The big money world of professional online gaming

Screens show Yang Jin Hyeob, a professional video-game player, competing against Jeong Se Hyun, not pictured, during the final round of the Electronic Arts Inc Sports FIFA Online Championship, 2015
"You’ll never amount to anything playing video games," is a favourite admonishment of parents worldwide. However, it no longer always holds true.
Last year, electronic sports, or e-sports, the competitive playing of online games ranging from Call of Duty to League of Legends, broke records for viewership, prize money and investments. And this year looks set to continue the trend.
This month, 113,000 supporters attended the Intel Extreme Masters in Katowice, Poland, the largest annual e-sports event, which has awarded prize money of $5.6m (£4m) over the past ten years.
USM Holdings, founded by industrialist Alisher Usmanov, is ploughing up to $100m into Russian e-sports team Virtus Pro, while retired basketball player Shaquille O’Neal and New York Yankees baseball star Alex Rodriguez are investing in NRG Esports, which owns teams in the Counter-Strike and League of Legends tournaments.
Market intelligence agencies Newzoo and Repucom forecast that global e-sports revenues will rise by 43pc to $463m this year, entertaining 131 million enthusiasts and 125 million occasional viewers. By 2019, they predict there will be 145 million enthusiasts and global revenues of $1.1bn.
Big businesses have already taken notice and Coca-Cola and American Express are among the sponsors of the League of Legends Championship Series.
Matt Wolf, Coca-Cola’s head of global gaming, has said that for the demographic of men aged 17-30, tournaments organised by League of Legends and the games group Riot Games crush traditional sports events.
“The Super Bowl is a massively viewed event with more than 111 million viewers [in the US]," he told a conference in Munich. “But when you layer on a gender and age split that we’re very interested in as a consumer packaged goods company, it comes pretty far down.”
The growth of e-sports has escaped many people’s radar. “Viewership is growing in such an amazing way and unless you’re in the games sphere it just doesn’t resonate,” he adds.
Gfinity, a UK company set up in 2013 to buy Europe’s Warped Gaming League, has had as many as 419,000 registered teams on its bespoke gaming platform. It operates a London venue at which spectators pay to watch e-sports on giant screens, and organises G3, a gaming event that has drawn 4,000 paying spectators and nine million online views from 35 countries. Neville Upton, its chief executive, believes an e-sports player could win the BBC Sports Personality of the Year award within a decade.
Gfinity has 156,000 Twitter followers and has attracted 92,000 Facebook likes, while Twitch, an online social video platform and community owned by a subsidiary of Amazon.com, claims 60 million users a month.
“The key is the 18-34 age demographic,” says Paris Davies, business development manager at Pitch International, the sports marketing agency. “I’ve never seen a [group] as concentrated towards young affluent males. It’s not just that you’re reaching this target audience; you’re also able to engage with them in a very powerful way.”
Newzoo says 18 to 34-year-olds account for more than half of broadcast and online e-sports audiences, compared with some 7 per cent for Premiership rugby and about 10 per cent for Premier League football games.
Ashish Mistry is managing partner of BLH Venture Partners, which has invested in KontrolFreek, a company making accessories that give gamers a competitive edge. “A unique opportunity in the live-streaming e-sports space is that brands can sponsor players,” he says, adding that it can make sense to align with an individual rather than a whole team.
There are risks for sponsors, with violent games, but Davies adds: “Those games are not as popular on the e-sports scene as people believe. Fantasy games are the most popular. We haven’t seen any [reputational] issues there. We think e-sports are just going to get stronger.”
"The video games industry is changing, and e-sports is part of this evolution. Investors used to be sceptical about gaming as a hits-driven business beholden to the success of a few key titles. But a positive change to the business model, moving from expensive retail distribution to downloads, recurring digital content and mobile gaming, drove revenue growth, improving margins.
As revenues became more sustainable, we have seen valuation re-rating, and major games publishers Activision and Electronic Arts delivered substantial out-performance to shareholders, including Standard Life Investments’ Global and US equity funds.
E-sports may be the next step. Activision wants to create an “ESPN of e-sports”, hiring an ex-CEO of ESPN to lead that effort. One of the most successful sports broadcasters in history is now popularising e-sports for the general public.
Other companies benefit from this, too. Gaming-related channels on Google’s Youtube are extremely popular, building the rapid growth of advertising revenues at Google that we have seen in recent quarters." – Mikhail Zverev, head of global equities, Standard Life Investments


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