This document discusses the past, present, and future of the growing eSports industry. It notes that the number of eSports enthusiasts and occasional viewers has grown significantly between 2014 and 2019. Mobile gaming is also highlighted as the future of eSports, with the mobile gaming market projected to continue growing in revenue each year. For a game to become a successful eSport, it needs good competition, fairness systems in place, and a compelling narrative to engage spectators. The document argues that mobile eSports titles have seen staggering player retention and engagement metrics, showing the potential of mobile. It concludes by stating that as consumers spend more time with eSports, brands will follow to access this growing market.
10. eSports Infrastructure
Anti-fraud, anti-cheating &
payment system
Geolocated practice/pro leagues for free or prize-based matches
Player matching &
player rating
Random seed
Heartbeating
Tournaments
Broadcasting
Tools
Payment processing for deposits, withdrawals & customer service
Fair/efficient matching based on player abilities
Full stack enables streamers to auto-snip and broadcast highlights and
instant replays during in-game live tournaments
Remove random elements/chance in the game
Intermittent gameplay data capture enables auto-detection of important
moments
Streamer Enablement
eSports Tournaments
Payments and Player Fairness Layer
10
15. Summary
● You need good competition, fairness and
a narrative to build an eSport.
● Mobile is helping bring eSports to
everyone.
● To access the next generation of
consumers, brands have to harness the
power of eSports.
On the Skillz platform alone, we host over 500,000 tournaments a day -- that’s 21,000 tournaments an hour, 347 a minute and 6 every second. While our player base is mostly U.S. focused, we’re seeing that same adoption growth worldwide. Our audience demographic is 49% female. This graph is a snapshot of all active tournaments across the US at a given time.
Market size estimates when we started in 2012, market size estimates now
eSports fan base already equal to many offline sports
Investment and growing player base (interactive map of tournaments)
Audience demographic is shifting
Influencers matter - streamers, key community influencers to grow their games
Clash Royale, Soccer Blitz
Soccer (Football)
Basketball
Video gaming is now about 50 years old and is following same pattern
eSports - what is it?
Good competition
Difference between play-to-win and true multiplayer competition through eSports
People want to play and compete
Tournament structure
Viewing/spectatorship
People want to watch games
You can watch LoL if you understand it, but certain titles are easier for everyone to quickly watch and understand
Good competition
Difference between play-to-win and true multiplayer competition through eSports
People want to play and compete
Viewing/spectatorship
People want to watch games
You can watch LoL if you understand it, but certain titles are easier for everyone to quickly watch and understand
Steve’s version:
For a game to be considered a true eSport, there are several requirements that must be met, namely: players and competitive gameplay for prizes (both for casual and professional players), tournament management (which includes rules enforcement, fair play and player matching, anti-cheating), and spectatorship. We look to our partners to provide the content and the players and Skillz takes care of the rest.
A ton of work is required to build out the entire eSports infrastructure layer. The largest gaming studios in the world might have the resources to develop such a system in-house but for the vast majority of developers, it is a hugely daunting undertaking.
Skillz has built the comprehensive infrastructure layer needed to power mobile eSports, and enables developers to turn their games into eSports without doing the heavy lifting. Our platform covers everything you need from player-matching to anti-cheating, to streaming.
David’s version:
For a game to become a full-fledged eSport, both amateur and professional players have to be able to compete for prizes. Casual players aspire to become the best and look up to their professional peers.
For players of all skill levels, two of the most important factors are that players are evenly matched against opponents of similar skill and that a refereeing layer exists to enforce cheating, fraud and foul play.
[Simplify down to] Good matching, fairness/anti-cheating, ability to apply a narrative (which makes it interesting to view)
Narrative implies competition and finality; difference between a match vs. game (another way to say game vs. sport)
Example: The narrative of brackets is that you get to beat 15 people. Even if you could win the same amount of money in individual tournaments, there’s higher satisfaction in winning the bracket
Discuss image of eSports teams and the drama it creates (rivalries, follow the storyline, individuals)
Tie into how narrative manifests in mobile (1:1 rivalries, narratives, etc.; YOU get to be an actor in the game)
How many of you play Clash Royale? It’s always with you, and you can participate directly in the narrative
Engagement, retention, monetization and differentiation
Engagement/retention
Competitive network effect has markedly improved retention and engagement
Increase D7 retention between 33% and 90%
Increase D30 retention by 2-3x
58 minutes a day playing games on the platform -- nearly double the 33-minute casual mobile gaming industry average
Monetization
eSports are helping games steer away from pay-to-play/win and in-app purchases
On average, Skillz developers have seen 8x the ARPDAU by incorporating an eSports strategy into their games
Looking to the future - where consumers go, brands follow
According to Nielsen, sports accounted for 93 of the top 100 live viewed TV programs in 2015, compared to only 14 in 2005. In 2017, we’ll only see this increase as electronic sports grow to infiltrate live TV viewing.
eSports are adding a new channel for live TV viewership by a highly attractive demographic
Just at the tip of the iceberg in terms of brands/sponsorships entering the fray to drive further monetization
Fun, fair multiplayer games of every level are the future of eSports
Sports aren’t just the NFL and NBA. eSports aren’t just League of Legends and Dota 2
To build an eSport takes a lot of work, but the investment is worthwhile
eSports aren’t a niche - they’re for everyone (developers of any size and players of every level)
With brands getting more involved and broadcasting taking off this year, the exposure will only continue to grow