Millennial Esports a Vertically Integrated Esports Company Engaging the Market in All Key Areas
TAG Generic Title slide allows for logo inclusion Becoming the Leader in Esports Engagement Content for Consumers & Brands Alike Introducing Millennial Esports A Vertically Integrated Esports Company Engaging the Market in All Key Areas Unique Esports Positioning: ü Esports Breadth & Racing Depth ü Premium Content Production ü Esports Based Data & Analytics What Sets Millennial Apart? Millennial has unique positioning in the Global Esports market. ü Industry Leading Management ü A Versatile & Adaptive Gaming Platform ü Technology Innovation ü Integrated Business Model ü In-House Data Analytics Esports - Accepted Worldwide & Growing Rapidly The Esports Market Is Growing And It's Audience Is Rapidly Approaching The Magnitude Of The World’s Most Highly-viewed Media Events. Esports Global Audience (mm) Esports Total Market Size ($ mm) 600 6,000 495 5,000 500 5,000 400 365 4,000 300 3,000 200 2,000 892 100 1,000 0 - 2016 2020E 2016 2020E Viewership by Sport (mm) 114 120 100 80 60 41 36 28 40 20 20 15 20 6 0 Super Bowl NCAA Basketball League of Rose Bowl DOTA 2 NBA Finals MLB World Series NHL Stanley Cup (Final 4) Legends Championship (Game 5) Championship Macquarie Research: Source: Activate, Superdata, Esports Earnings, ESPN, H1 Gambling Capital, Newzoo, Macquarie Research, June 2017 *Rev est. Mobile - Highest Growth in Mobile Game Consumption Mobile is expanding market share in a growing market. Within Mobile Games, Three Genres Are Taking Over Nielsen Esports Report 2016 60 Sports 70 Casino, Board Games, & Card “Esports fans show a stronger 80 Games High growth/Low clutter Racing affinity than the average American Low growth/Low clutter 90 World Builder for three key sport types: Simulation Low growth/High clutter combat/fighting sports, racing, Action/ 100 and U.S./European soccer.
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