eSports
has become the newest means for Brands looking to connect with the growing
number of individuals that shun traditional media. For the uninitiated, eSports
is a general term used to describe playing video games in professionally
organized tournaments. For the past 15 years eSports tournaments have been held
all over the globe by entities like ESL, Major League Gaming and the Korean
eSports Association. The tournaments and individual players have fostered the
creation of a vibrant, energized and rampant community following. So much so,
that many of the top-ranked players are treated like superheroes or rock stars
in their home countries. While this has been common in places like South Korea
for years, the phenomenon is still new (but quickly growing) in the US and in
Europe. Several US colleges have varsity eSports teams and some, like Robert
Morris University, are even granting scholarships for eSports athletes.
While
experts differ on whether the size of the current Global eSports audience is
134 million or more than 200 million, they all agree it is growing every year.
More than 12 million people attended US and European eSports events in 2014.
Tickets for the October 2014 League of Legends World Championship Final event
at the Staples Center in Los Angeles sold out in an hour. Dedicated eSports
arenas have been constructed in South Korea, China, England, the US and
elsewhere. Additionally, approximately 13% of all live-stream viewers are
watching eSports. This has led to the creation and growth of gameplay streaming
platforms like Twitch (purchased by Amazon in 2014 for nearly $1 billion),
YouTube and Azubu.
The
2015 Worldwide market valuation for eSports is over $600 million, which is
primarily dominated by China and South Korea. However, of that amount
approximately $140 million is generated in North America. In 2015 it is
estimated that $111 million will be spent in North America on eSports
sponsorship. Brands like Nissan, Volkswagen, Coca-Cola, Red Bull, Intel, NVIDIA,
Samsung, HTC, Logitech and others want their products and/or names associated
with eSports tournaments for games published by companies such as Riot (League
of Legends), Wargaming (World of Tanks), Valve (DOTA 2) and Activision Blizzard
(Starcraft). Interestingly enough, the game publishers have admitted that they
currently lose money on the cost of the eSports tournaments, the leagues and
player salaries, but the money brought in from sponsors and tickets sales
alleviates some of this loss. Certain eSports teams like Fnatic and Cloud9 have
demonstrated their staying power with fans, and brands alike, making them more
enticing to potential sponsors. Much like any other sport, some fans follow the
teams regardless of their current roster while other fans are more connected to
the individual players. Top eSports competitors have massive fan bases which
sponsors are seeking to capitalize on. In fact, a former professional player,
Wei “CaoMei” Han-Dong, recently retired from professional tournament play but now
earns over $800K a year just by streaming his gameplay due to a contract with
ZhanQi TV.
As
eSports tournaments are being streamed live, and now broadcast on TV networks
such as ESPN, to tens of millions of potential consumers, Brands have even more
reason to capitalize on this trend. The traditional game-related hardware or
software company sponsorships have been joined by other Brands unrelated to the
eSports industry. Various Brands across many product or service spheres are
entering into sponsorship agreements with the players, teams and leagues,
individually or collectively. This is much the same model that Brands have
traditionally used for other sports. In fact, the top players and teams are
working with entertainment agencies like WME to better capitalize on these
sponsorship opportunities. These sponsorship deals may involve the creation of
a Brand-specific tournament, logo or name placement in connection with an
existing event (or on the team’s or player’s uniform), or may require that the
party to the sponsorship only use the Brand’s products at a tournament. Where
things can get a little different from traditional sports sponsorship deals, is
when a Brand enters into an agreement with the game publisher which impacts or
gives the Brand some control over the nature or elements of the game (like
in-game branded content or special branded rewards). All that said, the real
value to Brands is the ability to reach the elusive young adult male, and to a
lesser extent female, millennial markets who have monetary resources to spend
on products and are highly invested in their favorite player, team, league or
game. Moreover, due to the live-streaming aspects and somewhat nascent TV
coverage of these events, Brands can reach audiences similar in size to a World
Cup match for a small percentage of what they are paying for a commercial
advertisement. As the eSports marketplace continues to grow and become part of
everyday life for people around the world, the opportunities for Brand
interaction will only increase in scope and complexity.
FOR
BRANDS ESPORTS MAY BE THE NEXT BIG THING
Author:
Sean F. Kane, Frankfurt Kurnit
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