Esports Insights

Total Page:16

File Type:pdf, Size:1020Kb

Esports Insights GLOBAL eSports Insights Making Sense of the Economics There has been much discussion regarding eSports team valuation recently, particularly given that Blizzard is currently seeking franchise investors for its Overwatch League (LINK). In general, eSports franchise valuations have varied significantly, with estimated valuation ranges from $2m-$5m in non-major market to upwards of $30m in major markets. We expect valuations to continue to vary widely based on various factors, with roughly three distinct levels. (Keep in mind that much of the valuation is driven by Macquarie’s eSports Thesis the future expected revenue from sponsorship and/or tournament winnings). 1. eSports is becoming an important part of 1. Semi-pro level teams are valued from $1m-$5m USD. These teams have publishers’ product and marketing strategy. one or two years of track record and less mature organizational structure. 2. eSports to gain mainstream traction as Team Echo Fox (purchased by Rick Fox for $1-2m) and Cloud9 Challenger advertisers capitalize on the growing and engaged viewers. (purchased by Milwaukee Bucks co-owner Wesley Edens for $2.5m) are examples of this category. 3. Professionalization of eSports will lead to industry consolidation and greater media rights. 2. Pro level teams are valued from $5m-$15m USD. Recall that the 76ers 4. Pro sports teams to invest in eSports to hedge invested in Team Dignitas last September reportedly at these levels. Our against the decline in traditional sports viewing. conversations with industry professionals and eSports team owners suggested 5. eSports could gain Olympics status as the IOC that pro team valuations are approximately $10m USD. looks to add events that have global appeal. 3. Ultra-pro level teams could be valued at >$40m. These teams are run like 6. Mobile eSports will drive industry growth by any other professional sports organization. A good example of this would be catering to a broad audience with mass appeal. Fnatic ($42.5m valuation), widely considered the best team in the western world. 7. Virtual reality will enhance eSports viewing experience and competitive dynamic. Bottom line: Beyond Activision, we expect to see more publishers such as Thematic Reports Link 1, Link 2, Link 3 Nintendo and EA to also focus on their own eSports leagues (LINK). This will drive increased industry engagement, leading to higher revenue from game sales, tournaments tickets, media rights, team franchises, merchandise, and other. Analyst(s) Macquarie Capital Markets Canada Ltd. We have included a model on page 5 to give investors a better sense of the Jiang Zhang economic drivers behind the valuation of a typical eSports team. Key conclusions: +1 416 848 3549 [email protected] 1) eSports team economics are similar to that of professional sports and this is Greg MacDonald, CFA +1 416 628 3934 [email protected] attracting sports team owners that look to leverage their expertise in team Macquarie Capital (USA) Inc. management and player development as well as VC/PE investors that are looking to Ben Schachter capitalize on an emerging theme, and 2) publishers (and sports leagues) are best +1 212 231 0644 [email protected] Ed Alter positioned for the emerging economics of eSports leagues given their IP ownership. +1 212 231 1272 [email protected] Finally, our proprietary Twitch data (page 12) indicates that engagement Macquarie Capital Securities (Japan) Limited David Gibson, CFA gravitates towards consistent regular season games, evidenced by League of +81 3 3512 7880 [email protected] Legends’ LCS. We expect the upcoming Overwatch League to see similar Damian Thong, CFA viewership benefits from its weekly regular season once it scales up. +81 3 3512 7877 [email protected] Macquarie Capital Limited Key calls within Macquarie’s Global Coverage Universe Wendy Huang, CFA +852 3922 3378 [email protected] Activision, EA, Take-Two, Capcom, Nintendo, CyberAgent, NetEase and Hillman Chan, CFA Tencent among publishers given their IP and benefits from eSports media rights. +852 3922 3716 [email protected] Allen Chang Asustek, Sony and Lenovo in hardware & technology as key beneficiaries of higher +852 3922 1136 [email protected] Macquarie Capital Limited, Taiwan Securities Branch demand for gaming PCs and game consoles. Jeffrey Ohlweiler Facebook, Amazon, Google, and theScore in digital media due to rising +886 2 2734 7512 [email protected] Kaylin Tsai viewership and ad dollar flow into eSports. +886 2 2734 7523 [email protected] For a copy of our proprietary Twitch.TV data, please email us or contact your Macquarie account manager. 29 March 2017 Please refer to page 28 for important disclosures and analyst certification, or on our website www.macquarie.com/research/disclosures. Macquarie Research eSports Insights Fig 1 eSports Cheat Sheet What is eSports? Popular and emerging eSports media platforms Competitive tournaments of video games, especially among professional gamers. - Dictionary.com eSports leagues and teams vs. professional sport League of Legends Championship - LA Staple Center (2013) eSports market size ($'mn)* eSports global viewers ('mn) ($'mn) ('mn) 6,000 600 5,000 +54% CAGR 495 5,000 500 +8% CAGR 4,000 400 365 3,000 300 2,000 200 892 1,000 100 0 0 2016 2020E 2016 2020E *Revenue estimate include sponsorship, advertising, prize pools, betting, ticketing, merchandise and media rights. ('mn) Viewership of major eSports events has surpassed that of major 114 120 league sports such as MLB, the NBA and the NHL. 90 Professional sports teams that have invested in eSports 60 41 36 28 30 20 20 15 6 0 Cup NCAA Series (Final 4) (Final (Game 5) (Game Basketball Rose Rose Bowl NBAFinals Legend MLB MLB World DOTA2 Super Bowl Super League League of NHLStanley Championship Championship eSports betting platforms Popular eSports ranking by prize payouts and their respective developers eSports and virtual reality themes mutually reinforcing Cyberith VR gear can tranform certain eSports genre to be more physical active vs. the existing passive game-play involving mostly keyboard and mouse. Other popular eSports include.... Key Macquarie Stock Calls on eSports Publisher(s): Activision, EA Games, Take-Two, Nintendo, Capcom, Tencent, NetEase Mobile Publisher(s): CyberAgents, GungHo Media Distributor(s): Facebook, Google, Amazon, Disney, theScore Hardware & Technology Innovator(s): Asustek, Lenovo, Sony Source: Activate, Superdata, eSports Earnings, ESPN, H1 Gambling Capital, Newzoo, Macquarie Research, March 2017 *Rev est. 29 March 2017 2 Macquarie Research eSports Insights Making Sense of the Valuation Sports Business Journal reported that Blizzard is conducting a road show for potential franchise investors in its upcoming professional Overwatch League (LINK) in which a franchise could sell for $2m-$5m in smaller markets and upwards of $30m in key markets such as LA. Recall that Overwatch League was first announced in the previous Blizzcon and is expected to be a world-class eSports ecosystem for professional Overwatch competition with the goal of fostering team sustainability and stability, and establishing career opportunities for players similar to that of the traditional sports. Fig 2 Overwatch League is part of Activision’s global eSports ambition Source: Company Data, Macquarie Research, March 2017 The league progression is similar to that of any other major league sport where Blizzard would host tryouts for teams that represent major cities across the US. Players accepted by the teams will be signed to a guaranteed contract that includes a baseline minimum salary and benefits packages. Once the city-based teams have been accepted by the league, Blizzard will look to give them an opportunity to develop their career as full-time Overwatch professional eSports athletes. Interest in joining the Overwatch league is high and professional teams such as Fnatic are already preparing for potential inclusion as indicated by the recent job posting for an Overwatch manager in LA (LINK). Besides bids from professional eSports organizations, we also expect both professional sports owners and investors to participate. Currently, notable team owners from the professional sports world include Rick Fox and Wesley Eden while other professional athletes such as Shaquille O’Neal, Gerard Kelly, Andy Miller, Mark Mastrov, Alex Rodriguez and Jimmy Rollins all have interest in the eSports organization NRG eSports, which participates in Overwatch competitions. Mark Cuban is also invested in eSports through the betting platform Unikrn and has historically refrained from team investment given the fragmentation. A more regulated league structure such as the Overwatch League could attract his interest in participating. We have tracked the eSports investments by professional sports teams and sports team owners for the past two years. Feel free to send us an email request if you would like to see the list. 29 March 2017 3 Macquarie Research eSports Insights To better understand the potential valuation behind these franchises, we classify eSports teams into three categories: Semi-professional, Professional and Ultra-Professional Semi-Professional Teams are typically regional teams that command a valuation range of $1m-$5m. Former basketball player Rick Fox invested in a League of Legends team for roughly $1m-$2m while co-owner of the Milwaukee Bucks Wesley Edens invested in Cloud9’s Challenger’s LCS spot along with four of its players for a total of $2.5m ($1.8m for the spot and $0.7m for the players - LINK). At the Professional Level, a typical team valuation tends to be from $5m-$15m. We note that the Philadelphia 76ers reportedly spent this amount for Team Dignitas and Team Apex last September. Teams that command higher valuation tend to be multi-title focused, and have a solid operational history and achievements. We note that Team Dignitas is a global eSports team headquartered in the UK and has been operating since 2003, competing in Counter-Strike (Valve), Hearthstone (Activision), Halo5 (Microsoft), Heroes of the Storm (Activision), League of Legends (Tencent), FIFA (EA) and Smite (Hi-Rez).
Recommended publications
  • The Definitive Guide to Online Gaming and Betting in the U.S. TABLE of CONTENTS
    The Definitive Guide to Online Gaming and Betting in the U.S. TABLE OF CONTENTS I. INTRODUCTION II. HISTORY OF ONLINE GAMING III. SPORTS BETTING IV. LEGAL STATUS OF ONLINE GAMING IN THE UNITED STATES: CURRENT AND PENDING V. ONLINE GAMING FUNDING AND VIRTUAL CURRENCY VI. FANTASY SPORTS AND LOTTERY VII. ESPORTS AND OTHER GAMES VIII. AFFILIATE MARKETING IX. ABOUT IFRAH LAW I. INTRODUCTION ©2019 Ifrah Law 3 y 2010, the internet had become an indispensable part of virtually every as- pect of our lives. We read newspapers, books, and magazines online instead of on paper, we shopped online instead of visiting the mall, and we streamed movies directly from the internet rather than renting them from a video store. BAlso by this time, much of our daily interactions with other human beings occurred over the internet, through email and social media. Entertainment of all forms had migrated online. Consumers across age groups were increasingly turning to computers and mobile devices for music, television shows, and the news. Yet in 2010, there was no legal internet-based, real money gaming in the United States. A number of companies, largely located offshore, offered online poker and other games, but did so in a legal gray area. In 2011, the federal government announced that online domestic sites offering gaming were functioning illegally under applicable legislation and ordered the shut-down of the largest internet poker websites in the U.S. This created a vacuum that several states sought to fill by passing laws to legalize online intrastate iGaming. In the years that followed, a growing number of states began permitting real money online poker and other internet games.
    [Show full text]
  • Found in Translation: Evolving Approaches for the Localization of Japanese Video Games
    arts Article Found in Translation: Evolving Approaches for the Localization of Japanese Video Games Carme Mangiron Department of Translation, Interpreting and East Asian Studies, Universitat Autònoma de Barcelona, 08193 Bellaterra, Barcelona, Spain; [email protected] Abstract: Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can con- tribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players’ feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions.
    [Show full text]
  • Park Lane White Paper Series: Esports
    PARK LANE WHITE PAPER SERIES: ESPORTS The Big Business of Competitive Gaming Spring 2017 prkln.com INDUSTRY OVERVIEW ESPN President John Skipper once entrepreneur Angel Munoz founded the declared competitive gaming as “not a Cyberathlete Professional League. It real sport,” but it has evolved into a was not until 1999, however, after the $892 million juggernaut. Projected to be Asian financial crisis, that esports began worth $1.1 billion by 2018, according to to take off. The South Korean estimates by SuperData and Newzoo, government invested heavily in the esports industry is one that has improving their broadband and captivated a rapidly growing global telecommunications capacity to audience of almost 300 million people. stimulate their economy. With improved Internet connectivity, online Broadly defined, esports describes gaming took off in South Korea and competitive gaming, with the spread to the rest of the world.2 The professional designation of the sport early 2000s brought about additional involving full-time, pro players rather professional esports organizations, such than part-time amateurs. Much like in as the Electronic Sports World Cup in traditional sports, fans value skill of the 2000 and Major League Gaming in players first and foremost and loathe 2002.3 seeing results influenced by outside factors (like the AI) rather than the talent and performance of the players.1 The first esports event is widely considered to be the 1997 Red Annihilation tournament, with the winner taking home a new Ferrari. Major League Gaming
    [Show full text]
  • Esports an Emerging Industry
    eSports An Emerging Industry Rohan Bose Mercer Capital www.mercercapital.com BUSINESS VALUATION & FINANCIAL ADVISORY SERVICES eSports is a rapidly expanding industry that has drawn viewers and investments alike. The introduction of streaming platforms as well as the improvement in mobile technology has allowed the industry to grow from its arcade hall beginnings in the 1970s to compet- itors streaming games to millions of viewers globally. In addition to being highly visible (192 million frequent viewers in 2017), the eSports industry is also lucrative ($906 million projected industry revenue in 2018). The History of eSports Sprouting from humble beginnings, researchers trace the roots of the eSports industry to informal competitions held at video game arcades in the 1970s. One of the first breakthroughs came in 1980 when Atari’s National Space Invaders Championship drew 10,000 participants across the U.S. As a spectator sport, eSports first took off in South Korea, when cable networks broadcast StarCraft tourna- ments in the early 2000s. By 2004, StarCraft stadium events in South Korea drew 100,000 fans. In the U.S., the coming of age moment arrived in 2013 when 13,000 people flooded the Staples Center to watch the world championship final of League of Legends. A Growing Audience The eSports industry has experienced rapid growth in recent years. According to data from Newzoo, an eSports researcher, the global eSports audience totaled 204 million in 2014. Approximately 56% (114 million) were considered frequent viewers/enthusiasts while the remaining 44% (90 million) were categorized as occasional viewers. By 2017, the global audience grew to 335 million, a compound annual growth rate of approximately 36% and the viewership ratio was approximately the same (57% categorized as frequent viewers/enthusiasts and 43% as occasional viewers).
    [Show full text]
  • Sport Investing Bible What Is Esports? from Tiny Eventsashton to Kutcher, Sold Mark out Cuban, Nationalomay Hamoui and Jay H
    https://bit.ly/3ofrlhB https://bit.ly/3ofrlhB InvestiE-Sport With a viewership bigger than Stanley cup or masters and the prizeng funds of over 200millions, Esport is quickly becoming the Next Big Thing! Even still, not many are aware of this, but there is serious money flowing through the E-sportsBible sports industry. The game you love doesn’t have to just be a hobby anymore. With the right tools, anyone can be very successful and profitable betting eSports. Our book is designed to jump start your winnings on eSports! We will take you by the hand and show you the most profitable systems and strategies to help you be a consistent winner! Jake Zywiol &Trey Richards zCodesystem.com https://bit.ly/3ofrlhB Contents What is eSports? From tiny events to sold out national stadiums 6 History of competitive gaming 11 Is eSport really a sport? 15 Streaming video games to the wider audience 18 eSports in Cinemas 21 Esports on TV, in the past and in the future 23 Anti-Doping regulations are in place 26 Structure of each competitive game 29 Counter Strike Global Offensive 29 League of Legends 32 Defense of the Ancients 2 33 Call of Duty 35 Smite 37 Starcraft 2 38 World of Tanks 40 Quake 41 Halo 42 Heroes of the Storm 44 Hearthstone 45 Fifa 48 https://bit.ly/3ofrlhB Betting on eSports: Where to begin 50 Money management and systems for betting eSports 57 Idea of a recovery system for betting 64 Fantasy eSports, get a piece of the $17 million pie 67 Word from the zCode eSports investor 73 Conclusion: Esports in the years to come 83 https://bit.ly/3ofrlhB https://bit.ly/3ofrlhB E-Sport Investing Bible What is eSports? From tiny eventsAshton to Kutcher, sold Mark out Cuban, nationalOmay Hamoui and Jay H.
    [Show full text]
  • The Future Prospect of Fantasy Sports Betting Amongst Organized Multiplayer Video Game Competitions
    [Type here] FANTASY (E)SPORTS: THE FUTURE PROSPECT OF FANTASY SPORTS BETTING AMONGST ORGANIZED MULTIPLAYER VIDEO GAME COMPETITIONS Matthew R. Tsai* INTRODUCTION There seems to be a general understanding that the exponential growth in technological advancements has left the legal field lagging behind significantly.1 Harold F. Kelley, President of Datapoint Corporation in the 1980s, has appropriately summarized the recent phenomenon of interplay between legal issues and a society dominated by technology: Technology holds the greatest opportunity to improve productivity and cost in American business. But it will also create legal questions and issues. A new field of experts is called for. It will probably be a group, like the patent attorneys, who will be at the leading edge of understanding what computers and technology can and can’t do.2 Information technology is the incorporation of computer technology, the Internet, as well as wireless and telecommunications technologies to store, retrieve, transmit and manipulate data.3 In recent decades, the increased accessibility to computers, smartphones, tablets, and related technologies has created an indispensable reliance on information technology.4 For instance, the estimated number of Internet users in the world as of 2015 has exceeded 3 billion.5 In 2014, the United States ranked second in terms of Internet usage, * Notes Editor, UNLV Gaming Law Journal, Juris Doctor Candidate, May 2016, William S. Boyd School of Law, University of Nevada, Las Vegas. 1 See MICHAEL D. SCOTT, SCOTT ON INFORMATION TECHNOLOGY §1.01 (2014), Westlaw 2014 WL 5412052. 2 Id. (quoting Notable & Quotable, WALL ST. J., (Nov. 6, 1978) 3 Id.
    [Show full text]
  • Pocketgamer.Biz Top 50 Developer 2020
    2020 2020 in association with The mobile movers & shakers of the last 12 months Top 50 Developer 2020 in association with 1 2020 2020 Contents a-z Welcome… 2020 Our Top 50 Mobile Game Makers list is now in its 11th year, in association with From breaking industry stories and and what a year it’s been already. p27 p6 p21 p15 p10 in-depth interviews with key executives to updates on industry 2020 will be remembered for a lot of things, but in the events and detailed analysis of mobile mobile games industry it will likely be remembered for the games metrics, PocketGamer.biz is the continued growth of hypercasual as a genre, some first port of call for mobile game impressively large acquisitions, and a string of battles waged developers, publishers, operators, handset manufacturers, investors, and across and about the app stores. p4 p19 p19 p14 p5 p14 p25 service providers. We’ve seen Apple Arcade offer a new avenue for premium mobile developers, while free-to-play revenues have surged www.pocketgamer.biz thanks to people spending more time at home. And we’ve seen streaming services start kicking into high gear, with Stadia and xCloud battling it out on smaller screens with p6 p13 p15 p9 p7 p4 p7 console titles. It’s been tough picking out the developers we consider to be “the best” amongst all the chaos of 2020. It’s been a difficult year, and it isn’t getting any easier. Realistically, every Your top 50 p11 p9 p10 p13 p12 company still hanging on deserves recognition of some kind.
    [Show full text]
  • Let's Play! Der Deutsche Esports-Markt in Der Analyse
    DELOITTE eSports L-6 21.11 21.11.16 17:18 Seite 1 Let’s Play! Der deutsche eSports-Markt in der Analyse November 2016 DELOITTE eSports L-6 21.11 21.11.16 17:18 Seite 2 Der deutsche eSports-Markt in der Analyse Inhaltsverzeichnis 1. Hintergrund: Von der Community in den Mainstream? 03 2. Ein bunter eSports-Stakeholder-Mix 04 2.1. Ligen als solides Fundament 05 2.2. Profiszene lockt die Massen 05 2.3. Streaming schafft Reichweite 06 2.4. Games-Publisher binden Fans und Spieler 06 2.5. Investoren erwarten den Boom 06 Exkurs: Interview mit Tim Reichert (FC Schalke 04) 07 3. Evolution der Erlösstrukturen 09 4. Neue Zielgruppen durch TV-Präsenz 10 Exkurs: Case Study Sport1 10 5. Virtual Reality eröffnet neue Perspektiven 11 6. Marktaussichten: Wachstums-Champion eSports 12 Exkurs: Interview mit Alexander Müller (SK Gaming) 14 7. Ausblick: Nachhaltiges Wachstumspotenzial?! 15 Exkurs: Basis unserer Analysen 15 02 DELOITTE eSports L-6 21.11 21.11.16 17:18 Seite 3 Der deutsche eSports-Markt in der Analyse 1. Hintergrund: Von der Community in den Mainstream? eSports rollt derzeit im Expresstempo in den Main- Deutschland spielt im globalen eSports-Kontext stream. Noch vor Monaten als Nische für wenige eine beachtenswerte Rolle: Mit der Electronic Hardcore-Gamer unterschätzt, wird eSports auch in Sports League (ESL) wird die älteste und führende Deutschland immer stärker von der Öffentlichkeit eSports-Liga von der Firma Turtle Entertainment wahrgenommen. Die Zahl der Zuschauer steigt aus Köln betrieben. Auch die Messe gamescom bil- rasant, große Events finden mittlerweile in Stadien det jedes Jahr im August ein riesiges und weltweit statt, Preisgelder erreichen beachtliche Summen relevantes Forum für eSports.
    [Show full text]
  • Esports from Wild West to Mainstream
    26 June 2018 | 4:01AM EDT eSports From Wild West to Mainstream eSports are moving into the mainstream. The immense popularity of survival-based Christopher D. Merwin, CFA +1(212)357-9336 | games like Fortnite, growing prize pools for eSports tournaments, the rise of [email protected] Goldman Sachs & Co. LLC live-streaming, and improving infrastructure for pro leagues have all paved the way Masaru Sugiyama for eSports to reach nearly 300mn viewers by 2022, on par with NFL viewership +81(3)6437-4691 | [email protected] today. For game publishers, we believe eSports will not only help to increase Goldman Sachs Japan Co., Ltd. audience reach and engagement, but also drive direct revenue through established Piyush Mubayi +852-2978-1677 | [email protected] leagues. We see further tailwinds to the broader eSports ecosystem—including Goldman Sachs (Asia) L.L.C. online video platforms, hardware manufacturers (core and peripheral), and chip Toshiya Hari +1(646)446-1759 | [email protected] makers—opportunities we outline in this report. Goldman Sachs & Co. LLC Heath P. Terry, CFA +1(212)357-1849 | [email protected] Goldman Sachs & Co. LLC Alexander Duval +44(20)7552-2995 | [email protected] Goldman Sachs International Heather Bellini, CFA +1(212)357-7710 | [email protected] Goldman Sachs & Co. LLC Drew Borst +1(212)902-7906 | [email protected] Goldman Sachs & Co. LLC Lisa Yang +44(20)7552-3713 | [email protected] Goldman Sachs International Donald Lu, Ph.D. For the exclusive use of [email protected] +86(10)6627-3123 | [email protected] Beijing Gao Hua Securities Company Limited Garrett Clark +1(212)357-4481 | [email protected] Goldman Sachs & Co.
    [Show full text]
  • Shadowverse: Champion’S Battle Se Lanzará En Verano De 2021 En Switch
    Shadowverse: Champion’s Battle se lanzará en verano de 2021 en Switch Shadowverse: Champion’s Battle para Nintendo Switch llegará a Europa este verano con localización en inglés. Basado en la adaptación anime de Shadowverse, el exitoso juego de cartas estratégico multijugador para móviles de Cygames, Shadowverse: Champion’s Battle lleva las complejas mecánicas de construcción de mazos a una nueva plataforma y las combina con una experiencia narrativa original y perfecta tanto para los jugadores nuevos como para los experimentados. Shadowverse: Champion’s Battle estará disponible en formato físico en Europa. Además, llegará con un código promocional especial que otorgará 2 cartas con ilustración alternativa (3 copias de cada una), 10 esferas animadas y objetos canjeables en la versión de móvil o PC de Shadowverse. Shadowverse: Champion’s Battle es una nueva versión del juego de cartas estratégico multijugador para móviles en Nintendo Switch™. A medida que los jugadores progresan en el juego, pueden coleccionar nuevas cartas para construir mazos más poderosos. El juego puede jugarse en solitario o puede conectarse a Internet para jugar en modo multijugador y probar nuevas y complejas estrategias contra otros jugadores. Shadowverse: Champion’s Battle también contará con un sistema de pase de batalla con recompensas de skins de líder y otras bonificaciones en el juego que se desbloquean al completar misiones, como ganar partidas en línea.Esta versión de Nintendo Switch™ también añade animaciones espectaculares a las batallas para una experiencia más inmersiva. En Shadowverse: Champion’s Battle, los jugadores toman el papel de un estudiante recién llegado a la Academia Tensei, donde enseguida aprende a jugar al juego de cartas Shadowverse gracias a su compañero de clase Hiro Ryugasaki.
    [Show full text]
  • FY2020 Q3 Onward
    0. Contents 1. Quarterly Results (January - March 2020) 2. Forecast 3. Internet Advertisement Business 4. Game Business 5. Media Business 6. FY2020 1 1. Quarterly Results Quarterly Results January - March 2020 2 1. Quarterly Results Q2 was strong. The impact of COVID-19 will appear from FY2020 Q3 onward. Sales: 129.1 billion yen UP 10.1% YoY Q2 OP: 12.4 billion yen UP 45.3% YoY WAU* of “ABEMA” has increased drastically, reflecting high demand from stay-at-home users. Media Sales: 13.8 billion yen UP 18.8% YoY OP: -4.2 billion yen Solid growth by meeting advertisers’ demand. The impact of COVID-19 will appear from Q3 onward. Ad Sales: 72.7 billion yen UP 9.2% YoY OP: 6.7 billion yen UP 23.7% YoY Three anniversary titles and new titles went well. Game Sales: 44.8 billion yen UP 12.4% YoY OP: 10.4 billion yen UP 39.8% YoY *WAU: Weekly Active User 3 1. Quarterly Results [Consolidated Sales] Hit record high sales of 129.1 billion yen, up 10.1% year over year. 129.1 117.3 115.6 113.6 109.5 110.8 111.7 107.5 104.4 101.8 97.9 93.3 (Billion Yen) 89.5 85.6 86.5 76.4 74.0 74.6 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q FY2016 FY2017 FY2018 FY2019 FY2020 4 1. Quarterly Results [Consolidated OP] 12.4 billion yen, up 45.3% year over year Driven by the increase in advertising and game business profit.
    [Show full text]
  • 250+ Attendees from Brands, Game Developers, Esports Teams, Tournament Organizers, Media and More
    Connecting eSports and Non-Endemic Decision-Makers to SAVE MORE WHEN YOU Drive the Commercial Adoption and Growth of eSports in BOOK A TEAM OF 3+! Mainstream Businesses 2nd Annual “The eSports Conference so far is the only conference that has been able to bring together all the influencers and intelligence of the industry in one location. It’s been truly an opportunity to get informed and get connected.” – Wouter Sleijffers, FNATIC September 6-8, 2016 Pre-Conference Workshop & NGE Main Conference: ESL Site Tour: Westin Bonaventure, Los Angeles, CA Site Tour: September 6 September 7-8 September 8 250+ Attendees from Brands, Game Developers, eSports Teams, Tournament Organizers, Media and More... JUSTIN SHACKLETTE RALF REICHERT SAM MATHEWS Principal Data Scientist Managing Director Founder & Chairman Activision ESL Fnatic NATE ECKMAN STEVE ARHANCET DAN CICCONE Chief Strategy & Brand Co-Ceo and Owner Managing Director Officer, Co-Founder Team Liquid rEvXP Ultimate Media Ventures Lead Designer ULTesports ANDY SWANSON CLINTON FOY ALBERTO VP eSports & Events Managing Director ‘CRUMBZ’ Twitch Crosscut Ventures RENGIFO Participating Organizations: NEW! FOR 2016! WE’VE DONE THE RESEARCH ON ESPORTS FOR YOU. SOLD OUT! Here are the Most Important Topics You’ll Need to Know About SITE TOURS! Watch a live eSports tournament during in the eSports Industry and What We’ll Discuss Onsite: our two available site tours at the eSports • Find Out Why Capital the eSports experience and How can traditional sports to Conference - only for All Access Pass holders. Investors Invest in eSports: connecting brands together. engage with esports and what Hear 4 leading venture capital type of collaborations can we • Understand Where the Next Generation eSports - investors explain why they expect in the future? Industry is in the Uphill September 6th -30 places invested in eSports brands, such Journey of Regulation: • The Transition into available.
    [Show full text]