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The Rise of Esports Investments a Deep Dive with Deloitte Corporate Finance LLC and the Esports Observer
The rise of esports investments A deep dive with Deloitte Corporate Finance LLC and The Esports Observer April 2019 The rise of esports investments | Contents Contents Image - TEO Page 06 Page 22 Page 28 04 Executive summary This publication contains general information only and Deloitte Corporate Finance LLC and The Esports Observer are not, by means of this publication, rendering accounting, business, financial, investment, legal, tax, or other professional advice 06 or services. This publication is not a substitute for such professional advice or services, nor should it be used as a Leveling up: the rise of basis for any decision or action that may affect your business. esports investment Before making any decision or taking any action that may affect your business, you should consult a qualified Esports investment has made professional advisor. significant strides in recent years as traditional investors join Deloitte Corporate Finance LLC and The Esports Observer venture capital in exploring many shall not be responsible for any loss sustained by any person who relies on this publication. of the diverse investment opportunities across the industry’s Copyright © 2019 Deloitte Development LLC. All rights diverse ecosystem. reserved. 01 The rise of esports investment | Contents Contents Page 32 Page 34 Page 38 25 29 34 The value of an esports Why Modern Times Group The rising power (and risk) of investment: an investor view made two of esports' best influencers in esports investments to-date Many investors will find the strong By recognizing -
Past Esports Business Summit Attendees
PAST ESPORTS BUSINESS SUMMIT ATTENDEES Account Manager, 100 Thieves Host for Call of Duty Esports, Activision Blizzard Director of Business Development, Founding Director of Global Partnerships & Sales, Activision Team, 100 Thieves Blizzard Esports Director of Partnerships, 100 Thieves Esports Partnerships, Activision Blizzard Esports Director of Production, 100 Thieves Director, Advantage Executive Producer / head of content, 100 Thieves VP, Business Development, Advantage Founder & CEO, 100 Thieves CEO / EVP Programming, ADVNCR Head of Partnerships, 100 Thieves Chief Brand Officer, SVP Partnerships, ADVNCR Partnerships Coordinator,, 100 Thieves Director of Sales and Service, AEG/T-Mobile President & COO, 100 Thieves.com, 100 Thieves Arena, AEG Producer, 100 Thieves Senior Vice President, Global Partnerships, AEG/T- Senior Marketing Manager, 100 Thieves Mobile Arena, AEG VP Finance & Operation, 100 Thieves Chief Strategy Officer, AEG Presents Business Development Manager, Rapid Threads, Senior Director of Marketing, Agua Caliente 166 Newport Dr Resort Casino Spa Director of Business Development, Rapid Threads, Community Clinical Psychologist, 166 Newport Dr AIM4TheHeart.org Principal, 361 Commission Allstars Engagement and Internal Branding, CEO, 4G44 Esports People & Culture, AirAsia International Sales Manager, 704Games Territory Manager, AJA Video Systems President, 704Games Innovation and Research Lab Instructor, QA Director, 704Games Alexander Dawson School at Rainbow Mountain Technical Director, 704Games VP, Alford Media Program -
ESPORTS PLAYBOOK for BRANDS 2019 INTRODUCTION “Where Can We Help?”
ESPORTS PLAYBOOK FOR BRANDS 2019 INTRODUCTION “Where can we help?” It’s a question I ask nearly every potential client I talk to in my role. But this particular time, I was asking our Nielsen Esports Advisory Board, a group of industry experts including the likes of game publishers, event operators, broadcasters and media companies, traditional sports organizations, and brands, who have been invaluable to Nielsen’s successful entry into the Nicole Pike esports space. Managing Director Nielsen Esports The resounding answer: figure out how to explain the esports ecosystem to brands in a way only Nielsen can. So here we are. Since we launched our initial report in our Nielsen Esports Playbook series, esports has grown and evolved in so many ways. One in five fans globally just began following esports within the past year. This growth brings rapid change that is hard to keep track of, even if you’re working in the industry every day. For many brands, this is a daunting task – and ultimately, THE INDUSTRY’S a barrier to their esports investment. HEAVY RELIANCE ON And yet, there is proven value to unlock through esports. Esports fans around the world include some of the hardest-to-reach consumers for brands through SPONSORSHIP OFFERS traditional media – they’re young, digital natives who are also cutting cords and blocking ads at rapid rates. Esports allows brands to reach these fans WAYS FOR BRANDS while they’re engaging with their number one entertainment passion point: TO BOTH CREATE video games. AWARENESS AMONG We’ve created the Nielsen Esports Playbook for Brands - not to explain to brands why they should invest in esports, but ensure brands have the FANS AND BUILD information they need to make an informed decision about whether esports RELATIONSHIPS AND is right for them. -
State of the Stream 2019 the Year in Review Winds of Change As Rival Platforms Nibble Away at Twitch’S Market Share
StreamElements & Arsenal.gg Present State of the Stream 2019 The Year in Review Winds of change as rival platforms nibble away at Twitch’s market share Twitch still holds the high ground in an industry that can take years for the comPetitive landscaPe to mature, but there's room for all to succeed. Platform market share by hours watched 2018 2019 22% 21% 1% 3% 75% 1% 3% 73% Mixer and Facebook Gaming have been slowly growing all year prior to talent acquisitions which illustrates their organic appeal. All top livestreaming platforms continue to grow with Facebook Gaming making the biggest strides Streaming platform hours watched: 2018 vs 2019 Platform 2018 2019 YoY Growth 7,777,879,411 9,340,229,175 20% 2,310,000,000 2,681,436,455 16% 114,754,621 356,242,965 210% 142,223,690 353,777,685 149% League of Legends reclaims game of the year on Twitch after 7-year streak broken in 2018 by Fortnite Top 10 Games on Twitch: 2018 vs 2019 2018 2019 Game Hours Watched Game Hours Watched Change in % 1 Fortnite 1,221,207,484 1 League of Legends 990,286,084 +7% 2 League of Legends 929,576,203 2 Fortnite 884,923,121 -28% 3 Just Chatting 458,109,908 3 Just Chatting 651,482,796 +42% 4 Dota 2 452,199,454 4 Grand Theft Auto V 523,263,689 +277% 5 PlayerUnknown's Battlegrounds 416,775,717 5 Dota 2 458,993,535 +1% 6 Counter-Strike: Global Offensive 380,471,727 6 Counter-Strike: Global Offensive 397,730,313 +5% 7 Hearthstone 350,726,191 7 World of Warcraft 372,471,119 +55% 8 Overwatch 263,750,318 8 Apex Legends 294,463,401 New release 9 World of Warcraft 240,780,526 9 Overwatch 247,522,205 -6% 10 Grand Theft Auto V 138,693,759 10 Hearthstone 217,592,241 -38% Total Top ten 4,852,291,285 Total Top ten 5,038,728,503 Popular new games Apex Legends and Teamfight Tactics drove massive hours on Twitch thanks to star-powered streamers PlayStation’s Death Stranding and Days Gone illustrate platform exclusive titles still command an audience. -
Gaming Haircuts
Hands up, who ever played a Game where you could change your hairstyle? Grand Theft Auto, World of Warcraft, Guild Wars, Final Fantasy etc. the list goes on. You can visit the in game barber and turn your short buzzcut into the longest hair possible. Don’t like it? No worries! Just change it into another haircut instantly. Oh if this would only be possible in real life right? Tired of long hair? Try out a new crew cut, but if you don’t like it you can instantly restore your long hair. The dream! Well due to biologically reasons this is obviously not possible...but is it? Let me guys tell you a story about Lyle Avett, an avid gamer and twitch streamer, with a conventional Caeser hair cut, decided he wanted a new style. So he went to his local barber shop, scrolled through the books of different hairstyles the barber had in his waiting room and requested one of the following styles: The Blonde Afro, The Shaggy Dog or long Hair number 3. Now the problem is Avett had short hair as mentioned above so the barber politely told him that he wouldn’t be able to give him one of these haircuts. This is when Avett lost his plot. He called the hairstylist names and questioned the capability of her skills. After arguing for a while the hairstylist convinced him to get a buzzcut which ultimately he didn't liked that much after being the cut on him and so he asked for his old haircut to be restored. -
Twitch Players with the Highest Follower Growth Over the Past 30 Days
The Twitch League Data & Sources Top 30 Twitch Players Average Total Hours Total Hours Total Videos Earnings Per Ranking Twitch Name Twitch Profile URL Streamed Watched Age Uploaded Total Views Followers Type of Video Video Twitch Income 1 SHROUD https://www.twitch.tv/shroud 7,505 212M 25 1,239 365M 7.07M Apex Legends $26,887 $33,312,993 2 AURONPLAY https://www.twitch.tv/auronplay 379 14.2M 31 52 15.6M 2.32M Minecraft $287,164 $14,932,528 3 LIRIK https://www.twitch.tv/lirik 6,950 171M 29 3,655 340M 2.60M Lost Ember $3,637 $13,293,235 4 RUBIUS https://www.twitch.tv/rubius 1,206 32.2M 30 91 49.5M 3.98M Just Chatting $134,979 $12,283,089 5 FORTNITE https://www.twitch.tv/fortnite 553 33.7M N/A 181 78.9M 2.81M Fortnite $61,973 $11,217,113 6 LOLTYLER1 https://www.twitch.tv/loltyler1 5,417 110M 25 714 159M 3.24M League of Legends $8,089 $5,775,546 7 ALANZOKA https://www.twitch.tv/alanzoka 4,901 69.5M 29 1,241 98.5M 2.73M Special Events $4,543 $5,637,863 8 GOTAGA https://www.twitch.tv/gotaga 6,914 78.0M 26 4,064 104M 2.20M Fortnite $1,253 $5,092,192 9 POKIMANE https://www.twitch.tv/pokimane/ 3,347 33M 23 734 107M 4.55M Valorant $6,593 $4,839,262 10 CASTRO_1021 https://www.twitch.tv/castro_1021 5,144 68.4M 28 1,738 84.8M 2.27M FIFA 20 $2,434 $4,230,292 11 NICKMERCS https://www.twitch.tv/nickmercs 7,525 104M 29 2,138 96.8M 3.39M Fortnite $1,801 $3,850,538 12 RIOT GAMES https://www.twitch.tv/riotgames 4,963 265M N/A 2,256 1,221M 4.42M League of Legends $1,442 $3,253,152 13 SODAPOPPIN https://www.twitch.tv/sodapoppin 6,567 148M 26 1,007 312M 2.71M -
Esports, Gaming and Gambling Bi-Weekly Update Volume 2 - October 25, 2019
Esports, Gaming and Gambling Bi-Weekly Update Volume 2 - October 25, 2019 Our Esports, Gaming and Gambling bi-weekly update report includes industry news and delves into an in-depth feature story. It also covers global industry-wide and company specific news, including our current coverage of Feature Story The Stars Group, Inc. (TSGI-TSX, Tender), Score Media and Gaming, Inc. (SCR-TSXV, $0.60, Speculative Buy, PT $0.90/shr) and Cineplex, Inc. (CGX-TSX, $22.85, Buy, PT $34/shr). Our recent esports industry white paper Tournament Economics explored the ecosystem, trends and investments in detail. (LINK) Explained Shroud Joins Mixer: We reiterate our thesis, Twitch’s owner Amazon is well known for its competitive Understand How Esports Competitions are intensity, we see increased competition as Google (YouTube Gaming), Microsoft (Mixer) and Facebook Organized – Professional esports competitions Gaming move to gain scale. Industry contacts support moves by Twitch to lock-down top streamers on are organized in either open circuit or franchised formats. Differences in publisher control, capital its platform. We are also hearing more on Fox owned Caffeine moving to invest in its livestream games outlay, media rights/sponsorship/advertising promoting celebrities and the entertainment aspect. We note articles on the subject across CNN, The deals and player qualification exist between the Verge and TechCrunch in the past week. two formats. (JUMP TO DETAILS) Esports: Community built-up, Shroud and partnerships remain as top headlines: ---------------------------------------------------- ▪ Score Media and Gaming (SCR-TSXV, $0.60 , Speculative Buy, PT $0.90/shr) Partnered with Ubisoft Trivia Time (UBI-EPA, NR) to Launch Esports Video Content for Rainbow Six Siege – See Telecom and New Media Which market will have the highest esports Analyst, Rob Goff’s recent note published after SCR released its FQ419 results earlier this week. -
Video Game Streaming Trends Report
VIDEO GAME STREAMING TRENDS REPORT Q3 - 2020 WEEKLY STREAMING HOURS WATCHED ■ Weekly game streaming hours INCREASE 73% YOY watched have dramatically JAN 2019 - OCT 2020 | TWITCH, YOUTUBE GAMING, MIXER, AND FACEBOOK GAMING increased year over year 800M ■ Esports streaming hours had a large increase at the start of the 2020 2019 COVID-19 pandemic, but has maintained the momentum since 600M the return of traditional sports ■ The average weekly hours watched this year eclipsed ½ billion, a 73% increase from last year’s average 400M (291M) ■ Q4 is positioned to close off a record breaking year in streaming 200M with major esports events and fall video game release slate JAN MAR MAY JUL SEP NOV REPORT BY // STREAM HATCHET 2 HOURS WATCHED TOP WESTERN STREAMING PLATFORMS ■ The top game streaming platforms reached a total of 7.4B hours Q4 2019 - Q3 2020 | TWITCH, YOUTUBE GAMING, AND FACEBOOK GAMING watched this quarter 6B ■ YouTube Gaming experienced 5.1B the strongest growth with an 4.7B increase of more than 150 million hours in Q3 4B ■ Facebook Gaming is on track to 3.2B even bigger market shares after eclipsing 1B quarterly hours 2.7B watched 2B ■ In spite of securing partnerships 1.5B 1.7B with major influencers like Ninja 1.1B 1.02B and Shroud, Twitch decreased its 1.0B 0.97B quarterly hours watched by about 0.5B 0.6B 375M million 0 Q4 ‘19 Q1 ‘20 Q2 ‘20 Q3 ‘20 REPORT BY // STREAM HATCHET 3 TOP 10 GAMES IN STREAMING ■ League of Legends was the most watched game of Q3 with a Q3 2020 HOURS WATCHED | ON TWITCH, YOUTUBE GAMING, AND FACEBOOK GAMING -
Video Game Streaming Trends Q3 2020
VIDEO GAME STREAMING TRENDS REPORT Q3 - 2020 We provide Business Intelligence products OUR tailored to the needs of the organizations around SERVICES esports and the livestream scene. Stream Hatchet provides live streaming data analytics from the leading video game streaming sites to power data-driven solutions leading to innovation and growth web reports api through the aggregation of readily accessible data. Analytic Custom reports for esports Our API enables you to Stream Hatchet offers live streaming data analytics dashboards of the events, brand impact, build your esports solution solutions to game publishers, marketing and influencer live streaming games, sponsorship events using Stream Hatchet agencies, esports organizations, and brands to help them platforms and audience engagement infrastructure and data leverage their products or services across the gaming and esports industry through data-driven decisions. Methodology Stream Hatchet analyzes 6 million broadcasting channels daily across 20 unique platforms around the world, transforming around 2.5 Terabytes of data into 50,000 pieces of actionable analytics and business intelligence tool sets. WEEKLY STREAMING HOURS WATCHED ■ Weekly game streaming hours INCREASE 73% YOY watched have dramatically JAN 2019 - OCT 2020 | TWITCH, YOUTUBE GAMING, MIXER, AND FACEBOOK GAMING increased year over year 800M ■ Esports streaming hours had a large increase at the start of the 2020 2019 COVID-19 pandemic, but has maintained the momentum since 600M the return of traditional sports ■ The average -
Twitch Treaming Iewership Statistics of 2020
2 20 TWITCH TREAMING IEWERSHIP STATISTICS OF 2020 PPresented esented by Streams ChartsCharts F EE REPORT StreamsCharts.com Contents TABLE CONTENTS 1. Overall year-over-year growth statistics 03 2. Most watched channels 05 3. Language demographics 09 4. Most popular categories 10 5. Genre Popularity 15 6. Growth of the ‘Just Chatting’ category 18 7. Most Popular Mobile Games 20 8. Day by day increases of Unique Viewers on Worlds 2020 22 9. Viewership dynamics of the ‘Chess’ category 23 10. Most popular sports games 25 2 < Contents Overall year-over-year growth statistics Overall year-over-year growth statistics 2020 has been a remarkable year for Twitch in many ways: while the whole world was forced to adjust to the consequences of the pandemic, viewership numbers of the streaming platform had grown rapidly Let’s take a look at the overall year-over- Hours Watched year growth statistics of Twitch. Here, we 83.7% YoY Growth present three metrics: Hours Watched (hours that viewers spent watching broadcasts), peak viewers, and average viewers. The graphs below display the quarterly growth of these metrics on Twitch from 2019 to 2020. In 2020, Twitch viewers spent 83.7% more hours watching streams than in 2019, with the total for the year exceeding 18 billion Hours Watched. A sharp jump occurred in the second quarter of 2020 when quarantine restrictions related to the COVID-19 pandemic began to be introduced around the world. In the period from April to June, viewers spent 5 billion hours watching streams, which is twice as much as in the second quarter of 2019. -
Gamer Perception of Endorsements from Fortnite Streamers on Youtube
Gamer perception of endorsements from FortNite Streamers on YouTube Student Name: Reyhaan King Student Number: 381523 Supervisor: Dr. Teresa De la Hera Erasmus School of History, Culture and Communication Erasmus University Rotterdam Master Thesis June 27th 2019 GAMER PERCEPTION OF ENDORSEMENTS FROM FORTNITE STREAMERS ON YOUTUBE ABSTRACT With an ever-increasing market valuation within the video games industry free-to-play games are becoming more interesting for researchers. These types of games have no cost to play but seem to generate substantial amounts of revenue. One associated cause of this is the simultaneous rise in popularity of video game streamers. Video game streamers have been considered a form of influencer and have become interesting for researchers in this field to study. However very little of this research has been focused on the intersection between free- to-play games and streamers, or how gamers as consumers perceive product endorsements in their favorite streamers videos on YouTube or Twitch. This research focused on FortNite as the free-to-play game due to its success in the monetization process as well as its rapid growth in popularity since its release in 2017 to becoming one of the top Battle Royale competitive games across gaming platforms. As such the following research provides a new avenue for insights into gamer’s perceptions of streamers YouTube videos specifically exploring how players perceive streamers as influencers and how these internal perceptions shape their experience of the streamers videos and their own gameplay. In-depth semi- structured interviews were conducted revealing that gamers perceive streamers in 3 distinct ways, as entertainers, an inspiration to play and as endorsers. -
I'm Maxime Eyraud
Media & Entertainment Tech The year in review 2019 Maxime Eyraud [email protected] About me Hi there! I'm Maxime Eyraud. This presentation is just an opportunity for me to formalize what I’ve seen and put to I'm a media professional working at the use the best ideas, predictions, and intersection of technology and the creative resources I've come across this year. I’m industries. I'm based in Paris, France. hoping it can be helpful to others, too. I've been passionate about media & I’m looking to connect: you can reach me entertainment for a long time. What I aim via email, or find me on Twitter or LinkedIn. for now is to form a long-term vision for the industry. I write essays on interesting initiatives and trends I’m seeing, and manage an Airtable database where I keep track of investments in the space. 2 Media & Entertainment Tech Review 2019 © Maxime Eyraud What you’ll find here This presentation is an overview of the players in the space. most interesting investments, trends, and players I saw in the Media & Entertainment Being French, I mostly hear and read about Tech industry in 2019. Western products and companies. I’ve tried my best to counterbalance this bias and The various sections emerged from both discuss trends that I think are having a my readings and the market intelligence global impact. from my personal database. I wanted to make this presentation data- driven, but also entertaining. Some slides focus on numbers (Notable Deals), others on analysis (Key takeaways, Trends, and Early signals), and still others on specific players (Focus).