2015_0505 eSports Market Brief DRAFT
Transcription
2015_0505 eSports Market Brief DRAFT
| Playable media & games market research ESPORTS THE MARKET BRIEF 2015 Photo: GameWatcher.com 1 | Playable media & games market research Executive summary ★Korea and China continue to dominate $612M global eSports market. The ongoing investment in N. America and Europe by digital-only publishers drives overall growth and audience expansion. ★The global eSports audience is 134 million strong, and growing. Investment in innovative business models, platforms and derivative businesses further spurs growth in competitive gaming. ★Competitive gaming is a marketing strategy, not a revenue driver. In addition to traditional marketing efforts, organizing events and streaming content improves awareness and retention. ★Thirteen percent (13%) of live-stream viewers watch eSports. Almost half of eSports viewers in the U.S. use Twitch.tv, the world’s largest live streaming site for game content. Roughly the same amount of eSports viewers participate in some type of competitive gaming, mostly through online platforms. ★Corporate sponsorships total $111 million in North America (2015E). Brand owners and advertisers are expected to adapt to emergent forms of entertainment, which will grow sponsorship deals across the segment. Following the lead of early movers, we anticipate an increase in ad spending by consumer packaged goods, automotive and technology brands. eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 2 | Playable media & games market research Note from the analyst Competitive gaming is a spectacular phenomenon that is changing game publishing. Valued at $621 million, most of the worldwide revenues today come from advertisers and corporate sponsors. But eSports also offers publishers an opportunity to expand the touchpoints around their games and give fans news way to engage with their favorite characters and enter into a deeper experience. eSports is something that we have not seen before. In many ways competitive gaming seems, at least at first glance, to resemble traditional sports. But to think that a new phenomenon like eSports can be described in terms of the old is to misunderstand it entirely. The intersection of technology, fandom and interactive entertainment is presenting us with new ways of sharing experiences on a global scale. And with 134 million eSports enthusiasts worldwide, this is no longer a niche activity, but a shift in the way people consume games. In this report we map out the industry’s fundamentals, identify key value chain participants and take a look at the shape of things to come. [email protected] eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 3 | Playable media & games market research Korea and China continue to dominate $612M global eSports market The ongoing investment in N. America and Europe by digital-only publishers drives overall growth and audience expansion. Worldwide market for eSports by region, 2015E Total worldwide market for eSports, 2015E Europe $72 N. America $143 million million Asia $374 million Rest of World $24 million $612M Asia still leads the global eSports market with $374 million in annual revenues (61%). In the coming year, we expect to see the fruits of the continued investment in North America, Western and Eastern Europe by game companies like Riot Games and Wargaming. eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 4 | Playable media & games market research The global eSports audience is 134 million strong, and growing Investment in innovative business models, platforms and derivative businesses further spurs growth in competitive gaming. eSports value chain participants PARTICIPANTS PUBLISHERS TEAMS LEAGUES PLATFORMS BRANDS DESCRIPTION EXAMPLES The various games in which competitive gamers compete, ranging from shooters Titles: League of Legends, (Riot Games), World of to multi-player online battle arena. Tanks (Wargaming), SMITE (Hi-Rez Studios), Call of Duty (Activision Blizzard), DotA 2 (Valve). Teams: NewBee, Evil Genuises, Natus Vincere, Professional teams that compete in tournaments. Members practice up to 8 hours a day and receive earnings through endorsement deals or by becoming a professional for a particular game. Invictus Gaming, Fnatic. Organizers: Host both off- and online competitions, and generate revenue Organizers: Major League Gaming, ESL (Turtle through corporate sponsorship, membership fees, merchandise and ticket sales. Beach). eSports Betting: Facilitate real-money betting on the outcome of eSports events. eSports betting: Alphadraft, Vulcan Channels: Facilitate the (live) broadcast of competitions and pro-player videos. Examples: Twitch (Amazon), Azubu, YouTube. Tournament infrastructure: Offer necessary platforms to host both amateur and professional tournaments. Brand holders and advertisers that pay teams, league organizers and publishers in exchange for displaying their logos, products, or naming a competition. AUDIENCE Channels: Twitch (Amazon), Azubu, YouTube, MobCrush, Hitbox. 2015E 134,287,236 eSports viewers worldwide Infrastructure: Xfire, Battlefy ★ Consumer Packaged Goods: Coca-Cola, Red Bull ★ Automotive: Nissan, Volkswagen ★ Technology: Razr, Intel, NVIDIA ★ Consumer Electronics: Logitech, Samsung, HTC The combination of competitive gaming’s rising popularity and recent acquisitions has triggered investments across scalable market segments. The current market for eSports knows a wide variety of participants that each bring their own specialization. As the overall business model begins to solidify, the market will see more vertical integration and consolidation. eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 5 PUBLISHERS TEAMS LEAGUES PLATFORMS BRANDS AUDIENCE | Playable media & games market research Competitive gaming is a marketing strategy, not a revenue driver In addition to traditional marketing efforts, organizing events and streaming content improves awareness and retention. “We lose a lot of money on eSports. It's something, currently, that we do to drive return or profitability… if we bring value to our players, they'll reward us with engagement.” — Marc Merrill, Co-Founder and President of Riot Games Most viewed genres by preference (US) Other 14% MOBAs 16% FirstPerson Shooters 52% Sports 18% Top viewed franchises in eSports (US) Call of Duty League of Legends Halo Madden Battlefield Warcraft NBA FIFA Counter Strike Starcraft FPS and Sports games are growing as eSports thanks to Western audiences. While real-time strategy (RTS) and multiplayer online battle arena (MOBA) games dominate eSports worldwide, new genres are emerging with changing demographics. In the US, only 5% of viewers follow RTS games while more than half follow first-person shooters (FPS). Call of Duty, which began hosting official tournaments in 2013, is currently the most popular franchise among American eSports viewers. 9% 8% 8% 7% 6% 5% 5% 4% 3% 28% Riot has invested over $10 million in prize pools in just two years. Operating at a loss, publishers like Riot and Activision Blizzard have continued to host costly tournaments and devote large resources develop eSports. Their continued support for competitive gaming has elevated the industry and helped sustain interest in their games. eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 6 PUBLISHERS TEAMS LEAGUES PLATFORMS | Playable media & games market research Publishers invest in competitive gaming for long-term retention Offering an expanded user experience that crosses into both digital and physical improves the bottom line. BRANDS AUDIENCE Last year, fans of Dota 2, a popular multiplayer online battle arena game, added $9,331,105 to its annual championship’s base prize pool of $1.6 million. Going beyond the mere development of a game, companies like Valve have made a substantial investment in hosting tournaments to expand the user experience. This has allowed both its monthly active user base to grow, and fans to reciprocate by enlarging the championship prize pool, thereby further feeding the game’s exposure and marketing buzz. Monthly active PRIZE POOL user base at time of tournament 2012 2013 2014 $1,600,000 $2,874,407 $10,931,103 751,758 6,218,943 9,640,848 For the 2015 championship, fans have already contributed 23% more than they did at this point last year. eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 7 PUBLISHERS TEAMS LEAGUES PLATFORMS | Playable media & games market research Teams and players build massive audiences, and earnings follow Individual players with a large fan base earn more from endorsements than top performers do from prize money. BRANDS While top players can earn millions in prizes, only 40% of professional players make a living off of gaming. Since prize pools only go to a small portion of teams, most players AUDIENCE earn a modest salary ranging from $12,000 to $40,000 a year. Players are required to practice eight hours a day, but can drill up to 16 hours a day before a major event. Low salaries contribute to a high burnout rate, as many players quit to pursue other careers. Top players world wide by prize earnings (millions) One-third of US players consider teams the most important factor when deciding which eSports matches to watch. Veteran teams like Evil Geniuses and Fnatic have become recognizable brands, offering consistency and longevity to viewers and sponsors alike. Most teams are supported by a handful of endorsements; however, corporations like SK Telecom and Samsung have assembled “company teams” that receive funding from a single sponsor. Hao (Chen, Zhihao) Banana (Jiao, Wang) SanSheng (Wang, Zhaohui) Mu (Zhang, Pan) xiao8 (Zhang, Ning) Puppey (Clement Ivanov) Dendi (Danil Ishutin) XBOCT (Oleksandr Dashkevych) UNiVeRsE (Saahil Arora) ppd (Peter Dager) $1,194,357 $1,192,049 $1,186,074 $1,174,610 $1,146,794 $667,332 $606,839 $603,893 $586,149 $581,748 Top teams world wide by prize earnings (millions) Newbee Evil Geniuses Natus Vincere Invictus Gaming Fnatic SK Telecom T1 Vici Gaming Samsung Alliance SK Gaming Cloud 9 $4,189,076 $3,571,494 $3,002,033 $2,686,964 $2,615,720 $2,487,139 $2,181,955 $2,100,947 $1,931,063 $1,819,079 $5,525,714 Former professional player Wei “CaoMei” Han-Dong now earns over $800,000 a year by streaming. Even as sponsorship deals continue to grow, popular players can earn more by live-streaming their gameplay. In 2014, professional League of Legends player Wei “CaoMei” Han-Dong retired from eSports and signed a contract with ZhanQi TV to stream 90 hours a month in exchange for an annual salary of 5 million RMB (over $800,000 USD). Earnings source: www.esportsearnings.com eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 8 PUBLISHERS TEAMS LEAGUES PLATFORMS BRANDS AUDIENCE | Playable media & games market research Merchandising offers a valuable revenue stream for eSports teams Apparel is proving particularly popular among eSports fans, including hoodies, T-shirts, hats and jackets. Apparel purchased by eSports fans in Germany, France, the UK and the US, organized by clothing size $42.30 The average size of a transaction on eSports merchandise across key Western markets breaches $40. Loyal fans support specific teams and make regular purchases, thereby providing teams a welcome additional revenue stream. Topselling categories include apparel, headphones, mice and mousepads. Shown: Apparel sizes for clothing purchased by eSports enthusiasts in the United States, Germany, France and the UK in January, 2015. Total sample size n=10,076. All currencies recalculated to USD. eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 9 PUBLISHERS TEAMS LEAGUES PLATFORMS BRANDS AUDIENCE | Playable media & games market research After 15 years, pro eSports organizations break into the mainstream Tournament organizers, broadcasters and leagues serve as industry advocates, playing a central role in eSports’ popularity. Leagues organize and host a variety of competitive gaming events both on and offline, broadcasting tournaments via online streaming. The ESL (Europe), Major League Gaming (N. America) and the Korean eSports Association (South Korea) all promote and organize eSports events in return for a share of the marketing spend by brand holders and advertisers. In addition, league organizations also generate revenue via merchandise and ticket sales. MLG’s recently opened 14,000 square foot stadium in Columbus, Ohio. $203M Total advertising earnings for Korean eSports television broadcasters Ongamenet and MBC Game Advertising revenue represents the bulk of income for television cable companies (63%), in addition to subscription fees (29%), according to the Korea eSports Association (2007). By comparison IP-based television earned only $4.3 million in the same year. eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 10 PUBLISHERS TEAMS LEAGUES PLATFORMS BRANDS AUDIENCE | Playable media & games market research Live streaming provides eSports with a global audience The introduction of live streaming has allowed the global eSports audience to expand more than eight-fold. Thirteen percent (13%) of all live-stream viewers watch eSports. Almost half of eSports viewers in the U.S. use Twitch.tv, the world’s largest live-streaming site for game content. Most spectators are active participants in the eSports community: roughly half of eSports viewers participate in some type of competitive gaming, mostly online through platforms like MLG’s GameBattles portal. “The games that are popular today [in eSports] were designed to be fun to play, and not necessarily fun to watch.” The decision to use live streaming and eSports as a central component of a game’s marketing strategy changes the design requirements. Broadcasting digital video content live over the Internet, called live streaming, has become so central to competitive gaming that titles like SMITE have this functionality built into the game. Most visited streaming sites among US eSports viewers Twitch.tv 36% ESL.tv 6% MLG.tv 7% Dailymotion 13% GamingLive.tv 12% Hitbox.tv Azubu.tv 7% 9% Ustream.tv 9% TITLE Online viewers during most recent championship SMITE League of Legends DotA2 2.9M 20M 27M eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 11 PUBLISHERS TEAMS LEAGUES PLATFORMS BRANDS AUDIENCE | Playable media & games market research Brands fund the bulk of eSports revenue through sponsorships Despite strong direct consumer monetization via merchandise and events, indirect revenues account for 81% of market. Corporate sponsorships total $111 million in North America (2015E). Brand owners and advertisers Indirect and direct revenue generated from eSports enthusiasts, 2015E: NORTH AMERICA are expected to adapt to emergent forms of entertainment, which will grow sponsorship deals INDIRECT (81%) across the segment. Following the lead of early movers, we anticipate an increase in ad spending by consumer packaged goods, automotive and Corporate technology brands. sponsorships* In 2014 eSports fans of DoTA 2 contributed more than two-thirds to the prize money for its annual championship. The sale of merchandise both via $111.1M DIRECT (19%) N. America $143 million eCommerce and at events generates $11 million in the US this year. Ticket sales are the smallest category of direct consumer revenue with $4.5 million. Prize pool contributions $11.8 Merchandise $11M Ticket sales $4.5M * Corporate sponsorships calculated on a cash basis (rather than on a value basis) to accurately reflect the total amount of sponsorship money currently flowing into the North American eSports market. The total figure includes sponsorship deals, advertising on digital channels like Twitch and YouTube, publisher-incurred marketing expenses and other forms of eSports advertising. In assessing this number for the US market, SuperData spoke with companies that are actively sponsoring eSports events. eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 12 PUBLISHERS TEAMS LEAGUES PLATFORMS BRANDS AUDIENCE | Playable media & games market research As prize pools grow, so too does the number of eSports viewers Accessibility and continued investment in competitive gaming is beginning to shape a strong global audience. Global VIEWING AUDIENCE for competitive gaming (all channels) and PRIZE POOLS As more people watch eSports, 2015E 134 the stakes get higher million 2015E $42 million 2010 2011 73K ATTENDEES AT THE 2014 INTEL EXTREME MASTERS FINALS 2012 2013 72% PERCENT OF US ESPORTS FANS WHO ATTEND LIVE EVENTS 2014 2015E 3 per year NUMBER OF TIMES US LIVE SPECTATORS ATTEND AN ESPORTS EVENT More than 12 million people attended live events in the US and Western Europe in 2014. As eSports crowds grow, events have begun cropping up at conferences like PAX, GamesCom and even ComiCon. In addition, dedicated eSports venues, or “arenas”, have been built in South Korea, China, England, Ukraine, Sweden and the United States. North America and Europe are nascent but fastgrowing markets. Since 2011, eSports have been growing in the west exponentially. In addition to live-streaming sites and online console devices, organizations like Major League Gaming in the US and the Electronic Sports League in Europe have helped provide the necessary infrastructure for the space to thrive. eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 13 PUBLISHERS TEAMS LEAGUES PLATFORMS BRANDS AUDIENCE | Playable media & games market research eSports fans spend $200 a month on games and hardware The core audience that regularly watches competitive gaming consists of young, affluent men. American eSports fans purchase three full games per month. Viewers also spend more than half of their monthly gaming budget on additional content and peripheral devices like headphones and controllers. On average, US viewers spend $125 a month on games and in-app purchases and $58 on peripherals. Audience profile eSports viewer spend by category (US) Full games In-game purchases Peripheral devices Over half of adult eSports viewers are younger than 35. The novelty of online gaming has attracted younger viewers, including teenagers that are more immersed in online video content. However, as generations grow up with video games, eSports will appeal slow bing to appeal to an older demographic. Only two of the top 200 grossing eSports players are female. To address gender disparity, a growing number of organizations like Blizzard and the International eSports Federation have begun hosting women only leagues to create a more welcoming environment for female players and spectators. 32% $200 Monthly spend on games and hardware 44% 24% 87% male 13% female $76k 89% AVERAGE HOUSEHOLD INCOME eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com VIEWERS WHO BUY AT LEAST ONE GAME A MONTH 14 | Playable media & games market research About the Analysts Joost van Dreunen is CEO and co-founder of SuperData Research. As one of the first academics to study video games, Joost also has over fifteen years of commercial research experience in interactive entertainment and technology industries. Before receiving a doctorate from Columbia University on the topic, Joost worked as an analyst on both the financial and consumer-side of the games industry for a variety of research outfits. Anticipating the shift to digital games early on, he founded SuperData in 2009. Joost is a recurrent speaker at major industry events such as GDC, CES and Casual Connect, and is regularly quoted in both industry publications and mainstream press. In addition to his business adventures, Joost teaches at the NYU Game Center and the Stern School of Business. [email protected] Senior Analyst, Consumer Insights Research Associate Stephanie Llamas Carlos Sanmiguel eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 15 | Playable media & games market research Company summary SuperData provides relevant market data and insight on digital games and playable media. Founded by veteran games industry researchers, SuperData covers the market for free-to-play gaming, digital console, mobile, PC downloadable, gaming video content and eSports. Monthly analyses and industry reports using digital point-of-sale data. Using digital point-of-sale data received from publishers, developers and payment service providers, we base our analyses on the monthly spending of 37 million paying digital gamers, worldwide. Understand what people play, connect to and spend on. Our research combines transaction-level data with qualitative consumer insight. Our leadership team has experience spanning across major research firms, including NPD, Nielsen, DFC Intelligence, Comscore, Experian, Jupiter and Forrester. A next gen approach for next gen entertainment. Our customer base includes legacy publishers (e.g. Activision/Blizzard, Ubisoft), digital-only publishers (e.g. Nexon, Tencent, Wargaming), media companies (e.g. Google, CocaCola) and industry service providers (e.g. PayPal, Visa, GameStop). eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 16 | Playable media & games market research Contact CEO Joost van Dreunen, Ph.D. [email protected] Senior Analyst, Consumer Insights Stephanie Llamas [email protected] 401 Park Ave South, 10th Floor New York, NY 10016 +1 (646) 248 5240 www.superdataresearch.com Twitter @_SuperData eSports Market Brief, May 2015 | Copyright © 2015 SuperData Research. All rights reserved. | www.superdataresearch.com 17