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Taking eSports Mainstream via Mobile | Koh Kim

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Delivered at Casual Connect Europe 2016

Mobile games are reaching more than 2 billion smartphone users while the global popularity of eSports has skyrocketed. Powerful devices, expanding wireless broadband connectivity and global reach are accelerating competitive mobile games. During the talk, Mobcrush's Koh Kim will discuss the evolution of eSports and competitive games for the masses via the mobile platform.

Publié dans : Technologie
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Taking eSports Mainstream via Mobile | Koh Kim

  1. 1. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. TAKING ESPORTS MAINSTREAM VIA MOBILE FEBRUARY 2016
  2. 2. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. what is an ESPORT?
  3. 3. © mobcrush 2016. all rights reserved. DEFINITION An eSport is a term for organized multiplayer video game competition, particularly between professional players. w w w.mobcrush.com
  4. 4. © mobcrush 2016. all rights reserved. eSports players are multicultural, multilingual and diverse
  5. 5. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. HOW BIG IS ESPORTS?
  6. 6. © mobcrush 2016. all rights reserved. ESPORTS IS ALREADY RIVALING AMERICAN PRO SPORTS
  7. 7. © mobcrush 2016. all rights reserved. League of legends worlds final 2015 in Berlin drew 36M viewers
  8. 8. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. Esports vs football (or Soccer)
  9. 9. w w w.mobcrush.com World cup 2014 Brazil 1. 3.2B viewers on TV 2. 280M watched online or on mobile DEVICE
  10. 10. © mobcrush 2016. all rights reserved. League of legends worlds final 2015 in Berlin drew 36M viewers • 73 games over 4 weeks • 334M total viewers • Average concurrent viewers of 4.2M
  11. 11. esports is a massive business and continues to grow • sponosrships & advertising - $579M • fantasy & eSports bet ting - $56M • prize pools - $54M • amateur & microtournaments - $28M • merchandise - $17M • ticket sales - $16M w w w.mobcrush.com
  12. 12. © mobcrush 2016. all rights reserved. asia continues to dominate but north America not far behind • china and korea dominate asia esports market ($321M) • north american - $224M (US is 96%) • Europe - $172M
  13. 13. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. traditional sports networks and players are enterting esports
  14. 14. © mobcrush 2016. all rights reserved. why mobile will push esports mainstream © mobcrush 2016. all rights reserved.
  15. 15. © mobcrush 2016. all rights reserved. Mobile games are becoming more immersive and designed to be watched • Gamers don’t care what device we play on, whether it’s a PC, Xbox One, Nintendo DS, iPad Air or Samsung galaxy • More developers are thinking about how to design and market a mobile game for spectators. This year will be the year where we will see the first generation of mobile games created for the spectator in mind. At the same time, we will see more mobile game developers utilizing streaming as means to acquire and engage users.
  16. 16. © mobcrush 2016. all rights reserved. Mobile has massive market size and reach • there are 2.1B people playing mobile games around the world • PC gaming market: 700M gaming-capable PCs out of a global install base of 1.5B PCs • Mobile will be over 3B touch screen devices that can run competitive mobile games like Vainglory by end of 2016
  17. 17. w w w.mobcrush.com mobile is more accessible 1. Smartphones allow for immediate download of a particular game 2. More emerging market consumers coming online due to increased mobile phone penetration and data connectivity
  18. 18. © mobcrush 2016. all rights reserved. Mobile means freedom and more social interactions • You can take your mobile device anywhere or any time, and it opens up more interactions with players in real life or online.
  19. 19. w w w.mobcrush.com Mobile is primed for digital marketers and data-driven grow th 1. Mobile is the only ecosystem where you can truly track a user’s lifecycle from discovery to conversion 2. Mobile game publishers, teams and event organizers can use mobile platforms to bet ter understand users
  20. 20. © mobcrush 2016. all rights reserved. What is holding mobile (& esports) back? • game experience for spectators (Social & gameplay) • network infrastructure and hardware fragmentation • formalized esports organizations & regulations • esports monetization options
  21. 21. © mobcrush 2016. all rights reserved.© mobcrush 2016. all rights reserved. thank you

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