PRIZE POOLS COMPARED TO OTHER ESPORT TITLES? 20 HOW DO ESPORT TOURNAMENT ORGANIZERS MAKE MONEY? 22 HOW WILL THE BUSINESS OF GAMES EVOLVE? 24 WHAT ARE THE TOP GAME STREAMING SITES IN THE WORLD? 25 DO YOU NEED ANY COPYRIGHTS TO STREAM TOURNAMENT GAMES ON YOUTUBE? 26 WHAT IS THE DIFFERENCE FROM ECOMMERCE POINT OF VIEW BETWEEN YOUNGER GENERATIONS (GEN Z, MILLENIALS) AND GENERATION X? 27 HOW DO I INVEST IN MY ESPORTS ORGANIZATION TO GET US KNOWN IN THE ESPORTS AND GAMING WORLD? 28 WHOSE INCOME IS HIGHER, THE DEVELOPERS WHO ACTUALLY CREATED FORTNITE OR THE TOP STREAMERS PLAYING THIS GAME? 29 2. ESPORTS GAMES 31 WHAT MAKES A GAME AN ESPORTS GAME? 31 WHY IS IT IMPORTANT FOR GAME PUBLISHERS TO DEVELOP AN ESPORTS READY GAME? 32 WHAT ARE THE MOST POPULAR ESPORTS? 33 ARE MOBA GAMES LIKE CHESS? 35 CAN MOBILE GAMING MATCHES BE CONSIDERED AS ESPORT? 36 WHEN WILL DOTA 2 OVERTAKE LEAGUE OF LEGENDS IN POPULARITY? 37 WHO ARE SOME OF THE FAMOUS ESPORTS CELEBRITIES? 38 WHAT ARE SOME NICE TEAM LOGOS IN ESPORTS? 41 WHAT IS THE FLAPPY BIRD EFFECT? 42 WHAT IS THE LIFESPAN OF ESPORTS GAMES? 42 WHAT STRATEGIES DO VIDEO GAMES EMPLOY TO KEEP YOU PLAYING? 44 WHAT IS THE NEXT BIG ESPORT GAME? 45

3. PROFESSIONAL GAMING 49 WHY DO PRO-PLAYERS IN ESPORTS USE NICKNAMES INSTEAD OF THEIR REAL NAMES? 49 WHAT IS THE DIFFERENCE BETWEEN A CASUAL GAMER, A STREAMER AND A PRO-GAMER? 50 WHY IS SETTING GOAL IN ESPORTS IMPORTANT? 51 SHOULD I GO INTO PROFESSIONAL ESPORTS? 54 HOW CAN I BECOME A PROFESSIONAL ESPORTS PLAYER? 55 HOW DOES A DAY OF TRAINING LOOK FOR A PRO-PLAYER LOOK LIKE? 58 WHAT, BESIDES HARD WORK, CAN GET US TO ACCOMPLISH OUR GOALS? 59 HOW HARD IS IT TO BECOME AN ESPORTS PROFESSIONAL GAMER? 59 WHAT ARE SOME BARRIERS TO BECOMING A SUCCESSFUL PROFESSIONAL ESPORTS PLAYER? 62 HOW COMMON IS DOPING IN ESPORTS? 62 HOW DO GAMES MAKE YOU MORE REALISTIC? 63 WHICH ONE IS BETTER: PLAYING WITH PEOPLE ON THE SAME SKILL LEVEL OR PLAYING WITH PEOPLE OF A HIGHER SKILL LEVEL? 64 CAN OLDER PLAYERS BE PROFESSIONAL GAMERS? 65 WHAT IS ESPORTS PSYCHOLOGY ALL ABOUT? 66 WHAT ARE SOME PRO TIPS FOR ESPORTS PLAYERS? 67 WHAT IS AN EASY WAY TO REDUCE STRESS? 68 HOW MANY HOURS DO YOU SPEND PLAYING VIDEO GAMES A WEEK? 70 IF I PLAY GAMES AS MY PROFESSION WILL I ENJOY IT LATER ON? 71 HOW DO I QUALIFY FOR A BIG ESPORTS TOURNAMENT? 72 4. FUTURE OF GAMING 75 WILL ESPORTS GET INTO OLYMPICS? 75 WILL FORTNITE KEEP DOMINATING IN THE FOLLOWING YEARS? 76 HOW COULD BLIZZARD MAKE STARCRAFT III THE MOST POPULAR ESPORT? 78 CAN OPENAI OVERCOME A HUMAN TEAM IN A 5V5 MATCHUP? 79 WILL ONE DAY AI BEAT THE BEST PROFESSIONAL TEAM? WHAT ARE THE UP- AND DOWNSIDES OF AI? 80 WILL BE ONE GOVERNING ORGANIZATION IN THE ESPORTS INDUSTRY? 82 WILL THERE BE ANY NEW PARTICIPANT EMERGING TO THE ESPORTS MARKET? 84 WHAT WILL THE ESPORTS INDUSTRY LOOK LIKE IN TEN YEARS? 85 WHAT TECHNOLOGIES WILL IMPROVE VIEWERSHIP EXPERIENCES IN ESPORTS? 87 REFERENCES 89

FOREWORD I first met with games in 1994. I was always a real gamer, and I took part in local LAN tournaments and played a lot for fun. Twenty years later, in 2014, I became the CEO of a professional esports organization. In the last four years, I ve learned a lot from pro-gamers. I now understand the esports ecosystem and how tournaments work, and met with all major esports game titles. During my daily work, I receive a lot of questions. Most of them were practical, but several were theoretical. In this book, I ve compiled the most interesting ones to share with you. If you are into esports, this book will give you valuable information to understand this emerging phenomena in detail. The opinions expressed in this book are the author's own and it do not necessary reflect the opinions of the majority.

1. ESPORTS ECONOMY WOULD YOU CLASSIFY ESPORTS AS AN ACTUAL SPORT? It is only a matter of time before esports are considered real sports across the globe. Let me give you an example: Do you know the game darts? In a sense professional darts is very similar to esports. 1. There is limited physical movement during a game. 2. It is more about fine motor skills and eye-hand coordination than anything else. 3. Concentration and the right mindset are the keys to success. Doesn t this setup remind you of esports? Anyways, darts has been officially recognized as a sport all over the world. The game itself gained popularity in the early 70 s but needed up to 20 years to be discovered as a real sport. Regardless of the decision makers, the shift has already started. In PyeongChang at the XXIII Olympic Winter Games, the International Olympic Committee welcomed a Starcraft II competition as a warmup for the Games. This shows that the IOC has intentions to step further in terms of technology and new competitions with esports.

Back to recognition. There are several countries where it has already happened, or where they are in the middle of recognizing esports as sports: Asia - China, Taiwan, India, Indonesia, Iran, Kazakhstan, South Korea, Malaysia, Maldives, Mongolia, Nepal, Tajikistan, United Arab Emirates, Vietnam, Macau, Philippines, Singapore, Sri-Lanka, Thailand Europe - Azerbaijan, Finland, Georgia, Italy, Russia, Austria, Belgium, Denmark, Hungary, Ireland, Israel, Macedonia, Netherlands, Norway, Romania, Serbia, Sweden, Switzerland, Ukraine Africa - Egypt, Namibia, South Africa, Tunisia America - Argentina, Brazil, Canada, Costa Rica, USA Oceania - Australia, New Zealand HOW POPULAR ARE ESPORTS? Esports are still a very young division of modern sports. In the first years of Starcraft II, it received significant attention from people in the media, but there was no money in it as a business. Today, esports still need approximately 5-10 years to become a mainstream, skill-based sport. The slow development is mostly because older generations know less about esports and online gaming. This generation gap is clearly visible when marketing leaders underestimate young influencers' marketing value. The viewership numbers in esports keep growing at around 10 15% per year. In 2018, viewership will reach 380 million

people, 215 million of which are occasional viewers and nearly 165 million enthusiasts (Newzoo 2018). Here is what these numbers mean if we take the biggest esports events as an example: Worlds 2017 (League of Legends) - 2017 - Average concurrent viewers 33,050,499 (519,144 non-chinese viewers) - 73,552,808 total views on all channels (Twitch only) - 136 hours air time broadcast The International 8 (Dota 2) - 2018 - Average concurrent viewers 4,026,506 (523,562 non-chinese viewers) - 66,793,964 total views on all channels (Twitch only) - 122 hours air time broadcast ELEAGUE Boston Major (CS:GO) - 2018 - Average concurrent viewers 897,476 (412,987 non-chinese viewers) - 64,891,532 total views on all channels - 120 hours air time broadcast World Championship (Hearthstone) - 2017 - Average concurrent viewers 592,201 (117,277 non-chinese viewers) - 8,262,018 total views on all channels - 36 hours air time broadcast Overwatch League - Inaugural Season: Playoffs (Overwatch) - 2018 - Average concurrent viewers 254,935 (128,672 non-chinese viewers) - 11,858,914 total views on all channels - 29 hours air time broadcast Fortnite Celebrity Pro-Am (Fortnite) - 2018 - Average concurrent viewers 1,346,457 (1,179,021 non-chinese viewers) - 5,301,306 total views on all channels - 5 hours air time broadcast (Esports Charts 2018)

IS THE RISE OF ESPORTS JUST A FAD OR WILL ESPORTS BE A SUSTAINING SPORT OR ACTIVITY? A local football match with almost empty stands (2016) A local League of Legends esports competition (2017)

If someone asks me Where are all the younger generations? I have an answer: Here, watching LoL / Dota2 / CS:GO / FIFA / FORTNITE / HS / PUBG / Overwatch Esports is definitely the future of skill sports. Today's generations (Y, Z and Alpha Generation) are just starting this new phenomena. We can't say it is only a hype. Slowly new job opportunities are opening for those who are interested in an esports career. The number of professional teams and organizations are constantly growing, and the fan base (future consumers) for certain games is skyrocketing. Furthermore, non-endemic sponsors (like Ford or Visa) are stepping into the world of esports for the first time. These are all trends that will produce a healthy ecosystem of professional gaming.

WHO ARE THE PARTICIPANTS OF THE ESPORTS ECOSYSTEM? To follow the money, check the above illustration.

The most important players in the esports business: 1. Professional gamers (Faker, Kuroky, pashabiceps etc.) - These are the individuals who are playing games for their team, and for perfection. 2. Esports organizations (Fnatic, Secret, TSM, ViciGaming etc.) - Companies or associations who are creating a professional environment for players. 3. Game publishers (Tencent, PUBG Corp., Activision etc.) - Companies who are developing the games and hosting professional tournaments. 4. Event organizers (PGL, ESL, RFSH etc.) - Companies who host and sponsor the main (LAN) event and qualifiers. 5. Stream platforms (Twitch, Facebook, Youtube etc.) - Esports enthusiasts can follow tournament streams on these platforms. They often purchase exclusive broadcasting rights from game publishers. 6. Sponsors endemic (ASUS, Intel, HyperX etc.) or nonendemic (Audi, Coca-cola, Monster, Adidas etc.) - Companies who are negotiating sponsorship agreements with teams and receive marketing value from them to sell their products (endemic) or make their products trendy and attractive (non-endemic). 7. Betting sites (Bet365, Betway, Unibet etc.) - Gambling sites that are organizing gambling opportunities for tournaments and receive, and pay, direct sums to esports fans. 8. Esports fans and enthusiastics - People who are following and watching tournaments and are willing to

buy esports ingame content, equipment, or merchandised products. HOW DO I GET INTO ESPORTS? There are many ways to get into esports as an individual: (A) Content creation (Writing articles, creating) (B) Casting, Streaming and creating videos (Twitch, Youtube, Facebook or traditional television) (C) Professional Player (Being member of a professional team) (D) Professional Coach or Manager (Having a paid position in a professional team) Read the rest of the book. Available on Amazon