edward chang: the missed opportunity for publishers and platforms
TRANSCRIPT
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The Missed Opportunity for Publishers and Platforms
Ed ChangEIR, The Chernin Group
@ed_chang
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Esports vs. Traditional Sports
Organizational Model
Description Traditional Sports Esports Titles
Decentralized • Independently organized competitions• Sanctioned and governed by an
administrative body• Open to any qualifying athlete
Standard Leagues
• Set number of recurring teams and players
• Exclusively managed by league front office that is collectively owned by each team
Heavily Centralized
• Administrates all professional and competitive play worldwide
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Esports vs. Traditional Sports
The difference?
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How Did We Get Here?
“It’s a significant investment that we’re not making money from. It’s an investment into the game, for our fans, just like we’d invest in any other feature within the game. It’s a worthwhile thing for us to do because it’s such a high quality, engaging experience for our fans.”
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How Did We Get Here?
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How Did We Get Here?
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How Did We Get Here?
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How Did We Get Here?
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How Did We Get Here?
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How Did We Get Here?
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How Did We Get Here?
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How Did We Get Here?
Open APIs
Control over media rights
Monetization avenues
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Case Studies: Tech
$80MM fund for supporting new integrations
AppExchange generates 2.8x revenue of Salesforce
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Case Studies: Valve
• Steam Workshop: 125,000 CS:GO items, 50,000 DOTA2 items• Ecosystem succeses: FaceIt ($15mm series A), ESEA (acquired by
ESL), Kickback (YC W15)• Robust competitive circuit: Eleague, ESL, FaceIt, top salaries• CS:GO items economy: At one point >$7bb yearly
transactionvolume
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Case Studies: Twitch
Features created or inspired by 3rd party ecosystem:
• Bits, preceded by Streamlabs and StreamTip
• Clips, preceded by Oddshot, Plays.tv and Forge
• Subscriptions / Partner Program and 3rd-party services (Revlo, Gamewisp and Curse/Discord integrations
• TwitchPlays• Chatbots (Moobot, Nightbot and
Xanbot)
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What about you?