Is competitive gaming,
commonly referred to as eSports, actually a sport? Is it ludicrous that competitive gamers will
be drug tested in a similar fashion to those who participate in the National
Football League in order to make sure that no competitive advantage is granted
to any individual? There are many
inquiries surrounding the surging eSports industry, but fewer people seem to be
questioning its ability to attract participants and spectators. The most important question that people
should be asking surrounds figuring out where there is still value in the
growing eSports space.
The eSports industry,
whether labeled as a sport or not, is a powerhouse with potential to rival and
surpass many established professional North American-based sports. Arising out of that will be a sector of the
industry based on billions of dollars being wagered on the outcome of eSports
events. According to a new white paper
published by gaming industry research firm Eilers Research, it is estimated
that fans of eSports competition will wager more than $250 million on the
outcome of eSports events in 2015. That
amount is expected to exceed $23 billion by 2020.
Part of the equation is
real-money fantasy eSports competition.
Eilers Research estimates 590,000 paid actives for real-money fantasy
eSports competition in 2015 along with 1.72 million paid actives for
eSportsbooks. Fantasy eSports is similar
to more common daily fantasy operations surrounding football, basketball,
baseball, hockey, etc., where individuals may submit an entry fee and compete
against others for predetermined prize pools.
However, eSportsbook wagering is akin to traditional sportsbook wagering,
which allows people to place wagers against the house on the predicted outcomes
of individual matches.
Eilers Research
provides a “bull case” wherein 32.5 million bettors will wager $42.9 billion by
2020, generating $3.3 billion in revenue for operators.
“The numbers look big,
but actually end up being pretty modest in the context of eSports
audience/spend. eSports betting, not
fantasy, will drive the overwhelming majority of the growth,” said Chris Grove,
Senior Consultant at Eilers Research. ”I’ll
readily admit that this is a largely speculative exercise. It’s a nascent and opaque segment. But I believe we have arguments that provide
a firm, rational foundation for our projections.”
Millennials’ purchasing
power is projected to increase 133% from $600 billion to $1.4 trillion over the
next five years. People born in the
early 1980s to 2000s are expected to be spending $200 billion annually by 2017
and over $10 trillion over their lifetimes in the United States. Those were a few facts delivered during a
panel titled, “Tomorrow’s Audience Today — How to attract and retain
millennials as content consumers and producers, too,” at the SportsManias
Digital Media Summit this past Friday in Miami, Florida.
A large part of the
discussion was focused on eSports, and for good reason. Millennials have demonstrated a proclivity
toward fantasy sports and more recently eSports. Fantasy sports operators are the talk of the
sports industry as of late after serious fundraising rounds by FanDuel and
DraftKings. Investors believe that
millennials will increasingly gravitate toward such games and spend more on
play-for-cash competition.
In July, FanDuel closed
$275 million in Series E financing, which brought its total capital raised to
$363 million. That same month,
DraftKings raised $300 million, valuing the daily fantasy sports operator at
over $1.2 billion.
The aforesaid raises
are exciting for the sports industry as a whole, but the valuations attached to
FanDuel and DraftKings may be deemed nominal in comparison to the potential for
entrants and established companies in the world of competitive gaming. However,
it is likely that operators such as FanDuel and DraftKings expand their
services to offer eSports game play. If
they do, then they will compete against companies that have already gained a
leg up by currently offering fantasy eSports platforms.
Fantasy eSports is
dominated by Vulcun and AlphaDraft, which have each received substantial funds
from outsiders. Separately, there are
eSports betting platforms like Unikrn, backed by Dallas Mavericks owner Mark
Cuban. Other eSports betting operations
include Pinnacle, Betway, Bet365, William Hill and Bodog.
Fantasy and betting
operations surrounding eSports have a lot to be excited about. The Dota 2 championship, called The
International, was recently held at Seattle’s Key Arena in front of a sold out
crowd of 17,459 and over 400 official simulcast events were attended across the
United States. The total online attendance
is believed to be roughly 30 million, surpassing most major U.S. sporting
events, including Game 7 of the 2014 Major League Baseball World Series. Furthermore, there is known interest in
eSports fantasy participation. It is
estimated that players will spend a total of $20 million in entry fees for
eSports fantasy competition in 2015 alone .
Darren Heitner, Forbes
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