sxsw 2012 enabling gaming as a profession

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Presentation by Mr. Chae, Kevin Lin, Anna Prosser and David Ting on enabling gaming as a profession at SXSW

TRANSCRIPT

eSports – Enabling Gaming as a Profession

January 2012

Should Parents Approve?

Imagine One Day

Equals

Promo Reel

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

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

#1 Sport in Korea

More popular than soccer

20k+ live attendance

700k viewers

Mainstream media buzz

E-Sports Global Phenomenon

Europe:

18k live attendance

200k viewers

E-Sports Global Phenomenon

USA •Blizzcon (Anaheim, CA) •25k attended Starcraft 2 finals •300K concurrent viewers

USA:

25k live attendance

300k viewers

IPL 3

SXSW - Yesterday

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

League Economics

• Sponsorship

• Ticket sales

• Publisher support

• Merchandising

• Content licensing

Player Economics

• Winnings

• Sponsorship

• Team salary

• Streaming

How this works for the players

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

Why streaming is compelling

• It’s easy to do

• It’s interactive

• It’s interesting

• It’s turning work into…work!

Community Snapshot

“An eSports Personality?

Howdja’ get that job?”

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

Q&A

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