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How eSports has Created a Multi-Billion Gaming Media Market

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How eSports has Created a Multi-Billion Gaming Media Market
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FN Media Group Presents Microsmallcap.com Market Commentary

 

Few sectors have seen similar rapid growth as the booming eSports sector. This formerly “niche market” has morphed into a mainstream phenomenon, which is taking the media and technology industries by storm. With some eSports competitions garnering more viewership than traditional sports tournaments, companies are realizing that this eSports trend won’t be losing steam anytime soon. Major gaming and internet media companies such as Apple (NASDAQ:AAPL), Activision-Blizzard Inc. (NASDAQ:ATVI), Electronic Arts Inc. (NASDAQ:EA), Netflix Inc. (NASDAQ:NFLX), and Enthusiast Gaming Holdings Inc. (OTC: EGHIF) (TSX-V:EGLX) are all entering the eSports scene.

Just a few years ago, eSports was barely a blip on the overall video gaming radar. What was once a non-existent sector has morphed into a $1.1 billion industry with dedicated tournaments, professional leagues, and viewership numbers that rival most major sports events. In 2016, more people watched the final match of popular eSports game League of Legends than the NBA finals. With such an explosion in popularity, early adopters and leaders involved in the esports landscape are well positioned to reap the exponential growth in years to come.

Understanding the eSports Phenomenon

Unlike traditional sports, which have seen limited growth over the past few years, eSports has been exploding in popularity at a remarkable rate. According to one Goldman Sachs report, the eSports market is predicted to double in the next three years. Another famous equity guru, Chris Parry, has gone on to say that what eSports in today’s era is in the same place that cannabis was back in 2015.

Companies like Nike, which has endorsement deals with some of the top athletes in the world, are already reaching out to major eSports celebrities with sponsorship offers. Even traditional sports team owners have also dipped into the eSports scene. Francesco Acquilini, the billionaire owner of the Vancouver Canucks, has invested heavily in an eSports Franchise of his own. “eSports has seen extraordinary success and continues to be one of the fastest growing industries in the world,” said Acquilini, who recently raised $18.7 million to acquire Luminosity Gaming.

One of the first games to acquire mainstream eSports popularity was StarCraft 2 from Activision-Blizzard Inc. Since then, the company has created many more successful games such as Overwatch, which currently has 40 million players and 11 million live play stream viewers at any time. Activision-Blizzard Inc. has even hired Steve Bornstein, former president of ESPN, NFL Network, and ACB sports to serve as president of the company’s eSports division.

Another major eSports game, Fortnite, became an instant hit as the studio behind it reported an astonishing $223 million in March 2018 alone. Fortnite creators Epic Games will be giving away US$30 million at the 2019 Fortnite World Cup. Meanwhile, the world’s most popular Fortnite streamer Ninja, brought in nearly $10 million in revenue in 2018.

Other gaming giants, such as Electronic Arts Inc., are also working closely with the eSports community. Their FIFA 18 Global Series saw over 20 million players participate globally in a series of tournaments as the company looks to build a hardcore eSports following.

The Rise of Gaming Media Platforms

Just as major gaming companies are capitalizing on the eSports trend, dedicated eSports media platforms are doing the same. Major streaming companies like Netflix Inc. consider eSports streaming more dangerous competition than HBO, saying “We compete with (and lose to) ‘Fortnite’ more than HBO.” Video streaming services being more concerned about eSports streaming than direct competitors should be a huge indicator of the disruptive nature of this sector.

Another company closely watched by analysts is Enthusiast Gaming Holdings Inc. Having already become the largest publicly traded video game media company in North America, Enthusiast Gaming has already seen an impressive 625% year-over-year revenue growth

With a network of websites and Youtube channels, reaching over 150 million monthly visitors, Enthusiast is comparable in size to major online communities like Reddit, Discord, and Twitch. Having doubled in viewership in the past six months alone, the company is the fastest growing gaming network in North America (according to Comscore). While these companies are valued in the hundreds of millions and have been purchased by conglomerates, Enthusiast’s market cap is small in comparison, at $86 million.

Enthusiast Gaming Holdings Inc. (EGHIF-EGLX) success and rapid growth, is largely due to the company’s aggressive growth strategy through acquisitions. in January, Enthusiast announced the acquisition of The Sims Resource, the world’s largest female video gaming community with 2.5 billion page views per year. The group also generates 10 percent of all views on Twitch, cementing Enthusiast’s foothold on other major platforms as well.

Over the past twenty years, the demographics of gamers have changed. Today, the average video game player is 34 years-old with far more disposable income then they had when they were younger. Instead of “growing out” of the hobby as some guessed would happen years ago, gamers have become more passionate over the years. This means that eSports companies have never been in a better position to enjoy significant growth.

Further Gaming Developments

Apple Inc.’s (NASDAQ:AAPL) gaming revenues from 2018 are estimated to be US$9.45 billion. Their 2017 gaming revenues were an estimated US$8.03 billion, this represents a year-on-year growth of 18% from their gaming portfolio alone, above their total year-on-year of 15.86%. In the 12 month period from March 2018 to March 2019, they actually experienced a total revenue decline of 5.11%. Gaming has become a big business for major conglomerates.

Veteran gamers are looking forward to this summer as Activision-Blizzard Inc. (NASDAQ: ATVI) announced they would be launching an old-school, classic version of their flagship game, World of Warcraft. With the number of active players falling over the past few years, Activision-Blizzard expects player numbers to spike. Specifically, millions of old-time players who’ve left the game or have been playing on private, non-official servers are expected to re-subscribe.

Electronic Arts Inc. (NASDAQ: EA) continues to dominate the sports games market. The company recently announced their Madden NFL 19 Bowl broke a viewership record on twitch with a live audience of 97,000. This was a 650 percent increase from last year’s Madden NFL 18 Bowl.

In a quarterly earnings report, Netflix Inc. (NASDAQ:NFLX) isn’t even focused on direct competitors such as Disney+ and Amazon Prime, saying that they can compete with other streamers based on user experience, whereas eSports require a different approach, one which they haven’t figured out yet, though alternative forms of media, such as the “choose-your-own-adventure” Black Mirror: Bandersnatch, may provide an answer.

For a FREE research report on Enthusiast Gaming Holdings Inc. (OTCQB: EGHIF) (TSXV:EGLX), visit www.microsmallcap.com

Disclaimer:  Microsmallcap.com (MSC) is the source of the Article and content set forth above. References to any issuer other than the profiled issuer are intended solely to identify industry participants and do not constitute an endorsement of any issuer and do not constitute a comparison to the profiled issuer. FN Media Group (FNM) is a third-party publisher and news dissemination service provider, which disseminates electronic information through multiple online media channels. FNM is NOT affiliated with MSC or any company mentioned herein. The commentary, views and opinions expressed in this release by MSC are solely those of MSC and are not shared by and do not reflect in any manner the views or opinions of FNM. Readers of this Article and content agree that they cannot and will not seek to hold liable MSC and FNM for any investment decisions by their readers or subscribers. MSC and FNM and their respective affiliated companies are a news dissemination and financial marketing solutions provider and are NOT registered broker-dealers/analysts/investment advisers, hold no investment licenses and may NOT sell, offer to sell or offer to buy any security.

The Article and content related to the profiled company represent the personal and subjective views of the Author (MSC), and are subject to change at any time without notice. The information provided in the Article and the content has been obtained from sources which the Author believes to be reliable. However, the Author (MSC) has not independently verified or otherwise investigated all such information. None of the Author, MSC, FNM, or any of their respective affiliates, guarantee the accuracy or completeness of any such information. This Article and content are not, and should not be regarded as investment advice or as a recommendation regarding any particular security or course of action; readers are strongly urged to speak with their own investment advisor and review all of the profiled issuer’s filings made with the Securities and Exchange Commission before making any investment decisions and should understand the risks associated with an investment in the profiled issuer’s securities, including, but not limited to, the complete loss of your investment. FNM was not compensated by any public company mentioned herein to disseminate this press release but was compensated twenty five hundred dollars by MSC, a non-affiliated third party to distribute this release on behalf of LiteLink Technologies Inc.

FNM HOLDS NO SHARES OF ANY COMPANY NAMED IN THIS RELEASE.

This release contains “forward-looking statements” within the meaning of Section 27A of the Securities Act of 1933, as amended, and Section 21E the Securities Exchange Act of 1934, as amended and such forward-looking statements are made pursuant to the safe harbor provisions of the Private Securities Litigation Reform Act of 1995. “Forward-looking statements” describe future expectations, plans, results, or strategies and are generally preceded by words such as “may”, “future”, “plan” or “planned”, “will” or “should”, “expected,” “anticipates”, “draft”, “eventually” or “projected”. You are cautioned that such statements are subject to a multitude of risks and uncertainties that could cause future circumstances, events, or results to differ materially from those projected in the forward-looking statements, including the risks that actual results may differ materially from those projected in the forward-looking statements as a result of various factors, and other risks identified in a company’s annual report on Form 10-K or 10-KSB and other filings made by such company with the Securities and Exchange Commission. You should consider these factors in evaluating the forward-looking statements included herein, and not place undue reliance on such statements. The forward-looking statements in this release are made as of the date hereof and MSC and FNM undertake no obligation to update such statements.

Source: Microsmallcap.com

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MARE BALTICUM Gaming & TECH Summit 2024

Asia

Team ATK Oshun excels at 2024 Online Championships held on 13 April 2024

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Mind Sports South Africa’s (MSSA) 2024 Online Championships held on 13 April 2024 showed sterling results.
The championship was yet another chance for many esports athletes to qualify for MSSA’s National Team Trials to be held on 25 May 2024 at which the team will be selected to officially represent South Africa at the African Qualifiers which lead up to IESF’s 16th World Esports Championships to be held in Riyadh, Saudi Arabia in October and November 2024..

All Registered Players who have finished in the top three places, or the top 20% – whichever is greater, are entitled to enter trials.

However, it must be remembered that all players must have a valid passport to participate in the National Team Trials.

It was indeed exciting to watch just how much all the female teams have improved.

Team ATK Oshun (ATK Club Sport) being a female team astounded all with their skill and sportsmanship. The team demolished all ATK Club Sport opposition to ultimately won the premier event overall and qualify for the National Team trials to be held on 25 May 2025.

IESF’s 15th World Championships will be played to the following titles:

  • Counter-Strike 2
  • Counter-Strike 2 – Female division
  • DotA 2
  • eFootball
  • Mobile Legends, Bang Bang
  • Mobile Legends, Bang Bang – Female division
  • PUBGM

The high standard of play saw 37 Registered Players from six provinces being awarded Provincial Colours. Only Limpopo, Free State, and Northern Cape did not have Registered Players who did not earn provincial colours.

Title Name of player/team Club Provincial Colours awarded
Clash Royale – Premier Johan Coetzee Middies Mpumalanga
Clash Royale – High School Aryan Maharaj PR0NHS
Counter Strike: 2 ATK Oshun
Kaylee Ludick ATK Club Sport Gauteng
Jessica Eleez Greeff ATK Club Sport Gauteng
Christin Brazier ATK Club Sport Gauteng
Megan van der Westhuizen ATK Club Sport Gauteng
Kayhla Rose Calder ATK Club Sport Gauteng
DotA – Premier ZAG DOTA 1
Suhail Khan ZAG Academy Gauteng
Travis John Waters ZAG Academy Western Cape
Mark Kilian Lehle ZAG Academy Gauteng
Mohammad Dhooma ZAG Academy Eastern Cape
Nicholas Dammert ZAG Academy Gauteng
eFootball – Premier Aslam Parker PES Society Gauteng
FIFA 24 – High School Daiyaan Hendricks PES Society Western Cape
Mobile Legends – Premier
Mavericks
Matthew Tatalias Mavericks Gauteng
Damian Bransby Mavericks Western Cape
Preshan Pillay Mavericks Gauteng
Mohammad Azhar Ansari Mavericks KwaZulu Natal
Taygan Gabriel Mavericks KwaZulu Natal
Luke Green Mavericks Western Cape
Mobile Legends – Premier – Female
AHG
Je’nielle Cavanagh PES Society Western Cape
Inez Pringle PES Society Western Cape
Salma Parker PES Society Western Cape
Ra’isha Prout PES Society Western Cape
Fatimah Prout PES Society Western Cape
Mia Anthony PES Society Western Cape
PUBGM
Team uEnvy
Richard Henry ZAG Academy Eastern Cape
La-eeq Arendse ZAG Academy Western Cape
Kyle Dudley ZAG Academy Western Cape
Clayton Leak ZAG Academy Western Cape
Rocket League – Premier – 1 v 1 – Premier Nathan Strange Hoërskool Klerksdorp
Rocket League – Premier – 1 v 1 – High School Luther Peens Hoërskool Klerksdorp
Street Fightter V – Premier Marnus van der Merwe Hoërskool Klerksdorp North West
Tekken 8 Stasch Cloeta Team PlayBell Western Cape
Valorant – Premier
TuksValorant
Tapiwanashe Keith Matema TuksEsports Gauteng
Kyle Halvorsen TuksEsports Gauteng
Jaden Connor Swarts TuksEsports Gauteng
Ronald James Tyler Wheeldon TuksEsports Gauteng
Alejandro Luca Sartini-Kruger TuksEsports Gauteng
Armand Pierre van der Colf TuksEsports Gauteng
Sportsmanship Award Je’nielle Cavanagh PES Society
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Maharashtra Government rewards state’s Asian Games 2022 Esports athletes with INR 10 lakhs; marks historic moment for Indian Esports

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In a groundbreaking move, the Directorate of Sports and Youth Services of the Government of Maharashtra has rewarded a significant amount of INR 10 lakhs to each Esports athlete of the state who represented India in the Asian Games 2022, held in Hangzhou. This marks a historic moment for Indian Esports, as it is the first time any state has included Esports alongside mainstream sports in prize money rewards for its state players in a major tournament. The recipients of this monetary reward include Darshan Bata, captain of the DOTA 2 team, along with his teammates Krish Gupta, Ketan Goyal, and Shubham Goli, as well as League of Legends athlete Samarth Trivedi.

Expressing his gratitude, Darshan Bata, the captain of the DOTA 2 team who hails from Mumbai, said, “I would like to express my sincere thanks to ESFI and the Maharashtra government for honoring us and recognizing and supporting Esports.”

Esports made its debut as a full-fledged medal event at the Asian Games 2022, where a total of 476 athletes from 30 different countries competed for gold medals across seven titles. India participated in four of these titles, including DOTA 2, EA Sports FC Online, League of Legends, and Street Fighter V: Champion Edition.

“It has been a great experience at Asian games, I am grateful for the support I received from the Maharashtra government and I really appreciate the efforts ESFI has contributed to our journey,” stated Ketan Goyal of Pune who was a part of the DOTA 2 team at the Asian Games 2022.

The talented Indian contingent for the Asian Games was sent by Esports Federation of India (ESFI), who had organized open for all nationwide online qualifiers to select the best and most deserving athletes to compete for the nation at the tournament.

“Really happy to see that Esports is getting recognized and we are being aided by the government. Thank you for the support to Maharashtra Government and a big shoutout to ESFI for giving us this opportunity to represent India in the Asian games,” highlighted Krish Gupta of Pune, a member of the Indian DOTA 2 team.

The League of Legends team, in particular, achieved a historic fifth-place finish at the 19th Asian Games after competing against top-tier teams from around the continent.

“I am really grateful to the Maharashtra government for providing us with the financial support. It is amazing to see Esports being recognized by the Government. A huge shoutout to ESFI for giving us the opportunity and platform to compete at the Asian Games 2022 in Hangzhou,” commented Samarth Trivedi of Thane who played a pivotal part in the country’s performance in League of Legends at the tournament.

Prior to the 19th Asian Games, India had also secured a remarkable bronze medal at the Commonwealth Esports Championships in DOTA 2, showcasing the country’s prowess in video gaming on the international stage.

“Thank you ESFI and team for all you support throughout Asian games 2022. We are really blessed and honored by Maharashtra Government for supporting Esports players and considering Esports in events like Commonwealth and Asian Games,” noted Shubham Goli, a resident of Pune who represented India at both the Commonwealth Esports Championships as well as the Asian Games 2022 in DOTA 2. The latest FICCI-EY report titled ‘#Reinvent: India’s media & entertainment sector is innovating for the future, India is expected to have 20 international teams by 2024.

The Maharashtra government’s recognition and support of Esports signals a significant milestone in the journey towards mainstream acceptance of competitive gaming as a legitimate sport in the country.

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eSports

eSports in the CIS region , Q&A w/ Viktor Block, Senior Sales Manager/PandaScore

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eSports in the CIS region , Q&A w/ Viktor Block, Senior Sales Manager/PandaScore
Reading Time: 5 minutes

 

Esports has long been popular in the CIS region, with various top-tier teams and players all calling it home. How has the landscape evolved over the last few years? Have any particular trends emerged that have surprised you at all?

Esports boomed in the CIS region in 2008 when Multiplayer Online Battle Arena (MOBA) games became really popular. While esports had been a thing as far back as 2003, the rise of games such as Counter-Strike and DOTA2 was a major catalyst for the upward trajectory the sector has been riding ever since. In recent years, the infrastructure needed to support esports has improved drastically across the CIS region, including the construction of the Pixel Esports Arena in Minks, Belarus, and the Cyberspace Arena in Almaty, Kazakhstan, both of which hold top-flight contests. Internet connectivity has also improved, while support from local and international sponsors such as Monster Energy, Red Bull and War Gaming have provided funds for further investment while also driving awareness. Ultimately, this has seen the landscape evolve into a thriving industry with lots of opportunities for further growth.

In terms of trends, and especially relating to esports betting, I’ve been surprised by the high demand for betting on console games – we call them eBattles and they include disciplines such as eSoccer and eBasketball. I think this is just a natural development that has occurred off the back of strong demand for video game content, which is often the bridge between traditional sports and esports.

 

What factors have contributed to esports’ growth in the CIS over the past few years?

One of the biggest factors for me is that teams have become more professional and are now training and playing in well-run clubs. This takes place in dedicated buildings and rooms, set up with high-speed internet and the absolute best gaming equipment. Player salaries have also gone up, which has increased the calibre of players taking part in contests across the region, taking competitiveness to the next level. Today, many CIS players now play for high-ranked teams such as Virtus.pro, Team Spirit, Betboom or Na`Vi which compete on the international stage. This in turn is helping esports grow across the CIS region.

 

Given how many countries are in the CIS region, can you walk us through some of the biggest regulatory differences when it comes to betting on esports? And how does PandaScore navigate these changes?

The legality of betting and esports betting differs from country to country within the CIS region. Some are super strict or even prohibit gambling, while others take a more liberal approach, regulating the activity and licensing operators. Let’s take a look at some of the biggest markets and their approach.

In Ukraine, esports has been recognised as a sport since 2018 and in 2020 the country regulated and licensed gambling for the first time. The law focuses mostly on standard betting – sports and casino – but is likely to also include esports betting given that esports is a recognised sport in the country with tier-one Ukraine sportsbooks like Favbet and Parimatch offering it to their players.

Kazakhstan has a growing gambling industry with betting shops and casinos operating in major cities such as Almaty and Nur-Sultan. Gambling is regulated by the Ministry of Culture and Sports and while the regulatory framework is somewhat restrictive, sports betting – which is likely to include esports betting – is permitted.

Navigating the constant changes in betting regulation across the CIS region can be challenging, so we make sure to keep up to speed with the latest developments by monitoring legislative updates and amendments to regulatory guidelines. We also track industry trends and best practices to anticipate regulatory changes ahead of time, allowing us to adapt quickly if needed. This can involve benchmarking against competitors, attending conferences and networking with key stakeholders.

 

In your view, are there any unique opportunities for the expansion of esports and esports betting within the CIS region? And how does this differ to other regions?

It’s important to understand that CIS, especially Ukraine and Kazakhstan, play by their own rules. By that I mean they are very different to other esports markets, so don’t think what works in Italy will work in Ukraine. For example, while League of Legends is very popular in Europe, in CIS, it’s Dota 2 that takes the top spot. But for those who can understand the region and each market, there are plenty of opportunities to explore.

Let me elaborate. Dota 2 is thriving in the broader CIS, with regular tournaments and events attracting large audiences both offline and online. teams like Natus Vincere (Na’Vi), Virtus.pro and Team Spirit have achieved significant success in Dota 2 competitions, contributing to the game’s popularity in the region. While Dota 2 is big, other video games also enjoy significant popularity, including CS2, World of Tanks and Fortnite among others.

Operators need to consider this when deciding their markets and odds, marketing strategies and plans for player engagement.

 

What would you say is the key to creating a successful esports product for a CIS audience?

Understanding layer preferences in each market and delivering an experience that exceeds their expectations. For the CIS region, this means focusing on Dota 2 – this is a game that offers deep and strategic gameplay requiring teamwork, communication and skilful execution of plans and strategies. Its competitive nature appeals to gamers as they enjoy the challenge of multiplayer experiences – this goes back to the original MOBAs back in 2008. These factors must be present in the esports betting experience offered to players – at PandaScore, this means a comprehensive Dota 2 offering that covers markets such as Kills, Towers, Roshans and Barracks, with players able to challenge themselves in a betting competition against others.

Support is also key to delivering a quality player experience. We offer round-the-clock assistance and are regularly rolling out updates to improve the experience players receive when betting on esports at sportsbooks using our data, odds and betting tools such as our Bet Builder. We are always working hard to expand our offering to cover the most in-demand games including CS2, Valorant, Call of Duty and many more.

 

What trends or developments do you anticipate shaping the future growth of esports in the CIS region over the next few years?

The industry will continue to grow and become more professional. Esports is different to traditional sports and it still lacks recognition in some markets, even though it is considered an official sport in a growing number of countries across the CIS region. I think as it evolves, more governments will provide more support for esports as it brings tremendous economic, cultural and social benefits. This could include funding for esports initiatives, rolling out regulatory frameworks, helping to foster partnerships with esports organisations or simply recognising it as a sport.

The continued proliferation of smartphones across the region will be a further catalyst for esports growth. Titles such as PUGB Mobile, Free Fire and Mobile Legends: Bang Bang will attract large audiences and provide new opportunities for teams, players, sponsors and other stakeholders to explore. This is a really exciting time for esports and esports betting in the CIS region, and PandaScore is thrilled to be part of it.

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