sxsw 2012 enabling gaming as a profession
DESCRIPTION
Presentation by Mr. Chae, Kevin Lin, Anna Prosser and David Ting on enabling gaming as a profession at SXSWTRANSCRIPT
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eSports – Enabling Gaming as a Profession
January 2012
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Should Parents Approve?
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Gaming Increasing In Popularity
Boomers 15%
Gen X
30%
Millennial
50% Gen Z
97% Generation % who play video games
Gaming Population
135 million
45-60 year olds 30 Somethings 20 Somethings Tweens,
Children
4 Source: IGN «Are you Game?» Study, 2010
Youth play more video games than sports
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New Medium Opens Road To New Stars
Day 9
YT Views: 40,692,855
YT Subscriber: 254,982
Husky
YT Views: 273,396,617
YT Subscriber: 611,657
HD
YT Views: 160,101,881
YT Subscriber: 386,190
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#1 Sport in Korea
More popular than soccer
20k+ live attendance
700k viewers
Mainstream media buzz
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E-Sports Global Phenomenon
Europe:
18k live attendance
200k viewers
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E-Sports Global Phenomenon
USA •Blizzcon (Anaheim, CA) •25k attended Starcraft 2 finals •300K concurrent viewers
USA:
25k live attendance
300k viewers
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IPL 3
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SXSW - Yesterday
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Catching Up to Traditional Sports
0
50,000
100,000
150,000
IPL 1 (Apr) IPL 2 (Jul) IPL 3 (Oct)
Concurrent Viewers Unique Visitors (x100)
Since inception in April 2011, IGN Pro League has grown rapidly in popularity
Millions of
Households Viewing
College football -- 3.8
NBA -- 1.6
MLB -- 1.6
MLS Season -- 0.5
NHL -- 0.4
MLS Playoff -- 0.2
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Sample Content
Game Play
Game Hype Promos
Player Interview
Pro Tips
Top 5 Plays
eSports News
Venue
Reality Show
Celebrity Profile
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League Economics
• Sponsorship
• Ticket sales
• Publisher support
• Merchandising
• Content licensing
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Player Economics
• Winnings
• Sponsorship
• Team salary
• Streaming
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How this works for the players
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How TwitchTV changed the ecosystem
Partner Program – A revenue stream for everyone in the eSports ecosystem, from players to teams to event organizers and leagues.
• Video Advertising - eSports content is increasingly monetizable because more of the content is premium, video ads are growing as part of advertiser spend, and the audience has grown to critical mass
• Alternative revenue models:
• PPV - large events can charge a premium for their content, just as you see on traditional television
• Subscription – viewers can subscribe to their favorite channels on a monthly basis to get access to ad-free viewing and other features
Technology
• HD, globally distributed live video – for FREE
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Why streaming is compelling
• It’s easy to do
• It’s interactive
• It’s interesting
• It’s turning work into…work!
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Community Snapshot
“An eSports Personality?
Howdja’ get that job?”
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Community Snapshot
eSports Offers:
• Compelling and varied personalities
• Fast paced career with diverse opportunities
• A chance to be part of “the beginning”
• A place in a very powerful and unique community
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Q&A