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ow eSports are Shaping the Future of Games and Media | Peter Warman

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Delivered at Casual Connect Europe 2016

As the youngest of established media, video games have always been at the forefront of innovation. Games dominate consumer spending on mobile software and game video content is second only to music in terms of viewership on YouTube. The mass uptake of video streaming tools, combined with the intrinsic desire of people to create and share content, has resulted in a consumer revolution with games at the forefront and eSports at the epicenter. Ultimately, this impacts and provides new opportunities for anyone involved in the mobile, media and entertainment businesses. Peter Warman, CEO at Newzoo, will share his vision on how both indies as well as big companies can benefit.

Publié dans : Technologie
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ow eSports are Shaping the Future of Games and Media | Peter Warman

  1. 1. The eSports Economy Trends, Audience and Revenue Growth Towards 2017 Peter Warman, CEO Newzoo
  2. 2. eSports is about being the best gamer… 2
  3. 3. 3 eSports is about entertaining crowds…
  4. 4. eSports is about winning…. and… 4
  5. 5. eSports is about winning…. and… betting 5
  6. 6. What and where is this? 6
  7. 7. What and where is this? 7 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 BOUGHT BY $1BN DEAL
  8. 8. The eSports EcoSystem 8 e.g. e.g. e.g. e.g. e.g. e.g. © 2015 Newzoo
  9. 9. Streaming (game) content 9
  10. 10. Game(r) content rules Youtube 10 1 Minecraft 2 Call of Duty 3 Grand Theft Auto 4 Angry Birds 5 Super Mario 6 League of Legends 7 FIFA 8 Halo 9 World of Warcraft 10 Battlefield Based on number of views (all-time) Top 20 Game Franchises On 11 Assassin's Creed 12 Final Fantasy 13 Mortal Kombat 14 The Elder Scrolls 15 Team Fortress 16 Legend of Zelda 17 Dota 2 18 Counter-Strike 19 Left 4 Dead 20 Need for Speed New monthly ranking by Subscribers 93%-99% of game views involve consumer-generated content Generated 37% of top 20 game views
  11. 11. Media in 2005 11 PRO PRO PRO CGC “PROSUMER” 2005 ART/DESIGN Made by “professionals” MOVIES/GAMES Made by “professionals” ADVERTSING/MAIL Made by “professionals” EXPERIENCE CREATE SHARE Approximately 1% of consumers are “prosumers”
  12. 12. Media in 2015 12 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 © 2015 Newzoo EXPERIENCE CREATE Everyone Creates and Shares Unique Experiences
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  15. 15. eSports audience levels of engagement 15 Occasionally watches professional and amateur competitive gaming Regularly watches professional and amateur competitive gaming Watches & sometimes participates in (amateur) championships Watches & regularly participates in (amateur) championships esports Enthusiasts Occasional Viewers Source: Newzoo Global esports Audience Model Of all eSports viewers around 40% does not play the games themselves Global eSports Audience per Type
  16. 16. The Value of eSports Enthusiasts 16 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
  17. 17. Global eSports Audience Growth 17 FREQUENT VIEWERS / ENTHUSIASTS OCCASIONAL VIEWERS CAGR: +20% 2012-2017 Source: Newzoo Global esports Audience Model This year, the number of eSports Enthusiasts will surpass 100 million
  18. 18. eSports Enthusiasts & Growth 18 54% of eSports Enthusiasts are from Asia
  19. 19. Revenue Streams Comparable to Sports 19 Merchandise, Licensing & Tickets Media Rights Online Advertising Sponsorships Game Publisher Investment Source: Newzoo Global esports Revenue Model Gaming as a whole compares well to sports: Sports fans: 2.2Bn, Gamers: 1.7Bn (2.1Bn in 2017) Sports Revenues: $124Bn, Game Revenues: $83.4Bn ($107Bn in 2017)
  20. 20. IceHockey Fans vs eSports Enthusiasts 20 94M94M 89M89M
  21. 21. Will revenues also compare to IceHockey? 21 94M94M 89M89M
  22. 22. e.g. e.g. e.g. e.g. e.g. e.g. © 2015 Newzoo eSports is just the tip of a huge iceberg
  23. 23. eSports shows us new revenues and business models
  24. 24. 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 © 2015 Newzoo EXPERIENCE CREATE eSports is at the nexus of trends relevant for everyone
  25. 25. Thank You! www.newzoo.com/esportsreport Peter Warman, peter@newzoo.com

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