The competitive video
game industry is becoming more mainstream, and real prospects abound for major
investment returns.
Competitive video
gaming still has a mainstream reputation for being a trivial endeavor, but even
a cursory glance at the current state of eSports makes a compelling case
against that view.
Last week saw the
conclusion of the International, a prominent eSports tournament featuring a
total prize pool exceeding $18 million and a viewership count of over 20
million. According to industry observers, over 40 million people around the
world actively spectate eSports events; that is more viewers than last year’s
NBA Finals, MLB World Series, and Super Bowl.
In total, the eSports
industry is estimated to have generated over a staggering $600 million
worldwide in 2014. If these figures come as a surprise, that is because eSports
is still a nascent, and more importantly, niche market in the U.S. However,
East Asia and other parts of the world present a very different picture.
Growing global and
corporate interest
Currently, China and
South Korea boast the most developed eSports scene — China by virtue of its massive
consumer base, and South Korea through its advanced eSports institutions and
internet infrastructure. Accordingly, teams from both countries tend to
dominate the leaderboards across several international eSports competitions.
In recent years, however,
several countries in the Baltics and the surrounding region have started to
contest the Asian hegemony. This is not surprising given that Estonia, Latvia,
and Romania are heavily wired countries with some of the fastest internet
speeds in the world.
However, the most
significant development is the rising trend of corporate involvement with
eSports. Traditionally, corporate sponsorship and advertising for eSports were
limited to computer hardware companies and niche brands appealing to the gamer
demographic, such as Monster Energy.
In recent years,
however, prominent brands such as Ford, American Express, and even Coca Cola
have begun forming partnerships with game developers, teams, players, and event
organizers.
From an advertising
perspective, the growth of eSports presents an incredible opportunity. Major
events are often held in large venues that attract thousands of attendees and
millions more spectating online.
By advertising and
sponsoring such events and even professional teams, brands can gain immediate
access to massive potential consumer base at a much lower cost than if they did
so through traditional advertising channels.
Political risks remain
Despite the attractive
growth potential, political risk remains a key concern for investing in eSports
because of its inextricable link to the internet and youth culture. During
times of political and economic backlash, governments in emerging market
countries often crack down on internet-related activities and hubs, such as
internet cafes.
Earlier this year, the
Uzbek government tightened control over internet cafes in Tashkent to
ostensibly protect the youth from immoral content, including various media and
video game sites.
In the Pacific region,
the Philippines has emerged as the second-most popular destination for
outsourcing, thanks to a young, highly educated workforce proficient in English
and IT expertise. Unsurprisingly, the country is a major consumer of online
gaming and Filipino teams have started to make inroads into international
eSports competitions.
Last spring however,
the Filipino government passed a nationwide bill that banned two of the most
popular online games from being played within internet cafes. In the Philippine
case, the bill was proposed after gaming related disputes led to violence in
internet cafes across the country.
Even in South Korea,
the so-called ‘Mecca of online gaming,’ the industry has been burned by
restrictive public policies. Video game addiction has become a major social
problem, and in late 2011, the government passed a controversial “shutdown” law
that banned youth under the age of 16 from online gaming between midnight and 6
AM.
After heavy backlash
from small business owners and eSports-related groups, the law was eased in
2014 to permit youth to play, provided that they receive parental consent.
Still, the Korean eSports industry lost significant commercial dividends as
several competitions and promotional events were cancelled.
In addition, South
Korean eSports teams disconnected in the middle of international online
tournaments as the ban took effect resulting in the loss of potential prize
earnings and publicity for brands with sponsorship or advertising contracts
with those teams.
Private equity and
partnerships
As eSports continues to
become more mainstream and related institutions develop, private equity firms
will look to capitalize early on the action.
Recently, billionaire
investor Mark Cuban and Elisabeth Murdoch, daughter of media mogul Rupert
Murdoch, made waves by investing several million dollars into a Unikrn, a
startup that provides a betting platform for eSports.
Last year, Major League
Gaming, a U.S. based eSports firm, established its first international
franchise in Latin America. This was achieved through a partnership with Grupo
Águia, the Brazilian entertainment and tourism powerhouse that provided much of
the hospitality and transportation services for the 2014 World Cup.
Accordingly,
partnerships between established eSports firms, major brands, and relevant
third party groups in target market countries will be another major avenue of
growth. With the robust development of internet infrastructure and youth bulge
across several emerging economics, investing in eSports will prove to be a
risky but lucrative game for years to come.
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