GAMING INDUSTRY OVERVIEW & FANDOM SPORTS PEER ANALYSIS June 2021 FANDOM SPORTS MEDIA CORP. CSE: FDM, OTCQB: FDMSF www.fandomesports.com Fandom Sports Media Corp. (CSE: FDM, OTCQB: FDMSF) Table of Contents Fandom Sports Media Corp. – Overview ....................................................................................................... 2 Industry Overview ......................................................................................................................................... 2 Gaming Industry - Overview ...................................................................................................................... 2 Global gaming market is expected to reach US$296 billion by 2026 .......................................................... 2 Video gaming industry revenue increased to US$180 billion in 2020 ......................................................... 3 Global esports audience is forecast to reach 577.2 million in 2024 ............................................................ 5 Games’ live-streaming audience to reach 920.3 million by 2024 ................................................................ 5 Global esports betting market size is expected to reach US$20.49 billion by 2026 .................................... 6 The US esports ad revenue is forecast to reach US$226 million in 2021 ................................................... 7 Fandom Sports Media Corp.’s Peers ............................................................................................................. 8 i. Public Peers .................................................................................................................................... 8 ii. Private Peers ................................................................................................................................ 11 Recent M&A Activities ................................................................................................................................. 12 Sources ....................................................................................................................................................... 14 Disclaimer ................................................................................................................................................... 14 1 Fandom Sports Media Corp. (CSE: FDM, OTCQB: FDMSF) Fandom Sports Media Corp. – Overview Fandom Sports Media Corp. ("Fandom Sports" or "the Company") (CSE: FDM, OTCQB: FDMSF) is a Canada-based esports entertainment company. The Company has developed and deployed a proprietary wagering platform, "Fandom Esports Platform". Fandom Esports Platform is a web-based machine learning wagering platform, which allows sports fans to express their passion towards the game. Sports fans can express their admiration for their favorite team and criticism about their opponents in a variety of sport categories. The Company's Fandom Esports network operates in the Company's proprietary private cloud and offers multilingual support. In addition, Fandom Sports' web applications operate on Android and iOS mobile devices. Fandom Sports targets "Superfans" and provides them a chance to play, predict/bet and get rewarded. On August 10, 2020, Fandom Sports received its Curacao iGaming wagering license to market, promote and provide its games of chance to affiliated jurisdictions. On March 16, 2021, the Company launched an esports prediction platform globally. The platform facilitates real-time predictive capabilities through completed APIs for League of Legends, DOTA 2 and Counter Strike: Global Offensive (CS: GO). On March 25, 2021, Fandom Sports minted its first Fancoin Non-Fungible Token (NFT). The Company continues to explore potential partnership-based revenue streams, including advertising, brand sponsorships, white labeling, esports leagues, wagering commissions and wagering subscriptions. Industry Overview Gaming Industry - Overview The gaming industry has been changing promptly over the past few years and has seen exponential revenue growth, even including the COVID-19 period. New technological advances are being introduced in the market every year. Technology and gaming companies such as Microsoft (NASDAQ: MSFT), Sony Group Corporation (NYSE: SONY) and Nintendo Co., Ltd. (PINX: NTDOY) benefit from the increasing number of people interested in gaming. The mobile gaming industry has also grown at a faster pace in recent times. The current COVID-19 pandemic has accelerated the adoption of live streaming. The league of Legends World Championship became the 2020’s biggest tournament in terms of viewership, with approximately 91.9 million live viewership hours on YouTube and Twitch. League of Legends Champions Korea Summer had a live viewership of about 53.9 million hours on YouTube and Twitch. Global gaming market is expected to reach US$296 billion by 2026 According to Mordor Intelligence, an India-based market research firm, the global gaming market was estimated to be about US$162.32 billion in 2020 and is forecast to reach approximately US$295.63 billion by 2026, growing at a CAGR of 10.5% over the forecast period (2021 – 2026). This increase is mainly due to the emergence of cloud gaming and the adoption of gaming platforms, including esports. Companies such as StreamMyGame, Onlive, T5-Labs, G-Cluster and Gaikai provide commercial cloud gaming services globally. DotA 2 and Riot Games with League of Legends are some significant examples in the esports business. Due to the COVID-19 pandemic, home entertainment has become the only/primary option for gamers as theaters and cinemas remain closed or partially opened in many countries. The Asia-Pacific region is expected to have the largest market share in the gaming industry during the forecast period (2021 – 2026). Countries such as China, South Korea and Japan have significant potential in gaming market growth. Further, technologies such as 5G drives the mobile-based VR (“Virtual Reality”) gaming market in China. For instance, on May 21, 2020, Archiact, a Canada-based VR games studio, partnered with Migu to bring VR games to its 5G cloud gaming platform and named it Migu Quick Gaming. Migu is a subsidiary of telecom provider China Mobile. Exhibit 1 presents the projected global gaming market from 2021 to 2026. 2 Fandom Sports Media Corp. (CSE: FDM, OTCQB: FDMSF) Exhibit 1: Global Gaming Market is forecast to grow at a CAGR of 10.5% in 2021 – 2026 (in US$ billions) Source: Mordor Intelligence – Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026) Video gaming industry revenue increased to US$180 billion in 2020 According to International Data Corporation (IDC – a US-based market research firm), the global video game industry revenue was estimated to be US$179.7 billion in 2020, up 20% year-over-year (y-o-y). This increase was mainly due to the release of new next-generation consoles and a surge in mobile growth. The gaming industry revenue has three segments: Mobile, Console, and Personal Computer (PC) markets. Mobile gaming generated approximately US$87.7 billion in revenues in 2020, a 24% year-over-year increase. The higher share of mobile gaming in total video game revenue is primarily due to low prices for devices (compared to PCs and consoles) and China's influence in the mobile market. China contributed to a significant share of the mobile market in the Asia-Pacific region, with revenues of US$56.6 billion in 2020 (an increase of 25% year-over-year). Tencent Holdings Ltd (OTCMKTS: TCTZF) and NetEase, Inc. (OTCMKTS: NETTF) have controlled over 50% of China's mobile market. Activision Blizzard, Inc. (NASDAQ: ATVI), Zynga Inc (NASDAQ: ZNGA) and Glu Mobile Inc (NASDAQ: GLUU) have significant control in other countries. Console gaming contributed to about US$52.5 billion of the total revenue of the video gaming industry, a 19.6% increase y-o-y. The US contributed to a significant share of the total console market revenues. During the eleven months ended November 2020, US users spent a total of approximately US$44.5 billion on video games, including US$38.4 billion in games, US$4 billion in consoles and US$2.1 billion in accessories. Revenues from the console market peaked in November 2020 due to the release of Xbox Series X|S on November 10, 2020, and PlayStation 5 on November 12, 2020. Finally, PC gaming generated about US$39.5 billion in revenues in 2020, an 11% y-o-y increase. Exhibit 2 below presents revenue trends of the global video game industry and the rapidly growing share of mobile gaming over the past three years. 3 Fandom Sports Media Corp. (CSE: FDM, OTCQB: FDMSF) Exhibit 2: Video Gaming Industry Revenue is estimated to be US$180 billion in 2020 (in US$ billions) Source: International Data Corporation Esports revenue is forecast to reach US$1.6 billion by 2024 According to Newzoo (a Netherland-based games and esports analytics provider), esports revenues are expected to increase from US$947.1 million in 2020 to US$1,084.1 million in 2021, a 14.5% increase year-over-year. China is expected to generate over 50% of worldwide esports revenues. Further, the global esports revenues are forecast to reach approximately US$1.6 billion by 2024, at a CAGR of 11.1% during 2019 - 2024. Both mature and growth markets would continue to have strong esports revenue growth potential during the forecast period. Sponsorship revenues are the most significant revenue stream in the total esports market and is expected to generate US$641 million (up 11.6% y-o-y) in 2021 or 59% of the
Details
-
File Typepdf
-
Upload Time-
-
Content LanguagesEnglish
-
Upload UserAnonymous/Not logged-in
-
File Pages15 Page
-
File Size-