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BUSINESS VALUATION &
FINANCIAL ADVISORY SERVICES
WHITEPAPER SERIES
eSports
Whitepapers in This Series
eSports: An Emerging Industry
eSports: Business Models
eSports: Valuing a Team
Rohan Bose
Mercer Capital
www.mercercapital.com
Mercer Capitalā€™s Professional Sports
Industry Expertise
Leaders in Sports Valuation and Related Stadium Advisory Services
In an increasingly competitive professional sports and eSports market, Mercer Capitalā€™s team capabilities
in valuation, intangible assets, stadium issues, and legal consulting are unsurpassed. We have the depth of
knowledge necessary to assist in developing industry best practices.
This knowledge relates not only to the underlying economics to the sports business, which include its esca-
lating cost structure, but most importantly, the future revenue-enhancing aspects of sports that are the key
to future success.
This knowledge base has been built over the past 25 years from continuing services, engagements, and
relationships in the industry.
Services
ā€¢	 Valuations (M&A oriented, tax driven, shareholder buyouts, and litigation)
ā€¢	 Fairness Opinions
ā€¢	 Buy Side Planning
ā€¢	 Due diligence services
ā€¢	 Stadium lease consulting ā€“ New and existing
ā€¢	 Legal transaction consulting
ā€¢	 Tax Advisory
ā€¢	 Other Services
Our professionals have provided valuation and advisory services to clients in every major U.S. professional
sports league. For more information about our services, visit our website or contact any of our senior
professionals.
Mercer Capitalā€™s Professional Sports Industry Team
Copyright Ā© 2019 Mercer Capital Management, Inc.All rights reserved. It is illegal under Federal law to reproduce this publication or any portion of its contents without the
publisherā€™s permission.Media quotations with source attribution are encouraged.Reporters requesting additional information or editorial comment should contact Barbara
Walters Price at 901.685.2120. Mercer Capitalā€™s article does not constitute legal or financial consulting advice. It is offered as an information service to our clients and
friends. Those interested in specific guidance for legal or accounting matters should seek competent professional advice. Inquiries to discuss specific valuation matters
are welcomed.To add your name to our mailing list to receive additional complimentary publications, visit our web site at www.mercercapital.com.
BUSINESS VALUATION &
FINANCIAL ADVISORY SERVICES
Don Erickson, ASA
ericksond@mercercapital.com
214.468.8400
Bryce Erickson, ASA, MRICS
ericksonb@mercercapital.com
214.468.8400
Timothy R. Lee, ASA
leet@mercercapital.com
901.685.2120
Rohan Bose
boser@mercercapital.com
214.468.8400
Ā© 2019 Mercer Capital www.mercercapital.com
Esports is a rapidly growing industry that has attracted the attention of high-profile
investors and the general public alike. Recent eSports tournaments have drawn view-
ership numbers that have exceeded average viewership for the NBA Finals, the World
Series, and the Stanley Cup Finals combined. Also aiding the expansion of the eSports
industry is investment by famous investors such as Jerry Jones and Mark Cuban.
Against this backdrop, we take a close look at the eSports industry through the lens of
valuation. Valuation of a company involves three primary factors: risk, growth, and cash
flow. Esports is a relatively new industry that hasnā€™t matured yet. As a young industry,
there is both risk and growth potential. The industry has not yet proven that it has a
sustainable, cash flow generating business model.
eSports: An Emerging Industry	 1
The History of eSports	 2
A Growing Audience	 2
Growing Revenue	 4
eSports Industry Transactions	 5
Conclusion	 6
eSports: Business Models	 7
How an eSports Team Makes Money	 8
Successful Teams	 11
Subscriptions	 12
Costs of Revenue	 12
The Takeaway	 12
eSports: Valuing a Team	 13
Risk 	 14
Growth 	 15
Cash Flow 	 16
Valuing an eSports Team 	 17
Conclusion	 18
Table of Contents
eSports: An Emerging Industry
eSports is a rapidly expanding industry that has drawn viewers and
investments alike. The introduction of streaming platforms as well as
the improvement in mobile technology has allowed the industry to grow
from its arcade hall beginnings in the 1970s to competitors streaming
games to millions of viewers globally. In addition to being highly visible
(192 million frequent viewers in 2017), the eSports industry is also lucra-
tive ($906 million projected industry revenue in 2018).
Ā© 2019 Mercer Capital 2 www.mercercapital.com
The History of eSports
Sprouting from humble beginnings, researchers trace the roots of the eSports industry to informal
competitions held at video game arcades in the 1970s. One of the first breakthroughs came in 1980
when Atariā€™s National Space Invaders Championship drew 10,000 participants across the U.S. As a
spectator sport, eSports first took off in South Korea, when cable networks broadcast StarCraft tourna-
ments in the early 2000s. By 2004, StarCraft stadium events in South Korea drew 100,000 fans. In the
U.S., the coming of age moment arrived in 2013 when 13,000 people flooded the Staples Center to
watch the world championship final of League of Legends.
A Growing Audience
The eSports industry has experienced rapid growth in recent years. According to data from Newzoo, an
eSports researcher, the global eSports audience totaled 204 million in 2014. Approximately 56% (114
million) were considered frequent viewers/enthusiasts while the remaining 44% (90 million) were catego-
rized as occasional viewers. By 2017, the global audience grew to 335 million, a compound annual growth
rate of approximately 36%
and the viewership ratio
was approximately the
same (57% categorized
as frequent viewers/enthu-
siasts and 43% as occa-
sional viewers).
The number of frequent
viewersgrewatacompound
annual growth rate (CAGR)
of 36% from 2014 to 2017
and is projected to grow at
a CAGR of 12.5% to 2021.
By comparison, occasional
viewers grew at a CAGR of
35% from 2014 to 2017 and
are projected to grow at a
CAGR of 15% to 2021.
Livestreaming Platform
The primary delivery method for eSports is Twitch, a livestreaming video platform owned by Twitch
Interactive, a subsidiary of Amazon. Twitch was introduced in 2011 and, as of February 2018, the plat-
form has 2 million monthly broadcasters and 15 million daily active users. Twitch operates like tradi-
tional television in that the broadcasters can be ā€œchannelsā€ that are not necessarily broadcasting 24/7,
differentiating it from on-demand platforms like YouTube and Netflix.
76
114 115
160
192 215 212
303 307
58
90
120
121
143
165
215
286
250
0
100
200
300
400
500
600
700
2012 2014 2015 2016 2017 2018 2019 2020 2021
eSports Audience Size Worldwide
By Type of Viewer (in millions)
Frequent Viewers/Enthusiasts Occasional Viewers
Source: NewZoo
Ā© 2019 Mercer Capital 3 www.mercercapital.com
Twitch is unique in its ad revenue model, which supports the live-streaming aspect of the platform. The
top 17,000 streamers, which include professional eSports players, participate in an ad-revenue-sharing
program, where the players, not Twitch, decide in real time when the ads run during their streaming
sessions. For example, a top eSports player might practice on Twitch and draw thousands of viewers
then when the player takes a quick break, he asks viewers to watch an ad. Despite encroaching
competition from YouTube, Twitch out-streams other platforms and, given its momentum, it continues
attracting sponsors to reach the growing audience.
eSports Tournaments and Viewership
Like traditional sports, eSports have occasional tournaments that draw big audiences. In 2017, the Intel
Extreme Masters (IEM) in Katowice, Poland drew 46 million unique viewers. IEM featured three
games with a total prize pool of $688,750. This viewership figure was exceeded only by the Super Bowl,
which drew 111.3 million
U.S. viewers in 2017.
By comparison, the 2017
baseball World Series had
average viewership of 18.7
million U.S. viewers over
seven games. Therefore,
the average viewership of
the 2017 World Series would
rank 14th on a list of world-
wide eSports tournaments
ranked by viewership from
2012 to 2017. The 2017
NBA Finals, which featured
the Golden State Warriors
against the Cleveland Cava-
liers for the 3rd year in a row, averaged 20.4 million U.S. viewers over a five game series. The 2017
Stanley Cup Final trailed the other three major sports with average
viewership of 4.6 million in the U.S. over six games.
To underscore the growing popularity of eSports, the combined
average viewership of the championship series for three of the major
sports in the United States was less than the viewership for one
eSports tournament (IEM) in 2017.
The large tournament viewership has attracted the attention and
dollars of global brands. Coca-Cola sponsors the League of Legends
World Championship, one of the largest global eSports competitions.
To support the
growing demand,
investments
in eSports
sponsorships will
continue to rise.
Ā© 2019 Mercer Capital 4 www.mercercapital.com
Since 2006, Intel has sponsored Intel Extreme Masters alongside the Electronic Sports League (ESL),
the longest running eSports tournament in the world. To support the growing demand, investments in
eSports sponsorships will continue to rise.
New Game Releases
Since its introduction on July 25, 2017, Fortnite has become a global phenomenon. As of June 3, 2018,
Fortnite ranked as the top game watched on Twitch with 4.43 million hours watched. Counter-Strike:
Global Offensive ranked second with 2.7 million hours watched (approximately 40% less hours watched
than Fortnite). Other games ranking in the top 10 include: League of Legends, Dota 2, IRL, PlayerUn-
knownā€™s Battlegrounds, Overwatch, Hearthstone, Path of Exile, and FIFA 18. Releases of new games
can attract viewers to those games. A challenge for Twitch broadcasters is to be up-to-date on new
games so that viewers donā€™t get bored with older games.
Growing Revenue
Newzoo defines industry revenue as the amount generated through the sale of sponsorships, media
rights, advertising, publisher fees, tickets, and merchandising. Global eSports revenues are projected to
reach $906 million in 2018. North America is projected to account for approximately 38% ($345 million)
of global eSports revenue in 2018. Global revenue for eSports is projected to reach $1.65 billion in 2021.
Despite the tremendous growth, eSports fan spending is lower than traditional sports. According to
Newzoo, eSports enthusiasts spent an average of $3.64 per person compared to basketball fans who
spent an average of $15 per person. The primary factor for this gap is that eSports content is largely
available for free and spending on merchandise remains relatively small.
0
200
400
600
800
1,000
1,200
1,400
1,600
1,800
2012 2014 2015 2016 2017 2018* 2019* 2020* 2021*
eSports Market Revenue Worldwide
(in millions)
*projected
Source: Newzoo
Ā© 2019 Mercer Capital 5 www.mercercapital.com
Stack Sports Acquisitions
Acquired Organization Announce Date
Goalline 5/16/16
RaceWire 12/22/16
Bigfoot Hoops 5/8/17
GroupNet Solutions 5/17/17
Student Sports 6/2/17
Amazing Race Timing 7/17/17
On The Mark Sports 7/17/17
Rogue Multi-Sport 7/17/17
Global Apptitude 7/19/17
RegattaCentral 8/31/17
Eclipse Timing 2/20/18
eCamps Sports Network 2/20/18
CrazyRaise 2/20/18
Skyhawks 2/20/18
TEAMINN 2/20/18
Source: Crunchbase - Blue Star Sports	
eSports Industry Transactions
Stack Sports Transactions
Originally named BlueStar Sports, Stack Sports began in April 2016 with the goal of transforming youth
sports. With this goal in mind, Stack has acquired 20 companies as of July 2018 in order to provide a
variety of services. Services provided by Stack Sports include league and competition management,
athlete and team solutions, event solutions, brand advertiser solutions, and payment solutions. The
companyā€™s various tools include building team
websites, online registration for leagues and tour-
naments, and software that analyzes game day
video.
The accompanying chart was compiled using
data from Crunchbase and shows Blue Star/
Stack acquisitions from May 2016 to February
2018.
Unikrn Acquires ChallengeMe.gg
Uinkrn is a Seattle based eSports betting startup.
Founded in 2014 as a platform for eSports betting,
Unikrn has since added hosting physical tourna-
ments to its services. Mark Cuban, owner of the
Dallas Mavericks is among the investors in the
company.
ChallengeMe.gg is an eSports matchmaking
service headquartered in Berlin, Germany. While
an exact dollar amount was not disclosed, Unikrn
CEO Rahul Sood said it was ā€œa multi-million
dollar acquisition.ā€
Nazara Technologies Acquires 55%
Stake in Nodwin Gaming
Headquartered in Mumbai, Nazara aims to create a full eSports system including competitive online
and offline play, localized leagues, and global events. Nodwin Gaming was started in 2014 and has
exclusive rights for ESL (Esports League) in India, the Intel Extreme Masters qualifiers for India, and the
Electronic Sports World Cup India Qualifiers. In acquiring a majority stake in Nodwin, Nazara hopes
Ā© 2019 Mercer Capital 6 www.mercercapital.com
to leverage Nodwinā€™s relationships to create an Indian eSports ecosystem. Indiaā€™s eSports audience is
still developing with only 2 million enthusiasts and an additional 2 million occasional viewers according
to market researchers Frost  Sullivan and Newzoo.
Unity Technologies Buys Multiplay for $25.2 Million
Multiplay is a division of UK-based Game Digital. Multiplay provides server hosting for games such as
Titanfall 2, Day Z, Rocket League, and Rust. The terms of the deal provide that Unity pay $22.7 million
at the time of acquisition (November 2017) and $2.5 million in July 2019. The Multiplay division includes
a digital business and an eSports and events business.
Other Investments into Team Sponsorships
The growth of eSports has attracted the attention from high profile investors. For example, in November
2017 Jerry Jones along with John Goff acquired the eSports team Complexity. Complexity was founded
in 2003 by Jason Lake and currently competes in six games: CS GO, DOTA 2, Call of Duty, Rocket
League, HearthStone, and Gwent. Complexity will move facilities to The Star, which also houses the
Dallas Cowboys World Headquarters in Frisco, Texas.
Magic Johnson and motivational speaker Tony Robbins partnered acquire ownership interest in Team
Liquid, an eSports team based in Santa Monica, California. Another former Laker, Shaquille Oā€™Neal
is a co-owner of NRG eSports. The teams mentioned above compete with other eSports teams from
around the world in various tournaments held throughout the year.
Conclusion
Esports is a relatively new industry with potential. Advances in streaming and mobile technology have
allowed the industry to expand in recent years. Newzoo projects the global eSports audience will be
approximately 557 million in 2021, a compound annual growth rate of 14.4% from 2016. In addition to a
growing global audience, Newzoo projects global revenue for the eSports industry to reach $1.65 billion
by 2021, a CAGR of 27.4% from 2016.
The potential growth has drawn interest from a wide range of investors as approximately 84% of
2021 global revenue is projected to be from brand investments such as media rights, advertising,
and sponsorship.
There are a variety of ways for eSports teams to generate revenue. In
this whitepaper we discuss business models that eSports teams may
use. Esports is a developing industry, as such there is not a single
standardized business model. Additionally, eSports operate at the
intersection of pro-sports and technology which makes for a unique
opportunity for teams planning their business models.
eSports: Business Models
Ā© 2019 Mercer Capital 8 www.mercercapital.com
How an eSports Team Makes Money
An eSports team can make money in a variety of ways, including broadcast revenue, sponsorships,
merchandise sales, and subscriptions. The sources of revenue are detailed in Figure 1.
Sponsorships
As shown in Figure 1, sponsorships and advertising account for the bulk of revenue for eSports.
According to Patrik SƤttermon (Fnaticā€™s Chief Gaming Officer), ā€œ[I]t is estimated that around 95% of
the money generated by our eSports teams comes directly from sponsorship deals.ā€ The novelty of
eSports has attracted many well-known sponsors; however, teams have struggled to make sponsor-
ships a sustainable source of revenue. The relatively short life of popular games proves to be an imped-
iment to sustained sponsorship. A game might be highly popular currently but within a year fade from
public interest.
Figure 1
Ā© 2019 Mercer Capital 9 www.mercercapital.com
IT/Computer related sponsorships are the most common in the eSports industry as gaming equip-
ment and accessories are prominently displayed during events. For example, HP and Intel agreed to
sponsor Activision Blizzardā€™s Overwatch League. As part of the agreement, competitors will exclusively
use HPā€™s OMEN gaming PCs and displays.
From a valuation perspective, consistent recurring revenue is a benefit
to the value of a company. Sponsorships can provide long-term recur-
ring revenue to an eSports teams.
Broadcast Revenue
eSports broadcasting on TV is still in its infancy as broadcasters look
for eSports content that will appeal to their target demographics.
ELEAGUE, an eSports content and live tournament brand, has a
broadcasting deal with TBS that shows Street Fighter V and Counter
Strike: Global Offensive (ā€œCS:GOā€) on TV. The recently formed Over-
watch League (ā€œOWLā€), will be broadcast on the ESPN, Disney, and
ABC family of networks. Perhaps most importantly, a broadcast TV
deal does not cancel existing distribution agreements such as broadcasts on Twitch that were already
in place.
While game developers and league creators are able to come to broadcast agreements, it is more
difficult for eSports teams. eSports teams generally do not share in broadcast revenues as those agree-
ments are negotiated between game developers/league creators and the broadcasting entities.
Figure 2
From a valuation
perspective,
consistent
recurring revenue
is a benefit to
the value of a
company.
Ā© 2019 Mercer Capital 10 www.mercercapital.com
Merchandise Sales
As mentioned in our eSports industry overview, consumer spending on eSports merchandise remains
relatively low. eSports teams offer apparel, accessories, and gaming equipment through their team
websites. From a valuation perspective, merchandise sales can be a source of supplemental income.
However, merchandise sales would not have a significant impact on the valuation of an eSports team
because the revenue tends to be small and non-recurring.
Prize Money
Prize money typically does not go to eSports teams, but rather, to individual team members who are
competing. While the team does not receive the money, being successful in tournaments is a good way
to generate brand awareness.
As the eSports industry
expands, so have
prize pools for tourna-
ments. In August 2018
Vancouver hosted The
International 8 ā€“ the
eighth annual Dota 2
championship tour-
nament. The total prize
pool of $24.8 million
sets the record for
largest single tour-
nament prize pool in
eSports history. The
International prize pool
compared to other
notable sports events
from 2018 is presented in
Figure 3.
Perhaps the most interesting note from the $24.8 million prize pool for The International is that
approximately 94% was crowdfunded. Every-day Dota 2 players purchased Battle Passes that offer
event-exclusive features and rewards. One-fourth of each Battle Pass was added to the prize pool.
Naming Rights
Team Liquid officially opened a new training facility March 7, 2018, in Santa Monica, California. The
facility not only provides a dedicated practice area for Team Liquid members but also houses the
companyā€™s content production team, 1UP Studios. ā€œTeams in the [U.S.] have traditionally operated
out of ā€˜gaming housesā€™ where players and coaching staff for a team live and practice in a single
residential home.ā€
Figure 3
Source: ESPN
Ā© 2019 Mercer Capital 11 www.mercercapital.com
The development of a dedicated training facility represents a shift away from the current model. The
training facility has provided another stream of revenue for Team Liquid as they were able to sell
naming rights to the facility to gaming PC brand Alienware for $4.5 million. Team Liquidā€™s CEO Steve
Arhancet indicated the team spent over $1.5 million in building the training facility.
Generally speaking, eSports teams owning their training facilities is a recent trend. As eSports continue
to grow, it is likely we will see more sales of naming rights for facilities.
Successful Teams
Figure 4 shows the top teams based on prize money earned as well as four other notable teams.
Figure 4
Top Team Profiles
Team Name
Prize Money
Earned (USD)
Tournaments
Entered Owner/Notable Personnel Headquarters Top Games
Team Liquid $23,291,569 1,373 Axiomatic Utrecht, Netherlands Dota II (75% of Prize money)
Evil Geniuses $20,626,966 708 GoodGame Agency (owned by Amazon) San Francisco, CA Dota II (87% of Prize money)
Team OG $17,562,205 48 NA Europe
Dota II
(winner - The International 2018)
Newbee $12,803,467 127 Wang Yue China Dota II (98% of Prize money)
Virtus.pro $11,467,233 410 ESforce Holding (Alisher Usmanov) Russia Dota II (67% of Prize money)
Fnatic $11,303,007 774 Sam and Anne Matthews London, England CS:GO (31% of Prize money)
Vici Gaming $9,259,850 245 Lu Wenjun; Jeremy Lin owns two sub-teams Shanghai, China Dota II (85% of Prize money)
LGD Gaming $8,692,242 118
Pan Jie; Partnered with
PSG Soccer team in 2018
Shanghai, China Dota II (95% of Prize money)
SK Telecom T1 $8,563,432 211 SK Telecom South Korea
League of Legends
(75% of Prize money)
Other Notable Teams
OpTic Gaming $6,815,468 260
Infinite Esports  Entertainment (Parent);
Neil Leibman, Hector Rodriguez
Dallas, TX Call of Duty (41% of Prize money)
Team EnVyUs $5,756,830 301 Mike Rufail Dallas, TX CS:GO (38% of Prize money)
Luminosity Gaming $2,995,695 230 Steve Maida Los Angeles, CA CS:GO (46% of Prize money)
compLexity Gaming $2,853,216 450 Jason Lake, Jerry Jones, Goff Capital Frisco, TX Dota II (29% of Prize money)
Sources:
http://database.esportsobserver.com/earnings-team
https://www.esportsearnings.com/teams
Ā© 2019 Mercer Capital 12 www.mercercapital.com
Subscriptions
Luminosity Gaming ranked number 29 in terms of prize money earned among eSports teams. However,
Luminosity also boasts arguably the most well-known eSports player in the world, Tyler Blevins (aka
Ninja). Ninja recently revealed that he makes $500,000 per month from his more than 160,000 paid
Twitch subscribers. On Twitch, streamers net $3.50 per subscription, which costs subscribers $5.00 per
month. Twitch subscribers receive access to exclusive badges and ad-free streams.
Having high-profile players on the roster can increase the visibility of an eSports team and therefore lead
to more followers and eventually subscribers. Subscriptions are another source of recurring revenue for
a team.
Costs of Revenue
As with any business, there is a cost to generating revenue. eSports teams get most of their revenue from
sponsorships. In order to attract sponsors, teams must perform well at tournaments and events as well
as be highly visible to consumers. Typical expenses for an eSports
team include player salaries, administrative personnel salaries, player
housing expenses, training facility rent or operating expense, and
equipment/accessory expense.
In 2017, Jerry Jones acquired an ownership interest in Complexity
Gaming. Shortly thereafter, the team was moved to The Star in Frisco.
The Star happens to be the Dallas Cowboys World Headquarters. The
plan is for Complexity to build a ā€œstate-of-the art operations center
and global headquarters including offices, production studios, and
industry leading training facilities.ā€
Complexity are not the only team to take advantage of common owner-
ship with another pro sports team. In April, Team Dignitas spent time
with Philadelphia 76er trainers and nutritionists in order to prepare
for the Intel Extreme Masters in Poland.
The Takeaway
There are numerous ways for an eSports team to make money. In general, the most common source
of revenue is sponsorships. In order to increase sponsorships eSports teams need to perform well in
the tournaments they enter. Merchandise sales, prize money, and broadcast revenue are other ways
eSports teams can make money. Most eSports teams have similar expenses so profitability of a specific
team usually depends on performance at the top line.
Chris Mercer, founder of Mercer Capital, states the two primary factors in the value of a business are
risk and growth. eSports teams with a significant amount of recurring revenue (through sponsorships,
subscriptions, etc.) are less risky than teams that have less consistent revenue sources (prize money,
merchandise sales). The less risky an entity, the greater the value of that entity.
eSports teams
with a significant
amount of
recurring revenue
are less risky than
teams that have
less consistent
revenue sources.
eSports: Valuing a Team
The value of a company is generally dependent on three factors: risk,
growth, and cash flow. Esports teams have an abundance of risk as well
as growth potential. Considering eSports is a relatively new industry, the
growth potential is huge. At the same time, and for the same reason,
there is significant risk in the industry ā€“ it is too early to know if there is a
proven, sustainable, cash flow generating business model.
Ā© 2019 Mercer Capital 14 www.mercercapital.com
Risk
Sustainability is one of the key risk factors for eSports teams. Viewer interest in games changes rapidly
as new games are released. For the week of September 4, 2017, PLAYERUNKNOWNSā€™S BATTLE-
GROUNDS (ā€œPUBGā€) was the most viewed game with 112,741 average Twitch viewers. League of
Legends (94,940) and Hearthstone (58,427) completed the top three. One year later, for the week of
September 3, 2018, Fortnite led the way with 163,303 viewers while Counter-Strike: Global Offensive
(129,580), and League of Legends (109,210) completed the top three. Hearthstone dropped to 36,849
average Twitch viewers for the week and PUBG dropped to 33,877
average Twitch viewers. Tracking viewership trends and competing
in games that are popular is an important skill for teams that want to
maintain relevance. Team Liquidā€™s CEO, Steve Arhancet, indicated
the team looks for multiplayer games that have a thriving competitive
community and are enjoyable to watch and play. Game publishers
are another source of risk for eSports teams. The soon to be started
Overwatch League (ā€œOWLā€) has a total buy-in price of $20 million split
among its 20 teams. The high up-front cost to participate in the league
has made some teams avoid the league.
Esports teams also have risks related to their players. Since eSports is
not yet an established industry, there is not a set protocol for player contracts that allows teams to keep
players for a long period of time. In addition, eSports teams must consider team dynamics when assem-
bling a roster much like other professional team sports such as basketball, football, or hockey. If an
eSports team does not have chemistry, it is unlikely they will perform at a high level. Frisco, Texas based
eSports team CompLexity cited roster instability as a reason they dropped their Overwatch team.
Growth
As shown in the chart below, the industry has been growing rapidly over recent years.
76
114 115
160 192 215 212
303 307
58
90 120
121
143
165
215
286 250
0
100
200
300
400
500
600
700
2012 2014 2015 2016 2017 2018* 2019* 2020* 2021*
Frequent Viewers/Enthusiasts Occasional Viewers
Source: Newzoo *projected
Figure 1: eSports Audience Size Worldwide by Type of Viewer (in millions)
Sustainability is
one of the key risk
factors for eSports
teams.
Ā© 2019 Mercer Capital 15 www.mercercapital.com
Esports industry research firm NewZoo projects 380 million total viewers in 2018, with 57% of those clas-
sified as frequent viewers/enthusiasts and 43% classified as occasional viewers. The compound annual
growth rate of total viewers is projected to be 13.55% from 2017 to 2021.
Another area where growth can be observed is the prize pool for major eSports tournaments. For example,
The International 8, held in 2018 set a record for the largest single tournament prize pool in eSports
history for the fifth consecutive year at $25.5 million. Prior iterations of The International had prize pools
as shown in Figure 2. The compound annual growth rate of the prize pool from 2014 to 2018 was 24%.
The International - Prize Pool History
Tournament Total Prize Pool
The International 2018 $25,532,177
The International 2017 $24,787,916
The International 2016 $20,770,460
The International 2015 $18,429,613
The International 2014 $10,931,105
Figure 2
Newzoo defines industry revenue as the amount generated through the sale of sponsorships, media
rights, advertising, publisher fees, tickets, and merchandising. Global eSports revenues are projected
to reach $906 million in 2018. North America is projected to account for approximately 38% ($345
million) of global eSports revenue in 2018. As shown in Figure 3, global revenue for eSports is projected
to reach $1.65 billion in 2021.
0.0
200.0
400.0
600.0
800.0
1,000.0
1,200.0
1,400.0
1,600.0
1,800.0
2012 2014 2015 2016 2017 2018* 2019* 2020* 2021*
eSports market revenue worldwide ($millions) *projected
Source: Statista
Figure 3: eSports Market Revenue Worldwide ($millions)
Ā© 2019 Mercer Capital 16 www.mercercapital.com
Cash Flow
Mercer Capitalā€™s ā€œeSports Business Modelsā€ shows how eSports teams make money and the
costs of revenue associated with those income streams. Generally speaking, eSports teams have
the following sources of revenue: sponsorships, broadcast revenue, merchandise sales, prize money,
and naming rights. Costs of revenue include: player salaries, administrative personnel salaries, player
housing expenses, training facility rent or operating expense, travel costs, and equipment/accessory
expense. In broad terms, cash flow is calculated by subtracting operating expenses from total revenue.
Revenue can have different tiers of riskiness. For example, recurring revenue from sponsorships and
subscriptions is less risky than merchandise sales or prize money. All else equal, teams with a higher
ratio of recurring revenue to non-recurring revenue are considered less risky than a team with more
non-recurring revenue than recurring revenue. Teams with lower risk cash flow are considered more
valuable than teams with riskier cash flow.
Valuing an eSports Team
There are three approaches to value that are used or considered in any valuation. The three approaches
to value are the cost approach, the income approach, and the market approach. This section walks
through how an eSports team would be valued using each approach. Usually, valuation firms weight
indications from each approach to arrive at a final conclusion of value.
Cost Approach
The cost approach is applied by adjusting the subject entityā€™s assets and liabilities to market value.
Liabilities are then subtracted from assets to arrive at net asset value. A typical eSports team would have
mostly intangible assets such as players. Tangible assets would
be training facilities or team headquarters owned by the team. The
cost approach, in many instances, would be weighted lightly, if at
all, because it does not fully account for intangible assets.
Income Approach
The income approach is applied by calculating the cash flow either
for a single period or for a projected multi-year period. At this
stage, multi-year projections that account for potential growth will
be the most common method employed. Capitalization at this
point would be less likely to be used as growth has not stabilized
within the industry. The risk and growth factors that would be
considered for an eSports team will be the linchpin to reasonably
and properly measuring value. For an operating eSports team, the
income approach would most likely be the heaviest weighted indication in a conclusion of value.
In general, eSports
teams will likely
be valued using
their historical and
projected cash
flows in the income
approach.
Ā© 2019 Mercer Capital 17 www.mercercapital.com
Market Approach
The market approach is similar to the income approach in that some element of cash flow is capitalized
by some factor. However, in the market approach the capitalization factor is estimated using multi-
ples indicated by public companies or transactions of private companies in the same or similar lines of
business as the subject company. The market approach could be difficult to apply to an eSports team
because, even though teams operate in the same general industry of eSports, there are many unique
factors to each team. Within the market approach, cash flow, the capitalization factor(s)/multiple(s), or
both may be adjusted based on how the subject team compares to the teams selected in the market
approach. As the industry matures and more transactions occur, the market approach will develop
alongside the industry.
Conclusion
In summary, eSports teams are valued using three methods: the cost approach, the market approach,
and the income approach. Each of the methods considers three primary factors: risk, growth, and cash
flow. Each eSports team is unique and there is no single formulaic way to value a team. However, in
general, eSports teams will likely be valued using their historical and projected cash flows in the income
approach. As the industry develops and matures there will be more transactions within the industry
which will allow the market approach to become a more widely used tool.
Mercer Capital
www.mercercapital.com

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Mercer Capital | eSports Whitepaper

  • 1. BUSINESS VALUATION & FINANCIAL ADVISORY SERVICES WHITEPAPER SERIES eSports Whitepapers in This Series eSports: An Emerging Industry eSports: Business Models eSports: Valuing a Team Rohan Bose Mercer Capital www.mercercapital.com
  • 2. Mercer Capitalā€™s Professional Sports Industry Expertise Leaders in Sports Valuation and Related Stadium Advisory Services In an increasingly competitive professional sports and eSports market, Mercer Capitalā€™s team capabilities in valuation, intangible assets, stadium issues, and legal consulting are unsurpassed. We have the depth of knowledge necessary to assist in developing industry best practices. This knowledge relates not only to the underlying economics to the sports business, which include its esca- lating cost structure, but most importantly, the future revenue-enhancing aspects of sports that are the key to future success. This knowledge base has been built over the past 25 years from continuing services, engagements, and relationships in the industry. Services ā€¢ Valuations (M&A oriented, tax driven, shareholder buyouts, and litigation) ā€¢ Fairness Opinions ā€¢ Buy Side Planning ā€¢ Due diligence services ā€¢ Stadium lease consulting ā€“ New and existing ā€¢ Legal transaction consulting ā€¢ Tax Advisory ā€¢ Other Services Our professionals have provided valuation and advisory services to clients in every major U.S. professional sports league. For more information about our services, visit our website or contact any of our senior professionals. Mercer Capitalā€™s Professional Sports Industry Team Copyright Ā© 2019 Mercer Capital Management, Inc.All rights reserved. It is illegal under Federal law to reproduce this publication or any portion of its contents without the publisherā€™s permission.Media quotations with source attribution are encouraged.Reporters requesting additional information or editorial comment should contact Barbara Walters Price at 901.685.2120. Mercer Capitalā€™s article does not constitute legal or financial consulting advice. It is offered as an information service to our clients and friends. Those interested in specific guidance for legal or accounting matters should seek competent professional advice. Inquiries to discuss specific valuation matters are welcomed.To add your name to our mailing list to receive additional complimentary publications, visit our web site at www.mercercapital.com. BUSINESS VALUATION & FINANCIAL ADVISORY SERVICES Don Erickson, ASA ericksond@mercercapital.com 214.468.8400 Bryce Erickson, ASA, MRICS ericksonb@mercercapital.com 214.468.8400 Timothy R. Lee, ASA leet@mercercapital.com 901.685.2120 Rohan Bose boser@mercercapital.com 214.468.8400
  • 3. Ā© 2019 Mercer Capital www.mercercapital.com Esports is a rapidly growing industry that has attracted the attention of high-profile investors and the general public alike. Recent eSports tournaments have drawn view- ership numbers that have exceeded average viewership for the NBA Finals, the World Series, and the Stanley Cup Finals combined. Also aiding the expansion of the eSports industry is investment by famous investors such as Jerry Jones and Mark Cuban. Against this backdrop, we take a close look at the eSports industry through the lens of valuation. Valuation of a company involves three primary factors: risk, growth, and cash flow. Esports is a relatively new industry that hasnā€™t matured yet. As a young industry, there is both risk and growth potential. The industry has not yet proven that it has a sustainable, cash flow generating business model. eSports: An Emerging Industry 1 The History of eSports 2 A Growing Audience 2 Growing Revenue 4 eSports Industry Transactions 5 Conclusion 6 eSports: Business Models 7 How an eSports Team Makes Money 8 Successful Teams 11 Subscriptions 12 Costs of Revenue 12 The Takeaway 12 eSports: Valuing a Team 13 Risk 14 Growth 15 Cash Flow 16 Valuing an eSports Team 17 Conclusion 18 Table of Contents
  • 4. eSports: An Emerging Industry eSports is a rapidly expanding industry that has drawn viewers and investments alike. The introduction of streaming platforms as well as the improvement in mobile technology has allowed the industry to grow from its arcade hall beginnings in the 1970s to competitors streaming games to millions of viewers globally. In addition to being highly visible (192 million frequent viewers in 2017), the eSports industry is also lucra- tive ($906 million projected industry revenue in 2018).
  • 5. Ā© 2019 Mercer Capital 2 www.mercercapital.com The History of eSports Sprouting from humble beginnings, researchers trace the roots of the eSports industry to informal competitions held at video game arcades in the 1970s. One of the first breakthroughs came in 1980 when Atariā€™s National Space Invaders Championship drew 10,000 participants across the U.S. As a spectator sport, eSports first took off in South Korea, when cable networks broadcast StarCraft tourna- ments in the early 2000s. By 2004, StarCraft stadium events in South Korea drew 100,000 fans. In the U.S., the coming of age moment arrived in 2013 when 13,000 people flooded the Staples Center to watch the world championship final of League of Legends. A Growing Audience The eSports industry has experienced rapid growth in recent years. According to data from Newzoo, an eSports researcher, the global eSports audience totaled 204 million in 2014. Approximately 56% (114 million) were considered frequent viewers/enthusiasts while the remaining 44% (90 million) were catego- rized as occasional viewers. By 2017, the global audience grew to 335 million, a compound annual growth rate of approximately 36% and the viewership ratio was approximately the same (57% categorized as frequent viewers/enthu- siasts and 43% as occa- sional viewers). The number of frequent viewersgrewatacompound annual growth rate (CAGR) of 36% from 2014 to 2017 and is projected to grow at a CAGR of 12.5% to 2021. By comparison, occasional viewers grew at a CAGR of 35% from 2014 to 2017 and are projected to grow at a CAGR of 15% to 2021. Livestreaming Platform The primary delivery method for eSports is Twitch, a livestreaming video platform owned by Twitch Interactive, a subsidiary of Amazon. Twitch was introduced in 2011 and, as of February 2018, the plat- form has 2 million monthly broadcasters and 15 million daily active users. Twitch operates like tradi- tional television in that the broadcasters can be ā€œchannelsā€ that are not necessarily broadcasting 24/7, differentiating it from on-demand platforms like YouTube and Netflix. 76 114 115 160 192 215 212 303 307 58 90 120 121 143 165 215 286 250 0 100 200 300 400 500 600 700 2012 2014 2015 2016 2017 2018 2019 2020 2021 eSports Audience Size Worldwide By Type of Viewer (in millions) Frequent Viewers/Enthusiasts Occasional Viewers Source: NewZoo
  • 6. Ā© 2019 Mercer Capital 3 www.mercercapital.com Twitch is unique in its ad revenue model, which supports the live-streaming aspect of the platform. The top 17,000 streamers, which include professional eSports players, participate in an ad-revenue-sharing program, where the players, not Twitch, decide in real time when the ads run during their streaming sessions. For example, a top eSports player might practice on Twitch and draw thousands of viewers then when the player takes a quick break, he asks viewers to watch an ad. Despite encroaching competition from YouTube, Twitch out-streams other platforms and, given its momentum, it continues attracting sponsors to reach the growing audience. eSports Tournaments and Viewership Like traditional sports, eSports have occasional tournaments that draw big audiences. In 2017, the Intel Extreme Masters (IEM) in Katowice, Poland drew 46 million unique viewers. IEM featured three games with a total prize pool of $688,750. This viewership figure was exceeded only by the Super Bowl, which drew 111.3 million U.S. viewers in 2017. By comparison, the 2017 baseball World Series had average viewership of 18.7 million U.S. viewers over seven games. Therefore, the average viewership of the 2017 World Series would rank 14th on a list of world- wide eSports tournaments ranked by viewership from 2012 to 2017. The 2017 NBA Finals, which featured the Golden State Warriors against the Cleveland Cava- liers for the 3rd year in a row, averaged 20.4 million U.S. viewers over a five game series. The 2017 Stanley Cup Final trailed the other three major sports with average viewership of 4.6 million in the U.S. over six games. To underscore the growing popularity of eSports, the combined average viewership of the championship series for three of the major sports in the United States was less than the viewership for one eSports tournament (IEM) in 2017. The large tournament viewership has attracted the attention and dollars of global brands. Coca-Cola sponsors the League of Legends World Championship, one of the largest global eSports competitions. To support the growing demand, investments in eSports sponsorships will continue to rise.
  • 7. Ā© 2019 Mercer Capital 4 www.mercercapital.com Since 2006, Intel has sponsored Intel Extreme Masters alongside the Electronic Sports League (ESL), the longest running eSports tournament in the world. To support the growing demand, investments in eSports sponsorships will continue to rise. New Game Releases Since its introduction on July 25, 2017, Fortnite has become a global phenomenon. As of June 3, 2018, Fortnite ranked as the top game watched on Twitch with 4.43 million hours watched. Counter-Strike: Global Offensive ranked second with 2.7 million hours watched (approximately 40% less hours watched than Fortnite). Other games ranking in the top 10 include: League of Legends, Dota 2, IRL, PlayerUn- knownā€™s Battlegrounds, Overwatch, Hearthstone, Path of Exile, and FIFA 18. Releases of new games can attract viewers to those games. A challenge for Twitch broadcasters is to be up-to-date on new games so that viewers donā€™t get bored with older games. Growing Revenue Newzoo defines industry revenue as the amount generated through the sale of sponsorships, media rights, advertising, publisher fees, tickets, and merchandising. Global eSports revenues are projected to reach $906 million in 2018. North America is projected to account for approximately 38% ($345 million) of global eSports revenue in 2018. Global revenue for eSports is projected to reach $1.65 billion in 2021. Despite the tremendous growth, eSports fan spending is lower than traditional sports. According to Newzoo, eSports enthusiasts spent an average of $3.64 per person compared to basketball fans who spent an average of $15 per person. The primary factor for this gap is that eSports content is largely available for free and spending on merchandise remains relatively small. 0 200 400 600 800 1,000 1,200 1,400 1,600 1,800 2012 2014 2015 2016 2017 2018* 2019* 2020* 2021* eSports Market Revenue Worldwide (in millions) *projected Source: Newzoo
  • 8. Ā© 2019 Mercer Capital 5 www.mercercapital.com Stack Sports Acquisitions Acquired Organization Announce Date Goalline 5/16/16 RaceWire 12/22/16 Bigfoot Hoops 5/8/17 GroupNet Solutions 5/17/17 Student Sports 6/2/17 Amazing Race Timing 7/17/17 On The Mark Sports 7/17/17 Rogue Multi-Sport 7/17/17 Global Apptitude 7/19/17 RegattaCentral 8/31/17 Eclipse Timing 2/20/18 eCamps Sports Network 2/20/18 CrazyRaise 2/20/18 Skyhawks 2/20/18 TEAMINN 2/20/18 Source: Crunchbase - Blue Star Sports eSports Industry Transactions Stack Sports Transactions Originally named BlueStar Sports, Stack Sports began in April 2016 with the goal of transforming youth sports. With this goal in mind, Stack has acquired 20 companies as of July 2018 in order to provide a variety of services. Services provided by Stack Sports include league and competition management, athlete and team solutions, event solutions, brand advertiser solutions, and payment solutions. The companyā€™s various tools include building team websites, online registration for leagues and tour- naments, and software that analyzes game day video. The accompanying chart was compiled using data from Crunchbase and shows Blue Star/ Stack acquisitions from May 2016 to February 2018. Unikrn Acquires ChallengeMe.gg Uinkrn is a Seattle based eSports betting startup. Founded in 2014 as a platform for eSports betting, Unikrn has since added hosting physical tourna- ments to its services. Mark Cuban, owner of the Dallas Mavericks is among the investors in the company. ChallengeMe.gg is an eSports matchmaking service headquartered in Berlin, Germany. While an exact dollar amount was not disclosed, Unikrn CEO Rahul Sood said it was ā€œa multi-million dollar acquisition.ā€ Nazara Technologies Acquires 55% Stake in Nodwin Gaming Headquartered in Mumbai, Nazara aims to create a full eSports system including competitive online and offline play, localized leagues, and global events. Nodwin Gaming was started in 2014 and has exclusive rights for ESL (Esports League) in India, the Intel Extreme Masters qualifiers for India, and the Electronic Sports World Cup India Qualifiers. In acquiring a majority stake in Nodwin, Nazara hopes
  • 9. Ā© 2019 Mercer Capital 6 www.mercercapital.com to leverage Nodwinā€™s relationships to create an Indian eSports ecosystem. Indiaā€™s eSports audience is still developing with only 2 million enthusiasts and an additional 2 million occasional viewers according to market researchers Frost Sullivan and Newzoo. Unity Technologies Buys Multiplay for $25.2 Million Multiplay is a division of UK-based Game Digital. Multiplay provides server hosting for games such as Titanfall 2, Day Z, Rocket League, and Rust. The terms of the deal provide that Unity pay $22.7 million at the time of acquisition (November 2017) and $2.5 million in July 2019. The Multiplay division includes a digital business and an eSports and events business. Other Investments into Team Sponsorships The growth of eSports has attracted the attention from high profile investors. For example, in November 2017 Jerry Jones along with John Goff acquired the eSports team Complexity. Complexity was founded in 2003 by Jason Lake and currently competes in six games: CS GO, DOTA 2, Call of Duty, Rocket League, HearthStone, and Gwent. Complexity will move facilities to The Star, which also houses the Dallas Cowboys World Headquarters in Frisco, Texas. Magic Johnson and motivational speaker Tony Robbins partnered acquire ownership interest in Team Liquid, an eSports team based in Santa Monica, California. Another former Laker, Shaquille Oā€™Neal is a co-owner of NRG eSports. The teams mentioned above compete with other eSports teams from around the world in various tournaments held throughout the year. Conclusion Esports is a relatively new industry with potential. Advances in streaming and mobile technology have allowed the industry to expand in recent years. Newzoo projects the global eSports audience will be approximately 557 million in 2021, a compound annual growth rate of 14.4% from 2016. In addition to a growing global audience, Newzoo projects global revenue for the eSports industry to reach $1.65 billion by 2021, a CAGR of 27.4% from 2016. The potential growth has drawn interest from a wide range of investors as approximately 84% of 2021 global revenue is projected to be from brand investments such as media rights, advertising, and sponsorship.
  • 10. There are a variety of ways for eSports teams to generate revenue. In this whitepaper we discuss business models that eSports teams may use. Esports is a developing industry, as such there is not a single standardized business model. Additionally, eSports operate at the intersection of pro-sports and technology which makes for a unique opportunity for teams planning their business models. eSports: Business Models
  • 11. Ā© 2019 Mercer Capital 8 www.mercercapital.com How an eSports Team Makes Money An eSports team can make money in a variety of ways, including broadcast revenue, sponsorships, merchandise sales, and subscriptions. The sources of revenue are detailed in Figure 1. Sponsorships As shown in Figure 1, sponsorships and advertising account for the bulk of revenue for eSports. According to Patrik SƤttermon (Fnaticā€™s Chief Gaming Officer), ā€œ[I]t is estimated that around 95% of the money generated by our eSports teams comes directly from sponsorship deals.ā€ The novelty of eSports has attracted many well-known sponsors; however, teams have struggled to make sponsor- ships a sustainable source of revenue. The relatively short life of popular games proves to be an imped- iment to sustained sponsorship. A game might be highly popular currently but within a year fade from public interest. Figure 1
  • 12. Ā© 2019 Mercer Capital 9 www.mercercapital.com IT/Computer related sponsorships are the most common in the eSports industry as gaming equip- ment and accessories are prominently displayed during events. For example, HP and Intel agreed to sponsor Activision Blizzardā€™s Overwatch League. As part of the agreement, competitors will exclusively use HPā€™s OMEN gaming PCs and displays. From a valuation perspective, consistent recurring revenue is a benefit to the value of a company. Sponsorships can provide long-term recur- ring revenue to an eSports teams. Broadcast Revenue eSports broadcasting on TV is still in its infancy as broadcasters look for eSports content that will appeal to their target demographics. ELEAGUE, an eSports content and live tournament brand, has a broadcasting deal with TBS that shows Street Fighter V and Counter Strike: Global Offensive (ā€œCS:GOā€) on TV. The recently formed Over- watch League (ā€œOWLā€), will be broadcast on the ESPN, Disney, and ABC family of networks. Perhaps most importantly, a broadcast TV deal does not cancel existing distribution agreements such as broadcasts on Twitch that were already in place. While game developers and league creators are able to come to broadcast agreements, it is more difficult for eSports teams. eSports teams generally do not share in broadcast revenues as those agree- ments are negotiated between game developers/league creators and the broadcasting entities. Figure 2 From a valuation perspective, consistent recurring revenue is a benefit to the value of a company.
  • 13. Ā© 2019 Mercer Capital 10 www.mercercapital.com Merchandise Sales As mentioned in our eSports industry overview, consumer spending on eSports merchandise remains relatively low. eSports teams offer apparel, accessories, and gaming equipment through their team websites. From a valuation perspective, merchandise sales can be a source of supplemental income. However, merchandise sales would not have a significant impact on the valuation of an eSports team because the revenue tends to be small and non-recurring. Prize Money Prize money typically does not go to eSports teams, but rather, to individual team members who are competing. While the team does not receive the money, being successful in tournaments is a good way to generate brand awareness. As the eSports industry expands, so have prize pools for tourna- ments. In August 2018 Vancouver hosted The International 8 ā€“ the eighth annual Dota 2 championship tour- nament. The total prize pool of $24.8 million sets the record for largest single tour- nament prize pool in eSports history. The International prize pool compared to other notable sports events from 2018 is presented in Figure 3. Perhaps the most interesting note from the $24.8 million prize pool for The International is that approximately 94% was crowdfunded. Every-day Dota 2 players purchased Battle Passes that offer event-exclusive features and rewards. One-fourth of each Battle Pass was added to the prize pool. Naming Rights Team Liquid officially opened a new training facility March 7, 2018, in Santa Monica, California. The facility not only provides a dedicated practice area for Team Liquid members but also houses the companyā€™s content production team, 1UP Studios. ā€œTeams in the [U.S.] have traditionally operated out of ā€˜gaming housesā€™ where players and coaching staff for a team live and practice in a single residential home.ā€ Figure 3 Source: ESPN
  • 14. Ā© 2019 Mercer Capital 11 www.mercercapital.com The development of a dedicated training facility represents a shift away from the current model. The training facility has provided another stream of revenue for Team Liquid as they were able to sell naming rights to the facility to gaming PC brand Alienware for $4.5 million. Team Liquidā€™s CEO Steve Arhancet indicated the team spent over $1.5 million in building the training facility. Generally speaking, eSports teams owning their training facilities is a recent trend. As eSports continue to grow, it is likely we will see more sales of naming rights for facilities. Successful Teams Figure 4 shows the top teams based on prize money earned as well as four other notable teams. Figure 4 Top Team Profiles Team Name Prize Money Earned (USD) Tournaments Entered Owner/Notable Personnel Headquarters Top Games Team Liquid $23,291,569 1,373 Axiomatic Utrecht, Netherlands Dota II (75% of Prize money) Evil Geniuses $20,626,966 708 GoodGame Agency (owned by Amazon) San Francisco, CA Dota II (87% of Prize money) Team OG $17,562,205 48 NA Europe Dota II (winner - The International 2018) Newbee $12,803,467 127 Wang Yue China Dota II (98% of Prize money) Virtus.pro $11,467,233 410 ESforce Holding (Alisher Usmanov) Russia Dota II (67% of Prize money) Fnatic $11,303,007 774 Sam and Anne Matthews London, England CS:GO (31% of Prize money) Vici Gaming $9,259,850 245 Lu Wenjun; Jeremy Lin owns two sub-teams Shanghai, China Dota II (85% of Prize money) LGD Gaming $8,692,242 118 Pan Jie; Partnered with PSG Soccer team in 2018 Shanghai, China Dota II (95% of Prize money) SK Telecom T1 $8,563,432 211 SK Telecom South Korea League of Legends (75% of Prize money) Other Notable Teams OpTic Gaming $6,815,468 260 Infinite Esports Entertainment (Parent); Neil Leibman, Hector Rodriguez Dallas, TX Call of Duty (41% of Prize money) Team EnVyUs $5,756,830 301 Mike Rufail Dallas, TX CS:GO (38% of Prize money) Luminosity Gaming $2,995,695 230 Steve Maida Los Angeles, CA CS:GO (46% of Prize money) compLexity Gaming $2,853,216 450 Jason Lake, Jerry Jones, Goff Capital Frisco, TX Dota II (29% of Prize money) Sources: http://database.esportsobserver.com/earnings-team https://www.esportsearnings.com/teams
  • 15. Ā© 2019 Mercer Capital 12 www.mercercapital.com Subscriptions Luminosity Gaming ranked number 29 in terms of prize money earned among eSports teams. However, Luminosity also boasts arguably the most well-known eSports player in the world, Tyler Blevins (aka Ninja). Ninja recently revealed that he makes $500,000 per month from his more than 160,000 paid Twitch subscribers. On Twitch, streamers net $3.50 per subscription, which costs subscribers $5.00 per month. Twitch subscribers receive access to exclusive badges and ad-free streams. Having high-profile players on the roster can increase the visibility of an eSports team and therefore lead to more followers and eventually subscribers. Subscriptions are another source of recurring revenue for a team. Costs of Revenue As with any business, there is a cost to generating revenue. eSports teams get most of their revenue from sponsorships. In order to attract sponsors, teams must perform well at tournaments and events as well as be highly visible to consumers. Typical expenses for an eSports team include player salaries, administrative personnel salaries, player housing expenses, training facility rent or operating expense, and equipment/accessory expense. In 2017, Jerry Jones acquired an ownership interest in Complexity Gaming. Shortly thereafter, the team was moved to The Star in Frisco. The Star happens to be the Dallas Cowboys World Headquarters. The plan is for Complexity to build a ā€œstate-of-the art operations center and global headquarters including offices, production studios, and industry leading training facilities.ā€ Complexity are not the only team to take advantage of common owner- ship with another pro sports team. In April, Team Dignitas spent time with Philadelphia 76er trainers and nutritionists in order to prepare for the Intel Extreme Masters in Poland. The Takeaway There are numerous ways for an eSports team to make money. In general, the most common source of revenue is sponsorships. In order to increase sponsorships eSports teams need to perform well in the tournaments they enter. Merchandise sales, prize money, and broadcast revenue are other ways eSports teams can make money. Most eSports teams have similar expenses so profitability of a specific team usually depends on performance at the top line. Chris Mercer, founder of Mercer Capital, states the two primary factors in the value of a business are risk and growth. eSports teams with a significant amount of recurring revenue (through sponsorships, subscriptions, etc.) are less risky than teams that have less consistent revenue sources (prize money, merchandise sales). The less risky an entity, the greater the value of that entity. eSports teams with a significant amount of recurring revenue are less risky than teams that have less consistent revenue sources.
  • 16. eSports: Valuing a Team The value of a company is generally dependent on three factors: risk, growth, and cash flow. Esports teams have an abundance of risk as well as growth potential. Considering eSports is a relatively new industry, the growth potential is huge. At the same time, and for the same reason, there is significant risk in the industry ā€“ it is too early to know if there is a proven, sustainable, cash flow generating business model.
  • 17. Ā© 2019 Mercer Capital 14 www.mercercapital.com Risk Sustainability is one of the key risk factors for eSports teams. Viewer interest in games changes rapidly as new games are released. For the week of September 4, 2017, PLAYERUNKNOWNSā€™S BATTLE- GROUNDS (ā€œPUBGā€) was the most viewed game with 112,741 average Twitch viewers. League of Legends (94,940) and Hearthstone (58,427) completed the top three. One year later, for the week of September 3, 2018, Fortnite led the way with 163,303 viewers while Counter-Strike: Global Offensive (129,580), and League of Legends (109,210) completed the top three. Hearthstone dropped to 36,849 average Twitch viewers for the week and PUBG dropped to 33,877 average Twitch viewers. Tracking viewership trends and competing in games that are popular is an important skill for teams that want to maintain relevance. Team Liquidā€™s CEO, Steve Arhancet, indicated the team looks for multiplayer games that have a thriving competitive community and are enjoyable to watch and play. Game publishers are another source of risk for eSports teams. The soon to be started Overwatch League (ā€œOWLā€) has a total buy-in price of $20 million split among its 20 teams. The high up-front cost to participate in the league has made some teams avoid the league. Esports teams also have risks related to their players. Since eSports is not yet an established industry, there is not a set protocol for player contracts that allows teams to keep players for a long period of time. In addition, eSports teams must consider team dynamics when assem- bling a roster much like other professional team sports such as basketball, football, or hockey. If an eSports team does not have chemistry, it is unlikely they will perform at a high level. Frisco, Texas based eSports team CompLexity cited roster instability as a reason they dropped their Overwatch team. Growth As shown in the chart below, the industry has been growing rapidly over recent years. 76 114 115 160 192 215 212 303 307 58 90 120 121 143 165 215 286 250 0 100 200 300 400 500 600 700 2012 2014 2015 2016 2017 2018* 2019* 2020* 2021* Frequent Viewers/Enthusiasts Occasional Viewers Source: Newzoo *projected Figure 1: eSports Audience Size Worldwide by Type of Viewer (in millions) Sustainability is one of the key risk factors for eSports teams.
  • 18. Ā© 2019 Mercer Capital 15 www.mercercapital.com Esports industry research firm NewZoo projects 380 million total viewers in 2018, with 57% of those clas- sified as frequent viewers/enthusiasts and 43% classified as occasional viewers. The compound annual growth rate of total viewers is projected to be 13.55% from 2017 to 2021. Another area where growth can be observed is the prize pool for major eSports tournaments. For example, The International 8, held in 2018 set a record for the largest single tournament prize pool in eSports history for the fifth consecutive year at $25.5 million. Prior iterations of The International had prize pools as shown in Figure 2. The compound annual growth rate of the prize pool from 2014 to 2018 was 24%. The International - Prize Pool History Tournament Total Prize Pool The International 2018 $25,532,177 The International 2017 $24,787,916 The International 2016 $20,770,460 The International 2015 $18,429,613 The International 2014 $10,931,105 Figure 2 Newzoo defines industry revenue as the amount generated through the sale of sponsorships, media rights, advertising, publisher fees, tickets, and merchandising. Global eSports revenues are projected to reach $906 million in 2018. North America is projected to account for approximately 38% ($345 million) of global eSports revenue in 2018. As shown in Figure 3, global revenue for eSports is projected to reach $1.65 billion in 2021. 0.0 200.0 400.0 600.0 800.0 1,000.0 1,200.0 1,400.0 1,600.0 1,800.0 2012 2014 2015 2016 2017 2018* 2019* 2020* 2021* eSports market revenue worldwide ($millions) *projected Source: Statista Figure 3: eSports Market Revenue Worldwide ($millions)
  • 19. Ā© 2019 Mercer Capital 16 www.mercercapital.com Cash Flow Mercer Capitalā€™s ā€œeSports Business Modelsā€ shows how eSports teams make money and the costs of revenue associated with those income streams. Generally speaking, eSports teams have the following sources of revenue: sponsorships, broadcast revenue, merchandise sales, prize money, and naming rights. Costs of revenue include: player salaries, administrative personnel salaries, player housing expenses, training facility rent or operating expense, travel costs, and equipment/accessory expense. In broad terms, cash flow is calculated by subtracting operating expenses from total revenue. Revenue can have different tiers of riskiness. For example, recurring revenue from sponsorships and subscriptions is less risky than merchandise sales or prize money. All else equal, teams with a higher ratio of recurring revenue to non-recurring revenue are considered less risky than a team with more non-recurring revenue than recurring revenue. Teams with lower risk cash flow are considered more valuable than teams with riskier cash flow. Valuing an eSports Team There are three approaches to value that are used or considered in any valuation. The three approaches to value are the cost approach, the income approach, and the market approach. This section walks through how an eSports team would be valued using each approach. Usually, valuation firms weight indications from each approach to arrive at a final conclusion of value. Cost Approach The cost approach is applied by adjusting the subject entityā€™s assets and liabilities to market value. Liabilities are then subtracted from assets to arrive at net asset value. A typical eSports team would have mostly intangible assets such as players. Tangible assets would be training facilities or team headquarters owned by the team. The cost approach, in many instances, would be weighted lightly, if at all, because it does not fully account for intangible assets. Income Approach The income approach is applied by calculating the cash flow either for a single period or for a projected multi-year period. At this stage, multi-year projections that account for potential growth will be the most common method employed. Capitalization at this point would be less likely to be used as growth has not stabilized within the industry. The risk and growth factors that would be considered for an eSports team will be the linchpin to reasonably and properly measuring value. For an operating eSports team, the income approach would most likely be the heaviest weighted indication in a conclusion of value. In general, eSports teams will likely be valued using their historical and projected cash flows in the income approach.
  • 20. Ā© 2019 Mercer Capital 17 www.mercercapital.com Market Approach The market approach is similar to the income approach in that some element of cash flow is capitalized by some factor. However, in the market approach the capitalization factor is estimated using multi- ples indicated by public companies or transactions of private companies in the same or similar lines of business as the subject company. The market approach could be difficult to apply to an eSports team because, even though teams operate in the same general industry of eSports, there are many unique factors to each team. Within the market approach, cash flow, the capitalization factor(s)/multiple(s), or both may be adjusted based on how the subject team compares to the teams selected in the market approach. As the industry matures and more transactions occur, the market approach will develop alongside the industry. Conclusion In summary, eSports teams are valued using three methods: the cost approach, the market approach, and the income approach. Each of the methods considers three primary factors: risk, growth, and cash flow. Each eSports team is unique and there is no single formulaic way to value a team. However, in general, eSports teams will likely be valued using their historical and projected cash flows in the income approach. As the industry develops and matures there will be more transactions within the industry which will allow the market approach to become a more widely used tool.