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ESPORT
THE SPORT OF THE DIGITAL GENERATION
INTRODUCTION
TURTLE/ESL
»Company founded in 2000, precursor company dates back to 1997
»Global online competition on ESL-website for over 100 different titles
»Running sanctioned leagues together with: Activision, Blizzard, Nexon, SG-I, Gameforge, EA, Infernum, Hi-Rez,
Red5 (and others)
»League service provider on official leagues for Wargaming (World of Tanks Pro League) and Riot Games
(League of Legends Championship Series)
»160 employees in offices in Germany, France, Spain, Poland, United States, China.
»Franchise partners for other markets like AUNZ, Baltics, Bulgaria, Portugal…
»Our business is too complex for this presentation.
INTRO TURTLE ENTERTAINMENT
ESPORTS IS GAMING ON A COMPETITIVE
SPORTS LEVEL
SPECTACLE CHAMPIONSCOVERAGE SPORTS BARS
THE GAMES
32.5m registered players globally
Multiplayer Online Battle Arena (MOBA)
45m registered players globally
First Person Tank Simulation
10m copies sold globally
Real Time Strategy (RTS)
3m+ MAU
MOBA
30m+ copies sold of all CS Versions
First Person Shooter (FPS)
20m+ copies sold on all platforms
First Person Shooter (FPS)
IMPORTANCE OF ESPORT
“ I feel like eSports is happening with or
without us. Games have become the biggest
unofficial sports league in the world right
now. People are competing all the time and
it’s competitive by nature. There’s a massive
unofficial ecosystem of content. ”
Eric Hirshberg, CEO Activision Blizzard
http://onforb.es/15ndUyP
“ There are fundamental advantages that e-
sports will have over traditional sports. ”
Gabe Newell, Founder & CEO Valve
“ eSports is growing out of control. It’s alive
and breathing and flying away. I have no idea
when it’s going to stop. ”
Dustin Browder, Lead Designer StarCraft II Blizzard
»eSports games become a sport, with all the trappings of classical sports
+Variety of leagues & tournaments from local to global, and amateur to professional
+Star players
+Live broadcast & commentary
+Professional referees
+Player transfer between teams for money
+Doping (with software)
+Team jerseys (incl. Merchandise sales)
+Club houses
+Youth academies
+Its own eco-system
Facets of eSports
VIEWERSHIP ESPORT VS EMERGING SPORTS
35,000
60,000
183,000
254,000
318,000 322,000
0
50,000
100,000
150,000
200,000
250,000
300,000
350,000
gamescom IEM (2010)
[ESL TV]
RaidCall EMS One
Regular matchday (2013)
[ESL TV/Twitch]
UFC (2012)
[VERSUS]
MLS (2012)
[ESPN 2]
IEM Katowice (2013)
[ESL TV/Twitch]
Winter X Games (2012)
[ESPN]
Concurrent Viewers
ESPORTS DEMOGRAPHICS
» 16-26 years old, dominantly male
» Active, social, communicative
» Technology affine
» Open-minded towards growing product ranges
» Multiplier, innovator, early-adopter
» Internet is his #1 source of fun
» Plays mostly on PC & consoles
» Gaming is passion & social activity
0 5 10
14
16
18
20
22
24
26
28
30
AGE/GENDER STRUCTURE COMMUNITY (IN PERCENT)
4%
96%
Female
Male
AGE/GENDER STRUCTURE IPTV (IN PERCENT)
0 20 40 60 80 100
All Males (15+)
All Females (15+)
Persons: 15-24
Persons: 25-34
Persons: 35-44
Persons: 45-54
Persons: 55+
ELECTRONIC SPORTS LEAGUE
THE LEAGUE THAT MATTERS
»Simplified version
»Dev/league-centric
»Every game‘s eco system looks and evolves differently
Explaining the eco system
Game Dev
Game
Active Players
Spectators
Online leagues & services
Inner
Circle
Leagues
3rd Parties
Beta
Game Dev
Game
Pro/Am Clans &
players
Active Players
Streaming Networks
Spectators
Online leagues & services
Coverage Sites
Inner
Circle
Leagues
3rd Parties
Continuous Broadcasting
Beta
Game Dev
Game
Pro/Am Clans &
players
Sanctioned Leagues
Active Players
Streaming Networks
Spectators
Online leagues & services
Coverage Sites
Inner
Circle
Leagues
Outside
Parties
3rd Parties
Continuous Broadcasting
Release
Game Dev
Game
Pro/Am Clans &
players
Sanctioned Leagues
Active Players
Streaming Networks
Spectators
Multiple events of
all sizes
Online leagues & services
Coverage Sites
Inner
Circle
Leagues
Outside
Parties
3rd Parties
Continuous Broadcasting
Release
China
Shanghai / Guangzhou (tbd)
TRULY GLOBAL
North America
New York City October 2013
APAC
Indonesia / Philippines / Vietnam / Australia (tbd)
Europe
Katowice, Poland December 2013
South America
Sao Paulo, BR (tbd)
World Championship
CeBIT, Hanover, Germany March 2014
Game Dev
Game
Pro/Am Clans &
players
Sanctioned Leagues
Active Players
Streaming Networks
Spectators
Multiple events of
all sizes
Online leagues & services
Coverage Sites
Studios
Inner
Circle
Leagues
Outside
Parties
3rd Parties
Continuous Broadcasting
Release
ESL STUDIO ONE
Game Dev
Game
Pro/Am Clans &
players
Sanctioned Leagues
Active Players
Streaming Networks
Spectators
Advertisers
Multiple events of
all sizes
Online leagues & services
Independent StreamersCoverage Sites
Studios
Merch
BlogsInner
Circle
Leagues
Outside
Parties
3rd Parties
Personalities
Continuous Broadcasting
Release
Games press
IT&peripheral Sponsors
Game Dev
Game
Pro/Am Clans &
players
Sanctioned Leagues
Official League
Active Players
Streaming Networks IT&peripheral Sponsors
Spectators
Advertisers
Stats Services
Games press
League Service
ProvidersSingular, large events
Multiple events of
all sizes
Online leagues & services
Technology Provider
Independent StreamersCoverage Sites
Studios
APIs
Merch
Merch
BlogsInner
Circle
Leagues
Outside
Parties
3rd Parties
Personalities
Continuous Broadcasting
Growth
Phase
ESL ARENA
Game Dev Signed Pro Clans&Players
Game
Pro/Am Clans &
players
Sanctioned Leagues
Official League
Active Players
Streaming Networks IT&peripheral Sponsors
Spectators
Advertisers
Stats Services
Games press Travel Agencies
League Service
Providers
Studios
Investors
Singular, large events
Multiple events of
all sizes
Online leagues & services
Technology Provider
eSports Unit
Independent StreamersCoverage Sites
Studios
APIs
Merch
Merch
Blogs
Original IP owners
Inner
Circle
Leagues
Outside
Parties
3rd Parties
Personalities
Continuous Broadcasting
Full Scale
Game Dev Signed Pro Clans&Players
Game
Pro/Am Clans &
players
Sanctioned Leagues
Official League
Active Players
Streaming Networks IT&peripheral Sponsors
Spectators
Advertisers
Stats Services
Games press Travel Agencies
League Service
Providers
Studios
Investors
Singular, large events
Multiple events of
all sizes
Online leagues & services
Technology Provider
eSports Unit
Independent StreamersCoverage Sites
Studios
APIs
Merch
Merch
Blogs
Original IP owners
Inner
Circle
Leagues
Outside
Parties
3rd Parties
Personalities
Continuous Broadcasting
Full Scale
Game Dev Signed Pro Clans&Players
Game
Pro/Am Clans &
players
Sanctioned Leagues
Official League
Active Players
Streaming Networks
TV Channels
IT&peripheral Sponsors
Spectators
Advertisers
Stats Services
Games press Travel Agencies
League Service
Providers
Studios
Name brand sponsors
Investors
Singular, large events
Multiple events of
all sizes
Online leagues & services
Technology Provider
eSports Unit
Independent StreamersCoverage Sites
Studios
APIs
Merch
Merch
Blogs
Original IP owners
Inner
Circle
Leagues
Outside
Parties
3rd Parties
Personalities
Continuous Broadcasting
Outlook
THANK YOU ! @affentod

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How games can profit from eSports

  • 1. ESPORT THE SPORT OF THE DIGITAL GENERATION
  • 3. »Company founded in 2000, precursor company dates back to 1997 »Global online competition on ESL-website for over 100 different titles »Running sanctioned leagues together with: Activision, Blizzard, Nexon, SG-I, Gameforge, EA, Infernum, Hi-Rez, Red5 (and others) »League service provider on official leagues for Wargaming (World of Tanks Pro League) and Riot Games (League of Legends Championship Series) »160 employees in offices in Germany, France, Spain, Poland, United States, China. »Franchise partners for other markets like AUNZ, Baltics, Bulgaria, Portugal… »Our business is too complex for this presentation. INTRO TURTLE ENTERTAINMENT
  • 4. ESPORTS IS GAMING ON A COMPETITIVE SPORTS LEVEL SPECTACLE CHAMPIONSCOVERAGE SPORTS BARS
  • 5. THE GAMES 32.5m registered players globally Multiplayer Online Battle Arena (MOBA) 45m registered players globally First Person Tank Simulation 10m copies sold globally Real Time Strategy (RTS) 3m+ MAU MOBA 30m+ copies sold of all CS Versions First Person Shooter (FPS) 20m+ copies sold on all platforms First Person Shooter (FPS)
  • 6. IMPORTANCE OF ESPORT “ I feel like eSports is happening with or without us. Games have become the biggest unofficial sports league in the world right now. People are competing all the time and it’s competitive by nature. There’s a massive unofficial ecosystem of content. ” Eric Hirshberg, CEO Activision Blizzard http://onforb.es/15ndUyP “ There are fundamental advantages that e- sports will have over traditional sports. ” Gabe Newell, Founder & CEO Valve “ eSports is growing out of control. It’s alive and breathing and flying away. I have no idea when it’s going to stop. ” Dustin Browder, Lead Designer StarCraft II Blizzard
  • 7. »eSports games become a sport, with all the trappings of classical sports +Variety of leagues & tournaments from local to global, and amateur to professional +Star players +Live broadcast & commentary +Professional referees +Player transfer between teams for money +Doping (with software) +Team jerseys (incl. Merchandise sales) +Club houses +Youth academies +Its own eco-system Facets of eSports
  • 8. VIEWERSHIP ESPORT VS EMERGING SPORTS 35,000 60,000 183,000 254,000 318,000 322,000 0 50,000 100,000 150,000 200,000 250,000 300,000 350,000 gamescom IEM (2010) [ESL TV] RaidCall EMS One Regular matchday (2013) [ESL TV/Twitch] UFC (2012) [VERSUS] MLS (2012) [ESPN 2] IEM Katowice (2013) [ESL TV/Twitch] Winter X Games (2012) [ESPN] Concurrent Viewers
  • 9. ESPORTS DEMOGRAPHICS » 16-26 years old, dominantly male » Active, social, communicative » Technology affine » Open-minded towards growing product ranges » Multiplier, innovator, early-adopter » Internet is his #1 source of fun » Plays mostly on PC & consoles » Gaming is passion & social activity 0 5 10 14 16 18 20 22 24 26 28 30 AGE/GENDER STRUCTURE COMMUNITY (IN PERCENT) 4% 96% Female Male AGE/GENDER STRUCTURE IPTV (IN PERCENT) 0 20 40 60 80 100 All Males (15+) All Females (15+) Persons: 15-24 Persons: 25-34 Persons: 35-44 Persons: 45-54 Persons: 55+
  • 10. ELECTRONIC SPORTS LEAGUE THE LEAGUE THAT MATTERS
  • 11. »Simplified version »Dev/league-centric »Every game‘s eco system looks and evolves differently Explaining the eco system
  • 12. Game Dev Game Active Players Spectators Online leagues & services Inner Circle Leagues 3rd Parties Beta
  • 13.
  • 14. Game Dev Game Pro/Am Clans & players Active Players Streaming Networks Spectators Online leagues & services Coverage Sites Inner Circle Leagues 3rd Parties Continuous Broadcasting Beta
  • 15. Game Dev Game Pro/Am Clans & players Sanctioned Leagues Active Players Streaming Networks Spectators Online leagues & services Coverage Sites Inner Circle Leagues Outside Parties 3rd Parties Continuous Broadcasting Release
  • 16.
  • 17. Game Dev Game Pro/Am Clans & players Sanctioned Leagues Active Players Streaming Networks Spectators Multiple events of all sizes Online leagues & services Coverage Sites Inner Circle Leagues Outside Parties 3rd Parties Continuous Broadcasting Release
  • 18. China Shanghai / Guangzhou (tbd) TRULY GLOBAL North America New York City October 2013 APAC Indonesia / Philippines / Vietnam / Australia (tbd) Europe Katowice, Poland December 2013 South America Sao Paulo, BR (tbd) World Championship CeBIT, Hanover, Germany March 2014
  • 19. Game Dev Game Pro/Am Clans & players Sanctioned Leagues Active Players Streaming Networks Spectators Multiple events of all sizes Online leagues & services Coverage Sites Studios Inner Circle Leagues Outside Parties 3rd Parties Continuous Broadcasting Release
  • 21. Game Dev Game Pro/Am Clans & players Sanctioned Leagues Active Players Streaming Networks Spectators Advertisers Multiple events of all sizes Online leagues & services Independent StreamersCoverage Sites Studios Merch BlogsInner Circle Leagues Outside Parties 3rd Parties Personalities Continuous Broadcasting Release Games press IT&peripheral Sponsors
  • 22. Game Dev Game Pro/Am Clans & players Sanctioned Leagues Official League Active Players Streaming Networks IT&peripheral Sponsors Spectators Advertisers Stats Services Games press League Service ProvidersSingular, large events Multiple events of all sizes Online leagues & services Technology Provider Independent StreamersCoverage Sites Studios APIs Merch Merch BlogsInner Circle Leagues Outside Parties 3rd Parties Personalities Continuous Broadcasting Growth Phase
  • 24. Game Dev Signed Pro Clans&Players Game Pro/Am Clans & players Sanctioned Leagues Official League Active Players Streaming Networks IT&peripheral Sponsors Spectators Advertisers Stats Services Games press Travel Agencies League Service Providers Studios Investors Singular, large events Multiple events of all sizes Online leagues & services Technology Provider eSports Unit Independent StreamersCoverage Sites Studios APIs Merch Merch Blogs Original IP owners Inner Circle Leagues Outside Parties 3rd Parties Personalities Continuous Broadcasting Full Scale
  • 25. Game Dev Signed Pro Clans&Players Game Pro/Am Clans & players Sanctioned Leagues Official League Active Players Streaming Networks IT&peripheral Sponsors Spectators Advertisers Stats Services Games press Travel Agencies League Service Providers Studios Investors Singular, large events Multiple events of all sizes Online leagues & services Technology Provider eSports Unit Independent StreamersCoverage Sites Studios APIs Merch Merch Blogs Original IP owners Inner Circle Leagues Outside Parties 3rd Parties Personalities Continuous Broadcasting Full Scale
  • 26. Game Dev Signed Pro Clans&Players Game Pro/Am Clans & players Sanctioned Leagues Official League Active Players Streaming Networks TV Channels IT&peripheral Sponsors Spectators Advertisers Stats Services Games press Travel Agencies League Service Providers Studios Name brand sponsors Investors Singular, large events Multiple events of all sizes Online leagues & services Technology Provider eSports Unit Independent StreamersCoverage Sites Studios APIs Merch Merch Blogs Original IP owners Inner Circle Leagues Outside Parties 3rd Parties Personalities Continuous Broadcasting Outlook
  • 27. THANK YOU ! @affentod