the esports economy - igaming business · “esports is still an underdog and an uncharted...
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The eSports Economy Trends, Audience, Revenues & Opportunities
PETER WARMAN
CEO & CO-FOUNDER
IGAMING SUPERSHOW WEBINAR
11 JUNE 2015
www.newzoo.com www.newzoo.com © 2015 Newzoo
NEWWHO? Peter Warman CEO & Co-Founder [email protected]
We are an innovative global market research and predictive analytics firm with a primary focus on games. We provide our clients with a
mix of market trends, financial analysis, revenue projections, consumer insights, data modelling solutions and predictive analytics
services across all continents, screens and business models. Newzoo works for the majority of top 25 public companies by game revenue
globally, many independent game developers as well as leading global hardware and media companies.
SAN FRANCISCO AMSTERDAM SHANGHAI
The Experts On All Things Games.
MARKET TRENDS | CONSUMER INSIGHTS | DATA MODELLING | PREDICTIVE ANALYTICS
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“eSports is still an underdog and an uncharted industry. Newzoo has been a tremendous help in creating valuable data about our industry and in making it more transparent and understandable for outsiders. Peter and his team have been fantastic to work with and have created incredible value for our sport” - Ralf Reichert, CEO ESL Gaming
WHY WE FOCUS ON ESPORTS
© 2015 Newzoo
Southeast Asia Worlds’ Fastest Growing Games Region
Spotting Mobile Spenders. An Analysis of Paying Mobile Gamers
The Global Growth of eSports. Trends, Revenues and audience towards 2017
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eSports is about being the best …
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eSports is about entertaining crowds …
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eSports is about winning …
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What’s Special?
$1M Per Player is the same as the
World Cup 3rd Place Prize Money.
Up 6X YoY.
What’s Special?
$8M Was Crowd Funded by $2.50 of every $10.00 donation, making Valve $24M
$10M Prize Pool
$5M Winning Team
BROUGHT BY
$1BN DEAL
eSports is about winning … what?
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2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015e
$9.7M
$3.6M $4.4M $6.1M $6.4M $3.5M $5.2M
$13.1M
$19.8M
$36.0M
$71.0Me
+97% YoY
-48% YoY
2009: Korea’s Esports Scene Takes a Blow Legislations in South Korea implementing bans and curfews on gaming, a feud between the Korean Esports Association and Blizzard, and the falling popularity of Starcraft contributed to the dip in prize money in South Korea between 2008 and 2012. Since then, esports broadcaster MBC was discontinued and OnGameNet is a much smaller operation whose content is no longer broadcasted on TV ….
2014: US & China Lead
Source: Newzoo, The Global Growth of Esports: Trends, Revenues & Audience Towards 2017
© NEWZOO | JUNE 2015
Esports Prize Money Over Time 2005 to 2015 | Global | US & China Take Lead From Korea
Korea has never fully recovered, rendering the US today’s #1 in the accelerating esports market, with China close on its heels ....
Prize money will double this year
to
$71M Up 2000%
compared to only six years ago
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With Competition Comes Betting Traditional Forces and Start-ups Jump on this New Betting Niche
Bookmakers for eSport Betting eSports Betting and Fantasy Leagues
eSports is Pinnacle’s
7th Biggest market in terms of
volume, bigger than Golf & Rugby
© 2015 Newzoo
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The 2015 Global Esports Market Global Revenues | Prize Money | Audience | YoY Growth
37% 34% GLOBAL
$252M +30% YoY
NAM
$93.2M +32% YoY
APAC
$85.2M +28% YoY
Revenues 2015 | Esports| Global, NAM , APAC
Esports Enthusiasts
147M 70M 25M 17M
2014 JAN-MAY
$7.9M
2015
JAN-MAY
$15.7M
$36M +82% YoY
$71M +97% YoY
113M
+27% YoY
2014
2015e
Occasional Viewers
Prize Money 2014 vs 2015e | Esports | Global
Audience | 2015 | Esports | Global
(>once a month) (>once a month)
Source: Newzoo, The Global Growth of Esports: Trends, Revenues & Audience Towards 2017
© NEWZOO | JUNE 2015
29%
Of all eSports viewers
40% do not play any of
the top eSports franchises.
Another sign that
gaming is becoming a spectator “sport.”
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eSports Enthusiasts: East vs. West 2014 and Growth Towards 2017
Of all eSports enthusiasts
54% are from Asia.
The majority of
audience growth is in North America and Europe.
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© 2015 Newzoo
The eSports Ecosystem
Global Growth of Esports Report Premium
Includes Global Growth of Esports Report, granular data sets and quarterly
updates on trends and key metrics.
Annual Report & Quarterly Updates
Global / regional revenues & future projections 2013-2018
Global / regional audience size & future projections 2013-2018
Demographic profiles
Prize money development
Consumer data for 26 countries
Quarterly updates on: key trends & changes influencing esports, M&A activity, key developments with teams, media, sponsors, companies & titles
© 2015 Newzoo
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CREATE
SHARE
PRO PRO
PRO
CONSUMER GENERATED CONTENT & DIRECT
CONSUMER EARNINGS “POWER TO
THE PEOPLE”
ART/DESIGN Made by “professionals”
MOVIES/GAMES Made by “professionals”
ADVERTSING/MAIL Made by “professionals”
Enabling Platforms & Tools Curse, Twitch, YouTube Channels, Fundly, Instagram …
2015
eSports at the Nexus of Trends Consumers want to Create, Share & Compete
58 million
89 million
145 million
2012
2014
2017
Esports Enthusiast Audience Growth
(frequent viewers/participants)
PRO PRO
PRO
CGC “PROSUMER”
2005
ART/DESIGN MOVIES/GAMES
ADVERTISING/MAIL
© 2015 Newzoo
In the past ten years, how consumers “consume” content has drastically changed. People not only enjoy watching each other instead of professionally created content but they have the increasing desire to create, share and ultimately be part of the experience. The explosive growth of eSports and the success of sharing game video content illustrates this more than anything else. In 2005, only 1% of consumers were considered creators or ”prosumers”. Ten years later, everyone creates and shares experiences and can earn serious money doing so.
EXPERIENCE
EXPERIENCE
SHARE
CREATE
© 2015 Newzoo
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46% AWARE OF ESPORTS
VIEWERS OR PARTICIPANTS
of all gamers aged 10-65 is aware of eSports
of all gamers aged 10-65
watches eSports or participates in
(amateur) eSports.
GAMERS AGED 10-65
29.7M
15% 32% of all eSports aware gamers aged 10-65 watches eSports or participates in (amateur) eSports.
4.4M
LEVEL OF ESPORTS INVOLVEMENT
amongst all eSports viewers and participants
eSports Involvement | UK Amongst all gamers aged 10 to 65
1.9M
ESPORTS SEGMENTS
frequent viewers and active
participants
2.5M
ESPORTS ENTHUSIASTS*
OCCASIONAL VIEWERS
that only watch eSports sometimes
eSports Enthusiasts & Occasional Viewers
United Kingdom
4.4M
* People that regularly watch eSports or participate in (amateur) championships (answer possibilities e,f, g)
© 2015 Newzoo
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HOME SITUATION
eSports Audience Demographics | UK Age/Gender split of eSports Enthusiasts & Occasional Viewers
OTHER FACTS
on eSports Enthusiasts
50% living together or alone with
children.
20% of eSports enthousiasts that play PC/Mac games are big spenders,
versus 8% for all gamers.
31% Of eSports enthousiasts
plays on a Xbox One
BIG SPENDERS
NEXTGEN
KEY DEMOGRAPHICS
of eSports Enthusiasts (inner circle) & Occasional Viewers (outer circle)
ESPORTS ENTHUSIASTS
66% is male
OCCASIONAL VIEWERS
16% is >35yrs
58% is male
27% is >35yrs
United Kingdom
© 2015 Newzoo
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The Value of eSports Enthusiasts
53% Have a
full-time job vs. 37% of the total population
30% Is in the high
income bracket vs. 22% of the total population
41% Owns an
iPad vs. 29% of the total population
29% Has a headset
budget over $100 vs. 13% of all gamers
2014 US DATA
eSports Sponsors eSports Enthusiast Profile
30% Are
female vs. 48% of all gamers
55% Is between 21
and 35 years old vs. 33% of all gamers
© 2015 Newzoo
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FANS
eSports comparable to individual sports
94M 113M
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Sports & Esports Audiences Compared Total # of sports fans equal gamers; Esports comparable to Ice Hockey
2.2Bn
1.7Bn
2.1Bn
Sports Fans
Gamers
1.6Bn
Active in Sports
2014 2017 2014 2014
89M
145M
94M
Ice Hockey
Esports Enthusiasts
2014 2017 2014
151M
American Football
2014
All Sports
powered by
On a global scale, the number of esports enthusiasts compares well to mid-tier traditional sports. Currently, the popularity of esports is on par with sports such as swimming and ice hockey. By 2017, the number of esports fans will come close to that of American football.
There are 2.2 billion people globally who consider themselves to be interested or very interested in sports. Of these, 1.6 billion actively participate in at least one sport – comparable to the number of people who play games (1.7 billion). The total amount of frequent esports viewers will total 89 million globally this year and is anticipated grow to 145 million over the next three years.
Report: Global Growth of Esports Trends, Audience and Revenues Towards 2017
www.newzoo.com/esportsreport
All Gamers
Individual Sports
Esports Enthusiasts
vs. vs.
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REPORT PARTNER
“Repucom has been studying sport and entertainment fans across the world for decades, and there’s never been a more exciting time for new formats which engage the next generation. This collaboration with Newzoo gives our clients a chance to see how far esports have travelled already, and the potential value we can expect in the near future”.
Mike Wragg Global Head of Research
repucom
© 2015 Newzoo
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On a global scale, 2 billion sports fans each generate an average of $56 per year across all sports, while esports enthusiasts generate $2.2 per person per year (without game revenues taken into account). In general, individual sports generate anything upwards of $20 per fan per year. The Global Growth of Esports report chooses a relatively conservative scenario for future revenues. This is based on audience growth combined with a slightly higher average revenue per fan of $3, still many factors lower than sports. The image below shows that if this rises to $7 per fan, Esports would cross the $Bn mark in 2017, while it would take until 2020 in the conservative scenario. The full report shows more detailed sports data and talks about the key factors that will determine the speed of growth going forward.
Towards a Bn Dollar Esports Economy Revenue per (e)sports fan indicates additional growth potential
Report: Global Growth of Esports Trends, Audience and Revenues Towards 2017
www.newzoo.com/esportsreport
TOTAL ESPORTS REVENUES
Esports Growth Scenarios Based On Annual Revenue per Enthusiast
$1Bn
Report Scenario
Alternative Optimistic Scenario
2012 2013 2014 2015 2016 2017 2018 2019 2020 2021
$2 $3
$2
$3
$5 $7
$15
$1.1Bn
$0.5Bn
$1.0Bn
$3.0Bn
$56
$20
All Sports
Individual Sports
2014 Revenue per (e)sports Fan
$2 Esports
AVERAGE REVENUE PER ENTHUSIAST
Introduction Key Trends in Games & Esports The Esports Audience Global & regional audience per type Esports audience growth 2012-2017 Demographics per region The Esports Economy Prize money trends The Esports value chain Key teams, channels, publishers, events, leagues and sponsoring brands Publisher investment into Esports Esports Revenues Revenue streams Global & regional Esports revenue projections, split per revenue stream Sports vs. Esports Gaming & Esports versus all & individual sports on audience and revenues Value per viewer: sports vs. Esports Future potential of Esports Esports betting Appendix Data tables with revenue & audience data 2012-2017: Global & Regional
FULL REPORT CONTENT
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Esports Involvement vs iGaming
Playing for real money in online casino's | 2015 US Betting and Wagering on Real-Time Events (e.g. Horse Racing / Sports) | 2015 US
One Third of Esports Enthusiasts Spends Money On Betting or In Online Casino’s On a Weekly Basis. Compared to 8% for the Online Population and 15% for All Gamers.
© 2015 Newzoo
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FULL 68-PAGE REPORT AVAILABLE
www.newzoo.com/esportsreport
Peter Warman CEO & Co-Founder [email protected]
© 2015 Newzoo
www.newzoo.com www.newzoo.com
The eSports Economy Trends, Audience, Revenues & Opportunities
PETER WARMAN
CEO & CO-FOUNDER
IGAMING SUPERSHOW WEBINAR
11 JUNE 2015