E-SPORTS MARKET OVERVIEW GENERAL OVERVIEW E-SPORTS MARKET
STRONG CONSUMER MARKET WITH UNTAPPED POTENTIAL
E-SPORTS REVENUE, $ E-SPORTS AUDIENCE, M
+28% +16% YoY +14% YoY +34% +20% YoY YoY 1,2BN 1,2BN YoY 515 500 +36% +43% 444 940M YoY YoY 400 390 +51% 264 800M 700M 324 224 YoY 300 235 195 490M 161 200 400M 325M 115 OCCASIONAL VIEWERS 100 195 220 251 120 163 E-SPORTS 0 0 ENTHUSIASTS 2015 2016 2017 2018 2019 2015 2016 2017 2018 2019
ARPU GROWTH REVENUES REVENUES PER FAN $3,3 $4,8 PER FAN
2016 2019 $490M CAGR 40% $1,2BN
TOTAL REVENUES TOTAL REVENUES
* DATA SOURCES - NEWZOO RESEARCHES AND DASHBOARD SPLIT BY REGION AND CATEGORY
NORTH AMERICA WESTERN REVENUE PER CATEGORY, $, 2017 EUROPE $257M EASTERN $151M EUROPE SOUTH $77M KOREA $47M 155M
CHINA 268M $105M 700M 117M
LATIN SOUTHEAST AMERICA ASIA 65M 95M $20M $700M $20M GLOBAL MARKET
SPONSORSHIP ADVERTISING GAME PUBLISHER FEES MEDIA RIGHTS MERCHANDISE & TICKETS
* DATA SOURCES - NEWZOO RESEARCHES AND DASHBOARD E-SPORTS ECO-SYSTEM
GAME DEVELOPERS & PUBLISHERS TEAMS AND PLAYERS
COMPANIES WHICH DEVELOP, PUBLISH GROUP OF PROFESSIONAL GAMERS UNITED UNDER ONE BRAND. EACH AND SUPPORT E-SPORTS GAMES BRAND CAN HAVE SEVERAL TEAMS IN MULTIPLE GAME TITLES
CHANNELS EVENTS & LEAGUES
VISPA
BROADCASTING PLATFORMS THAT ALLOW ORGANIZATIONS WHICH CREATE AND FANS TO WATCH LIVE E-SPORTS ACTIONS HOLD ONLINE/OFFLINE TOURNAMENTS WHY E-SPORTS?
GAME DEVELOPERS SPORTS CLUBS GAME DEVELOPERS ARE MAKING SPORTS CLUBS AND OWNERS BUYOUT E-SPORTS #1 MARKETING TOOL E-SPORTS TEAMS BRANDS OR CREATE E-SPORTS DIVISIONS
16$ ARPU TV CHANNELS ARPU IN E-SPORTS WILL GROW 8 TIMES MAJOR TV CHANNELS START TO BIGGER IN UPCOMING 10 YEARS BROADCASTING E-SPORTS LEAGUES AND TOURNAMENTS 2$ 10 YEARS E-SPORTS AUDIENCE
390M 16-36 YRS TOTAL AUDIENCE 85% OF ENTHUSIASTS
195M 195M 85% OCCASIONAL VIEWERS ENTHUSIASTS MALES
AUDIENCE PROFILE (US) 42% 58% owns an iPhone has very positive vs 38% of online population brand attitude 30% vs 42% of gamers has very positive 20% brand attitude 46% streams via Twitch vs 19% of gamers uses Google Play vs 3% of gamers vs 44% of online population 35% has subscription 35% vs 13% of online population owns a Samsung phone vs 31% of online population 22% 52% watches has subscription vs 13% of online population vs 29% of online population
* DATA SOURCES - NEWZOO RESEARCHES AND ESFORCE ESTIMATION E-SPORTS TALENTS AS OPINION LEADERS
WHEN IT COMES TO BUYING PRODUCTS OR SERVICES E-SPORTS PLAYERS ARE ROLE MODELS FOR MILLIONS OF ADMIRERS
WANT TO EXPLORE TEAMS MAKE PURCHASING PARTNERS PRODUCTS AND DECISIONS BASED DIRECTLY SERVICES ON SPONSORSHIP BRAND EXPOSURE
* DATA SOURCES - STEELSERIES RESEARCHES SPORTS VS E-SPORTS
NOTEABLE PRIZE MONEY IN 2015 MILLION VIEWERS IN 2015
20M $20M LOL World Finals 36 $15M DoTA 2 International 31 E-SPORTS 11M CS:GO ESL Cologne 27 $10M 9M NBA Finals 20
The Masters 18 $5M MLB World Series 17 2M
TRADITIONALS SPORTS NHL Stanley Cup 5,5 0 Kentucky Derby The Master Wimbledon DoTA 2 0 10 20 30 40 The International
MARKET GROWTH POPULARITY OF (E) SPORTS BY AGES**
60% ~$100BLN ~$120BLN AMERICAN FOOTBALL VIDEO GAMES INDUSTRY VIDEO GAMES INDUSTRY 50%
~$1BLN ~$8BLN 40% E-SPORTS INDUSTRY E-SPORTS INDUSTRY 30% BASKETBALL
20% BASEBALL BLN BLN ~$152 ~$160 ICE HOCKEY SPORTS INDUSTRY SPORTS INDUSTRY 10% 0% E-SPORTS 2015 2020 10-20 21-35 36-50 51-65
* DATA SOURCES - NEWZOO RESEARCHES; ESFORCE ESTIMATION; OPEN SOURCES DATA (TOURNAMENTS, LEAGUES) ** US BRANDS
WORLD TOP BRANDS ARE ALREADY IN E-SPORTS
MORE AND MORE NON-ENDEMIC BRANDS ARE COMING INTO E-SPORTS EVERY YEAR
ENDEMIC NON-ENDEMIC CASES
NON-ENDEMIC TOP E-SPORTS GAMES
GAME MONTHLY PLAYERS TOTAL PLAYERS TOTAL HOURS WATCHED SHARE E-SPORTS
100M N/A 100M 28%
9,5M 28M 50M 46%
11M 102M 37M 37%
N/A 70M 36M 12%
N/A N/A 5M 43%
N/A 30M 22M 7%
N/A 20M 5M 25% E-SPORTS TEAMS OVERVIEW OVERVIEW
100+ PROFESSIONAL TEAMS ON E-SPORTS MARKET TOP E-SPORTS TEAMS
16,4M 4,5M 2M 3,8M 880k 3,1M 700k 1,7M 640k 1,3M 490k 1,2M WEBSITE VISITS* SOCIAL MEDIA 360k FANS** 1,1M 350k 1M
575M 3,8M 337M 2,8M 220M 2,5M 178M 2M 153M 1,9M LIVE BROADCAST & PLAYERS’ SOCIAL YOUTUBE VIEWS*** 91M MEDIA FANS** 1,9M 78M 1,8M 75M 1,7M
PRIZE MONEY WON ** $15,5M $7,3M $6,3M $5,2M $5,1M
*AVERAGE BASED ON LAST 3 MONTHS **TOTAL ***ALL CHANNELS, ALL TIME TOTAL TOP E-SPORTS PLAYERS
E-SPORTS PLAYERS ARE TRENDSETTERS FOR MILLIONS OF FANS
TOP PLAYERS FANBASE
0 1M 2M 3M
Bjergsen (Team SoloMid) ~2,7M
pashaBiceps (Virtus Pro) ~2,1M
scumper (OpTic Gaming) ~1,8M
brTT (RED Canids) ~1,5M
Faker (SK Telecom T1) ~1,4M
xPeke (Origen) ~1,4M
Dendi (Natus Vincere) ~1,3M
kami (paiN Gaming) ~1,2M
GeT_RiGhT (Ninjas in Pyjamas) ~1,2M
Rekkles (Fnatic) ~1,2M
FalleN (SK Gaming) ~1M
s1mple (Natus Vincere) ~0,7M TEAMS SPONSORSHIP PROMOTION KIT
PLAYERS GAMING HOUSE PROMOTION PROMO BRANDING CAMPAIGNS
SPONSORSHIP PROMOTION UNIFORM DIGITAL & IN-GAME BRANDING BRANDING
CELEBRITY LIVE BROADCAST VIDEOS CO-BRANDED PROMOTION PRODUCTS
SPONSORSHIP PACKAGE PRICE RANGE $150K - $1M TEAMS SPONSORSHIP PROMOTION KIT TEAMS EVALUATION
21 TOP TEAMS REACH VALUE
WEBSITE SOCIAL MEDIA VISITS* FANS** 23M 23M
LIVE BROADCAST & PLAYERS’ SOCIAL ~$50M+ YOUTUBE VIEWS*** MEDIA FANS** SPONSORSHIP 1,6B 26M INVENTORY AND MEDIA RIGHTS
TOP E-SPORTS PLAYERS & TALENTS
*AVERAGE BASED ON LAST 3 MONTHS **TOTAL ***ALL CHANNELS, ALL TIME TOTAL E-SPORTS TOURNAMENTS OVERVIEW OVERVIEW
MAJOR TOURNAMENTS COVER 95% OF E-SPORTS AUDIENCE
WESTERN EUROPE EASTERN EUROPE NORTH AMERICA
ASIA
3-5M 15-30M UNIQUE VIEWS VIEWS
PER TOP EVENT EVENTS SPONSORSHIP PROMOTION KIT
SPONSORSHIP PROMOTION
OFFLINE LIVE BROADCAST DIGITAL
PROMO STANDS (BOOTH’S) PROMOTION DURING STREAMS (BANNERS, DIGITAL MEDIA BRANDING & BANNERS PRE-ROLLS, CHAT-ADS) (WEB-SITE, SOCIAL MEDIA, YOUTUBE)
STAGE BRANDING STUDIO BRANDING PROMO POSTS IN SOCIAL MEDIA
BRANDING (PRESS-WALLS, TICKETS, MERCHANDISE) CASTERS PROMOTION
PRODUCT PLACEMENT IN-GAME BRANDING & ADS
SPECIAL PROMO SPONSOR SHOWS
VIDEOS ON VENUE
PROMO VIDEOS PRODUCTION
SPONSORSHIP PACKAGE PRICE RANGE $100K - $5M / PER EVENT EVENTS SPONSORSHIP PROMOTION KIT LEAGUES AND TOURNAMENTS EVALUATION
MAIN EVENTS REACH VALUE
~$200M+ SPONSORSHIP ~370M INVENTORY 95% OF E-SPORTS AND MEDIA RIGHTS FANS & ENTHUSIASTS OTHER PROMOTIONAL POSSIBILITIES IN E-SPORTS OTHER PROMOTION POSSIBILITIES IN E-SPORTS
PROFESSIONAL PLAYERS, E-SPORTS TALENTS AND BROADCASTING CELEBRITIES PRO AMATEUR STUDIOS EVENTS
AND MILLIONS OF OTHERS BRAND INTEGRATIONS EXAMPLES & EVALUATION HYPERX
KEY PLAYER ON E-SPORTS SPONSORSHIP MARKET WITH WORLDWIDE FOCUS
SPONSORED SPONSORED E-SPORTS SPENDING E-SPORTS TEAMS TOURNAMENTS EVALUATION
~$3,5-4M
+ OTHER LOCAL + OTHER LOCAL MARKETS TEAMS MARKETS EVENTS MSI
MODERATE INVESTMENT IN E-SPORTS WITH FOCUS ON EVENTS AND LOCAL TEAMS
SPONSORED SPONSORED E-SPORTS SPENDING E-SPORTS TEAMS TOURNAMENTS EVALUATION
~$600-900k ASUS
FOCUSES ON OWN IP TOURNAMENTS, HIGH-QUALITY TOURNAMENTS AND E-SPORTS TEAMS
SPONSORED SPONSORED E-SPORTS SPENDING E-SPORTS TEAMS TOURNAMENTS EVALUATION
OWN ASUS TOURNAMENT ~$800k-1M SPONSORSHIP
+ OWN TOURNAMENT ORGANIZATION EXPANSES THANK YOU FOR ATTENTION!
THE LAST QUESTION IS… WHEN WILL YOU BE IN E-SPORTS? CONTACTS
Andrey Cherednychenko NA`VI Head of Partnerships
facebook.com/andriy.cherednychenko