Esports has caught the feverish attention of media owners, sponsors and sports rights holders as its commercial growth rate zooms at the speed of light. And its live events, whether online or at sport stadiums, are worshipped by hordes of the young male consumers brands want to associate with. As the format prepares to go professional, MediaTainment Finance has interviewed legal experts; Tahir Basheer and Jonny Madill from Sheridans (UK), break down the potential rewards and pitfalls.
By the end of 2015, the global Esports audience was estimated to be around 235 million viewers, contributing to total annual industry revenues of $325 million. By 2020, almost 600 million global Esports fans are predicted to be contributing to the growth of an industry with annual revenues of approximately $1.5 billion.
Welcome to your “everything you need to know” Esports playbook. From what it is to what’s driving its growth to why Asia now, this will tell you why Esports is something you will want to be involved in.
Download the article to find out more.
“We’re currently witnessing the rise of an industry that has the potential to be bigger than most traditional sports in maybe 20 years’ time, so getting in at the ground floor and gaining a genuine presence is a very valuable outcome for HTC.” – Walter Wang, Head of Esports, HTC
Three years ago Walter pitched the idea of starting an Esports division of HTC and in that time has built up a significant presence in the industry through some excellent partnerships with various Esports players, teams and influencers. Read our interview with Walter to learn about HTC’s brand investment in the burgeoning Esports industry; how they broadened their brand presence and offering, their involvement in Esports content production and marketing, the ROI they’re already beginning to see and what advice they give for other brands.
As a consumer phenomenon, esports continues to grow its huge base of passionate fans across the globe. As a business, esports is now entering a new and critical phase toward maturity. Big investments have been made, new league structures have been launched, sponsorship budgets have moved from experimental to continuous, and international media rights trade is starting to heat up.
An industry survey performed by Newzoo late last year found that the majority of respondents from teams expect esports to take another five to 10 years to mature fully as a business.
The burgeoning Esports industry has the potential to be bigger than traditional sports with rapid expansion across PC, console and mobile.
To gain greater insight into how games developers can start this journey on the right footing, the Esports Asia Summit team interviewed two long-term veterans of the Esports industry; Chris Tran, South East Asia Regional Manager for Riot Games, developers of the world-renowned League of Legends and Taewon Yun, GM of Global Publishing for Super Evil Megacorp, developers of Vainglory, one of the earliest and most successful mobile Esports.