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eSports in U.S. and China Chuyang Luo, Fangyan Lu, Minxing Xu, Xinglong Zhou, Xinle Pei

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Page 1: eSports in U.S. and Chinamayorcitysports.org/wp-content/uploads/2018/12/esport_in... · 2018. 12. 17. · Pro Gamers Teams Tournaments Gamers à Teams à Tournaments In2017, DOTA

eSports in U.S. and ChinaChuyang Luo, Fangyan Lu, Minxing Xu, Xinglong Zhou, Xinle Pei

Page 2: eSports in U.S. and Chinamayorcitysports.org/wp-content/uploads/2018/12/esport_in... · 2018. 12. 17. · Pro Gamers Teams Tournaments Gamers à Teams à Tournaments In2017, DOTA

Objectives

UNDERSTAND ESPORTS IN A GLOBAL LANDSCAPE

STUDY ESPORTS BUSINESS OPERATIONAL MODEL

THE FUTURE OPPORTUNITIES OF ESPORTS FOR YOUR COMMUNITY

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Agenda

Key takeaways & Opportunities

Case Study

eSports Business Model

MethodologyResearch Map

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Research Map

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Map

How to build a sustainable

eSport business model

eSport?

eSports Business Model

Case Study

Takeaways & Opportunities

Revenue Structure

Publishers & GamesPro gamersà Teamsà

TournamentsDistribution platform

SponsorsMerchandise

Venues

League of LegendsHearthstone

Honor of Kings

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eSports Business Model

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eSports?

What is eSport?

eSport?

multiplayer video game

played competitively for spectators

typically by professional gamers

competing for a prize/ championship

DeviceFan demographic

64%!46%" 51%

25%

24%

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Business Model

Overview

Business Model

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Business ModelPopular publishers and games

Business Model

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Business ModeleSports game categories

Business Model

MOBA Multiplayer Online Battle Arena

Battle Royal Game First Person Shooter Sports

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Business Model

Pro Gamers TournamentsTeams

Gamers à Teams à Tournaments

In2017, DOTA 2 International prize pool: $ 24,787,916

2017 DOTA 2 International Champion: $10,862,683 for the first place won by team Liquid.

Saahil Arora aka UniverseAmerican professional DOTA 2 player. In 2017, he has won a total of $2,826,896 from 67 tournaments

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Business Model

$$ - Distribution / Marketing

ChinaU.S.

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Business Model

$$ - Customer/Merchandise

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Business Model

$$$ - Sponsorship

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Business ModelVenue in U.S.

eSports Arena

The eSports Arena is an indoor arena specifically intended to host eSports tournaments and events, was founded in 2015.

It holds a capacity of 1,400. For a monthly membership fee, amateur gamers are able to practice and "mingle" at the location.

Orange county, Oakland, Las Vegas, eSport Arena drive

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Business ModelVenue in China

eSports town

An “eSports town” complex has been opened in the city of Hangzhou in China. The eSports town will be operated by the Hangzhou city government.

It opened last November 16th and features a 3.94M square foot space including an eSports academy, an eSports-themed hotel, theme park, a business center, and a hospital designed for eSports gamers.

Hangzhou expects that the eSports town will attract over 10,000 aspiring eSports professionals and bring in $140 million in estimated tax revenues.

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Business Model

Pro Gamers TournamentsTeams

InvestorsSponsors

Media right?

SalaryPrize money

SponsorsStreaming

InvestorsMerchandiseTicket sales

Revenue source

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Case Study

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Case Study 1League of Legends• Pro Teams: 14 Teams in China; 10 Teams in US• Publisher - Riot – Tencent• Tournament

World Championship SeriesAsian Game 2018Collegiate Level

• Media PlatformYouTube TV; Twitch(Worldwide)Regional: Tencent TV(China); Kakao TV(Korea)

• Fanbase2014 Riot official report: 67 million monthly players2016 Forbes: 100 million monthly players2017 China has 111 million users

• Money 80% comes from sponsors & advertisements

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Case Study 2Honor of Kings/ Arena of Valor

• Publisher: Tencent GamesBiggest mobile game in the worldHeroes are from Chinese culture

• Fanbase: 200 million players in 2017 JulyKPL Viewership 350 million DAU 50 million

• Team revenue source:Sponsor, Streaming, Exhibition Match, Transfer fee

• March into international marketsArena of ValorSponsor: Volkswagen, Mars Incorporated

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Case Study 3Hearthstone

• Tournament�China: city tournamentsUS: pro tournaments and qualification tournamentsHearthstone World Championship2017- Prize Pool: $1,000,000

• Fanbase:Launched in 2014100 million users in 2018• Pro players�China: 8 pro players US: 56 pro players

• 2018: 71% U.S. gamers play hearthstone on mobileRevenue based on mobile is 660 million dollars

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Takeaways & Opportunities

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Takeaways & Opportunities

eSport is marching into the mainstream

eSport franchise can generate revenue

eSport theme park

Collegiate program

City based tournaments + Local community

Before Q&A:

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Thank you!

Questions?

Thank you!Questions?