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E-SPORTS Case Study

How E-Sports is a booming global industry ?

c x c r u x . c o m INTRODUCTION

Esports is a booming global industry where skilled video

play competitively. Contrary to common perception,

Esports is not simply a phenomenon occurring in the

basements of unemployed twentysomethings the industry is

real, growing globally, and investable. In fact, over 380 million

people watch esports worldwide both online and in person.

More people watched the 2016 world finals of popular esports

game (43 million viewers) than the NBA

Finals Game 7 that year (31 million viewers).

www.cxcrux.com Page 2 WHICH ESPORTS GAMES ARE MOST POPULAR?

Though the actual rankings of the most popular esports games change slightly

month-to-month, the ten most-watched games on dominant streaming site

Twitch remain consistent. As of right now, League of Legends remains the

most-watched eSport in the world. It’s also worth noting, for those less familiar

with esports, that the most popular games are not traditional sports-related

video games such as Madden or FIFA.

www.cxcrux.com Page 3 INVOLVED PARTIES PLAYERS

Becoming a top Esports player is no simple achievement. To rise

through the ranks, players specialize in a specific game, developing

their skills through extensive, competitive play.

Streaming: Gamers who Livestream themselves as they play video

games are referred to as "streamers." This is typically done in casual

play. While streaming can be incredibly profitable, many streamers

have to decide whether they want to stream for a living or try and

play professionally and run the risk of making less money.

Playing Professionally: The few who rise to the professional level

compete in tournaments all around the world against the best teams.

During the journey, they usually build up a fan base for themselves as

well as for the teams and organizations they play for. Successful pro

gamers can earn six-figure salaries or even millions. www.cxcrux.com Page 4 TEAMS

Professional players join teams (in multi-player games) or play solo (in 1v1

games) to compete for cash prizes. Each team specializes and competes in

one specific game, such as League of Legends, Dota, or Counter-Strike.

The teams that compete at these tournaments have millions of followers

on , millions watching online.

ORGANIZATIONS

The best Esports teams are recruited to be a part of organizations, have

several teams that specialize in their respective video games but operate

under the same name (e.g., , NRG, TSM, Faze clan, Optic Gaming, or

Fnatic).

LEAGUES

League tournaments are run by companies such as

(MLG) or the Electronic Sports League (ESL). Leagues include North

America League of Legends Championships Series, the World

League (organized by MLG), or the Pro League for CS: GO (organized by

ESL). www.cxcrux.com Page 5 PUBLISHERS

In Esports, each game is the intellectual property of the game creator,

collectively referred to as “publishers.” These publishers include Riot

Games, Valve, , and others. The publisher’s dynamic in the

Esports ecosystem can be considered “all-powerful.” Unlike traditional

sports, which can be played by whomever and wherever publishers

build and develop their games and subsequently own all rights

surrounding them.

www.cxcrux.com Page 6 ESPORTS AUDIENCE

Globally, the total Esports audience will grow to 495.0 million people in

2020. Esports enthusiasts (people who watch more than once a month)

make up 222.9 million of this number.

Fans are deeply engaged: Fans are already averaging 100 minutes per

session spectating. Interestingly, only about half of viewers actually play

the video game they are watching.

Fans are young digital natives: Research indicates that 65% of fans

are between the ages of 18-34, and, while the fan base does skew male,

38% of esports fans are women.

under 18 years 18 to 35 years 36 to 49 years 50 years and older

www.cxcrux.com Page 7 SOCIAL MEDIA Twitter

Already one of the most dominant and widely used social media

platforms for direct communication, Twitter holds the lion’s share

of engagement and interaction in the eSports and gaming world.

Every Twitch streamer, YouTuber, Pro , Game Developer,

Video Game, and eSports organization has a dedicated Twitter

account through which they host the majority of their interactions

with fans.

www.cxcrux.com Page 8 Twitch For the uninitiated, Twitch is one of the largest live-streaming

platforms in the world, and without a doubt, the most popular

platform for video game-specific live streaming.

Twitch also has some of the highest levels of engagement of

any major media platform, due to the nature of streamer-chat

interactions and subscriber bases.

www.cxcrux.com Page 9 YouTube

Easily the largest competitor to Twitch in the gaming industry,

YouTube has made significant moves in the past few years to

better establish itself as a lucrative platform for eSports and

live streaming. In 2018, more than 50 billion hours of gaming

videos were watched on YouTube, with an average daily

viewership count of 200 million people.

More people watched gaming content on YouTube in 2020

than ever before, and part of that expansion is thanks to

YouTube’s global outreach. About 100 billion hours of content

were watched in 2020, twice the number of 2018′s viewed

hours.

www.cxcrux.com Page 10 Facebook

Twitch and YouTube don’t have much competition when it comes

to streaming platforms for the gaming community, but Facebook

wants to change that with a new dedicated mobile gaming app.

Facebook’s gaming app will largely curate and focus on the

streaming community, although it will also highlight casual

games that people might play online already, Facebook Gaming

is growing.

Facebook Gaming saw a 210 percent increase in hours watched

between December 2018 and December 2019, Streaming

content on Facebook saw a six percent increase in the number of

streamers, and a 78 percent increase in the average number of

viewers per hour streamed in the same time frame.

www.cxcrux.com Page 11 DISCORD

Discord is a communication platform originally designed for gaming.

Previously, getting into a voice call with other gamers was difficult.

Growing quickly, Discord raised $150 million in 2018 at a $2.05 billion

evaluation. The company has remained private, and in May 2019

announced that it had surpassed 250 million registered users. Fifty-six

million people were using the platform every month, sending an

average of 25 billion messages.

www.cxcrux.com Page 12 CONCLUSION

With continual innovation and growth, the possibilities for eSports

are endless. There is no doubt that local lockdowns across the world

increased the awareness of esports but year on year growth was

already happening. Adapting quickly and sustaining growth through

turbulent times, whether or not people are at home has been crucial

to recent months. Inevitably, at some point, there will be saturation

but there are no signs of this occurring in the near future.

www.cxcrux.com Page 13 Thanks!

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