Professional Documents
Culture Documents
eSports Marketing
Playbook
Your definitive guide to Marketing in eSports
Alex Fletcher
Contents
Foreword.................................................................................................................................... 1
Beginning ................................................................................................................................... 2
Defining eSports Marketing ........................................................................................................ 3
Distinguishing eSports Marketing ............................................................................................... 5
Impact of Star Power.................................................................................................................. 7
The eSports Experience Paradigm............................................................................................. 9
The eSports Participation Goldmine ..........................................................................................12
Perspectives on eSport Consumption .......................................................................................15
Understanding the Rise of Brands in eSports ............................................................................18
Defining eSports Media .............................................................................................................22
Predictions for the Future of eSports Marketing ........................................................................27
Examining Team Businesses in eSports ...................................................................................30
Foreword
The eSports landscape is as exciting and fast-changing a place as any other in today's
global marketplace. This is a compilation of a years worth of analysis focused on the
eSports industry done at Entiva Group, LLC. The contents should not be mistaken for
marketing research; instead it is a forward-thinking attempt to make sense of the ways
fans/viewers, teams, the media, and others interact to make competitive video gaming
tick. The proposed framework is meant to give structure to thinking and encourage
further discussion.
Alex Fletcher
President and Founder of Entiva Group
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Beginning
Regardless if eSports are ever considered a sport, there are discrete differences
between the business of traditional sports and eSports.
"The eSports ecosystem needs sustainable businesses and positive returns for
investors. Comparing eSports to sports unnecessarily elevates the expectations of
investors. "
Jonathan Pan, The Future of eSports
The same holds for the subject of marketing, where there is some, not total, overlap
with traditional sport marketing and management techniques. Applicable areas should
be readily integrated, with the rest left as is. Keep in mind that no single perspective can
hold for the entire eSports universe. This is a conceptualization, towards the creation
of standardized management and marketing practice; a general theory
of eSports marketing, not to be confused for a prescriptive set of best practices.
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Regulation by rules.
Special equipment.
The product is built around properties taken from both gaming and competitive sport. In
essence, eSports are games built around video gaming. The eSports product is built
around the fusion of these properties. Figure 1 demonstrates how these elements blend
together:
Digital rules The physical venue is less important than the digital, as most will absorb
the eSport experience over the web.
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Worldwide scope eSports arent drawn along local or national lines. Competitive
gaming is a global experience.
New forms of social facilitation Full scale integration with new generation of
communication/technology, e.g. streaming and social media
eSports are a global phenomenon Traditional sport has long relied on the concept of
locality, as a basis for growth along national and even international terms. However, this
is not the case for eSports where there are no strong ties to physical locality; a reality
that is both strength and weakness.
Lack of gender delineation The physical differences that exist along the gender
divide in traditional sports simply don't hold in eSports. Accordingly, there aren't (yet)
strong distinctions between male and female play. Still, current gender imbalances have
given raise to several approaches such as female-only, "safe places" in the hope of
encouraging more balanced eSports participation (playing, watching, etc).
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"The activities required by a producer to sell his products, including advertising, storing,
taking orders, and distribution to vendors or individuals."
On the other hand, the Free Management Library defines Promotion as:
"Promotion keeps the product in the minds of the customer and helps stimulate demand
for the product. Promotion involves ongoing advertising and publicity (mention in the
press)."
As the numbers show, eSports boasts a growing, highly engaged audience. A mass of
knowledgeable, connected enthusiasts have reduced the premium on the marketing
mix. Whereas, in traditional sports the occasional participant crowd is a key
target demographic. More emphasis must be placed on developing effective strategies
to grow the scope of eSports participation, if current growth rates are to continue.
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Long careers are a rarity, even for elite digital athletes. Additionally, there is a high rate
of burnout amongst pro players. Some point to the premium placed on lightning quick
reflexes and decision making skills by some eSports, as primary reason that most
playing careers are over by the early 20s. However, evidence points to factors such as
instability amongst ownership, lack of proportional income generating opportunities, and
the stress of playing year-round playing a larger role than otherwise assumed.
The reality is, while being elite (top 1% of eSports pros) can pay very well, there is much
less for those outside that handful. Players must sacrifice a sizable chunk of their lives
to pursue a pro gaming career and, sooner rather than later, the costs outweigh the
perks. These short careers are not, in turn, conducive to harnessing the brand of star
power on which strong marketing efforts are built.
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The great thing with eSports is that it has become a global uniter. When you think
about it, what other sport is massively strong in both the US, Europe and Asia? So
soccer is huge in the rest of the world, but not necessarily in the US. Here, we have
American Football and Basketball, which again has following in other countries, but
eSports is truly universal.
Ehtisham Rabbani, CEO of SteelSeries, on the nature of eSports
The matchups for these tournaments, streamed across the internet at no cost, connect
the entire eSports community. When fans across the world can consume the same
match and connect with others doing the same, the game becomes a shared
international experience. The purpose of easily accessible streams, videos-on-demand
and such is to export the experience to a worldwide audience. All successful eSports
marketing perspectives should underscore the prominence of live events or risk falling
short of their potential.
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Note: The current phase of eSports market research and intelligence classes the entire
eSports domain as a single entity. This is done, mostly, to better compare eSports to
traditional sport counterparts. However, there is no generic eSports audience. For
example, the audiences for League of Legends and Counter Strike Global Offensive
eSports should not be classed as one and the same. When the audience for eSports is
cast as a monolith, the clarifying question should be, Which part?
Organic growth
The eSports experience transcends the popular game titles of the moment. Regardless
of which games are in vogue, elements of accessibility and participation will continue to
grow the eSports genre as a whole. The success of streaming platforms, which help
bring communities together, in the eSports domain, speaks to how valuable the notion
of accessibility is to engagement. For example, in the traditional sports world, where the
industry is ruled by paywalls, stringent media rights and business models built on
inaccessibility, fan engagement is becoming a serious challenge.
Participation by the mass of fans and supporters continues to grow the eSports
experience. It is imperative to correctly class fans and supporters as active contributors,
and not just spectators. eSports represents a trend away from passive consumption
models to a larger overlap with active participation, see figure 2. The group of casters,
analysts and content creators fuel engagement on sites like Reddit and other
community-focused sites across the web; all of which plant the seeds of growth for even
more interest and participation.
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correlation between those who play the game on their own time and those who view it
played. Along those lines, two facts are salient:
1. The vast majority of viewers are gamers, see figure 3.
2. Viewing participation for the general player base varies across eSport title.
The same artifacts (teams, tournaments, broadcasts, etc.) that mark the top layer of
professional eSports also exist at the amateur level. Similar to how the traditional
sports industry includes participation at all levels (recreational, collegiate, semi-pro),
eSports is inclusive of more than just a spectator element. As such, eSport enthusiasts
must not be pigeonholed as simply spectators but also considered participants with
varying levels of skill, when appropriate. This dual role, of fan and competitive player, is
at the heart of the worldwide eSports phenomenon.
Millennials are putting video games at the center of their entertainment preferences,
but it is a new kind of gaming that is more social, interactive and engaging.
Neil Howe, president of LifeCourse Associates and leading researcher
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Video game play, alone, is not a new phenomenon. In fact, video games have fast
become a leading flavor of entertainment for the under 30 demographic. According to
The 2015 Essential Facts About the Computer and Video Game Industry released
by the Entertainment Software Association (ESA), 54% of the most frequent gamers
play a multiplayer mode at least once weekly. Coupled with the explosion of eSports,
there are now a multitude of online platforms that enable players to organize and form
competitive, social communities. One such example is the tournament platform,
FACEIT, which provides skill-based competitive match making for four eSport game
titles. Fit with 2.5 million unique users, FACEIT is built for amateur play but scalable
enough to host its own professional league. This notion is impossible in traditional
sports where separate infrastructure for amateur and professional is a requirement.
The emergence of these online tournament and competitive match-making tools provide
marketers with a unique opportunity to address gamers as more than just fans. This is a
significant shift from the past where, aside from in-game advertisements, it was
unmanageable to connect with the video game play experience. Additionally, since
these platforms dont change or impede upon the user experience, they are ripe for
innovative approaches to harnessing the eSports participation paradigm.
Marketing realities
As the number of eSport enthusiasts continues to grow, expect overall participation in
competitive gaming to do the same. The appetite for viewing video game competitions
is directly related to the appetite to compete in video games across a number of social
contexts. This includes:
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strategy must shift from attempting to view competitive gaming through the lens of
traditional sports, towards a fundamentally sound understanding of its dynamics.
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Even the storylines for top pro players reflect a trajectory thats more relatable for the
average eSport consumer. For example, Sumail "Suma1L" Hassan Syed is a 16 year
old pro player for North American team, Evil Geniuses. Originally from Pakistan, Mr.
Syed moved to a suburb of Chicago with his parents and six siblings. However, his
talents allowed him to qualify to play in an off-season competition for professional
players, after just a few months in the USA. Sumail was then scouted and signed by Evil
Geniuses, with whom he earned an estimated $1.6 million USD in 2015, his rookie year.
Marketing can benefit from this flatter, less hierarchal landscape by capitalizing on
accessibility and built-in affinity.
Motivation
The motivation to consume eSports is framed along lines of active participation and
involvement. Marketers must realize that eSports are more than watching others play,
and avoid casting target audiences as passive consumers. Instead the inspiration to
watch is often spurred by a passion for playing the video game title itself. EEDARs
2015 eSports Consumer Analysis Whitepaper showed that, amongst fans in North
America, improving their own gameplay and watching when unable to play were the
second and third leading reasons to watch eSports. See figure 4, below.
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Likewise, the notion of improving as a gamer is a key motivating factor for eSports
consumption. Where numerous studies show that fans of traditional sports tend to
experience an elevation in mood when their team wins, developing skill is a main
prompt for interest in eSports. When combined with a learning curve that is less
exclusive, e.g. more types of people can attain proficiency; the prospect of learning a
new skill is very attractive. Plus the chance to watch stars exhibit elite skill is a
guaranteed draw for viewers.
Despite an array of leading factors, it isnt entirely clear what specifically activates
eSport involvement. In that light, there is room for conclusive research to reveal more
data points. However, it is clear that physical characteristics and abilities play a very
small role in eSport participation. The emphasis on body types and physical skill, so
prevalent in traditional sports, are basically non-existent in eSports; this represents a
significant opportunity for advertisement content. Since, regardless of the elite skill
exhibited by top performers, competitive gaming does not require deity-like physical
features. For example, people with forms of physical disabilities can effectively compete
without significant hindrance. As a result, wider audiences can be drawn into the
marketing mix.
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As the number of eSports enthusiasts swell, expect a significant rise in these digital
festivals over the course of 2016. Regardless of the venue, the challenge for marketing
professionals remains in understanding what compels eSport participation and
consumption. Without this baseline, success in reaching the community will be hard to
attain.
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related experiences for a growing number of its consumers. Expect that set of
experiences to intensify, in parallel to the number of consumers, over the next two to
five years.
In contrast to traditional sports, eSports have evolved without a focus on developing a
marketplace for goods and services. Instead, a committed community of enthusiasts
has buoyed growth. This reality is supported by a strong connection to the wider video
gaming community that an overwhelming majority of eSports consumers ascribe
membership. Basically, most eSports consumers are gamers. These interlocked circles
of connection and identity represent a potent source of affinity, extending past the
spectator angle, see figure 5. Lending eSports brands access to deep, lasting
connections with its consumers.
Brand equity
The goal of branding is to achieve a strong image in the consumers mind, doing so
realizes brand equity. A clear definition of brand equity is the net worth linked to a
brand, including assets and liabilities, factored into the value provided by any other
products or services. Yet, achieving high brand equity requires time and effective effort.
Most brands in eSports have not existed long enough to rival the brand equity of
eSports Marketing Playbook
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Fnatic Leading eSports organization with professional teams in the most popular
games such as: League of Legends, Dota 2, Counter Strike: Global Offensive, and
more. Its teams are front-runners and consistent winners having been crowned world
champions across multiple game titles. Fnatic's features a roster of players which
represent the brand across the entire globe. The organization boasts over 3 million
followers on social media and is a respected mainstay within the eSports community.
Twitch Probably the most well-known brand in the eSports universe, Twitch is the hub
for eSports content across the world. The site has a general video game focus, but has
emerged as the go-to source for broadcasts of video game competitions. The best and
brightest gaming pros also use Twitch to connect with their fans and supporters. Twitch
has effectively established itself as the pre-eminent platform for connecting
eSports/video game content creators and consumers.
Riot Games Publisher of the worlds top eSport title in the world, League of Legends.
The game, Riots first and only release, reportedly attracts over 67 million players each
month. Riot has engineered a competitive scene by creating a series of world
championship tournaments and regional leagues. The Los Angeles, CA based company
is the de-facto standard for a successful eSport and a model for publishers seeking to
integrate a competitive scene into a game title.
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Each of these organizations has built a strong image in the mind of eSports consumers
and realized brand equity. Against the backdrop of a still developing industry, brand
equity has created opportunities to launch new revenue channels and grow various
lines of business. For instance, Fnatic acquired the Swedish manufacturer Func, in
November 2015, to create its own gaming peripherals dubbed Fnatic Gear (see figure
6). With CEO Wouter Sleijffers stating the organization wants to become, the lifestyle
brand for eSports.
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This leaves eSports, a millennial heavy domain, with organically occurring forms of
media. All independent of established (see: corporate) influence. Therein, the role of
fan/enthusiast and member of the media is indistinct. In fact, media personalities in
eSports (journalists, on-camera talent, etc.) are drawn directly from a wider pool of
supporters. As a result, its yet to be seen how/when the professionalization of these
capacities will occur. Regardless of how non-traditional this might seem, it remains a
feature, NOT a bug, of the eSports design.
Community as a cradle
In contrast to traditional sports, there is no established approach to media coverage
within eSports. Widespread standards for journalistic integrity and production quality
have yet to be instituted. In place of polished end-products, the media in eSports is
adept at providing community-owned coverage, which appeals to a highly
knowledgeable and engaged audience. With elements of storytelling and fandom wired
directly into the eSports experience, theres no room for officially sanctioned talking
head types present in other arenas. In essence, media is coverage is made for the
community by the community.
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At first view, this landscape seems to call for consolidation. For example, there is no
central home or leader in eSports media, e.g. an ESPN. In essence, sky-high levels of
accessibility by teams, players and management in eSports allow fans to bypass the
need for centralized media outlets. And while there are individual content hubs,
providing various levels of consolidated coverage, none exist to scale. However, this
scattered nature is reflective of a highly segmented and largely global community. More
specifically, audiences of different eSport titles demand a higher degree of charm
brought by the informality of grassroots coverage. Hence, game title specific forums and
sites like Reddit remain preferred destinations for information and insight.
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An outlook
Outlining the character of media in eSports is a critical step to understanding the
phenomenon, as a whole. Non-endemic marketers and media companies looking to get
involved with the domain must invest in solid education to support a continuous learning
process. Because, despite its highly unique nature, there are a number of opportunities
that still exist. For instance, there are sizable voids in media coverage for newcomers
and casual fans, not yet knowledgeable about the intricacies of competitive play. Expect
this, and other attractive segments, to swell as the profile for eSports increases over the
next 2 3 years.
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wider ecosystem. Instead, look for organizations like the World eSports Council
(WeSC) to emerge as a galvanizing force for stability.
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reaches a global audience North and South America, Europe, Asia and followers
from across the world. While marketers are salivating at the prospect of additional wellrun, organized eSport brands; popular with younger audiences and unhindered by
regional affiliation. These entities are not borne overnight. eSport properties in the group
of strong candidates for achieving Fnatic type scale, still face several key barriers. This
includes developing talent at the management level and the lack of consistency across
professional gaming scenes, for players and teams alike. Better professionalization and
industry maturity will aid those attempting to make the jump.
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Without player agents or a union, things are slanted in favor of team owners when it
comes to salary discussions and public information can help level the playing field.
Noah Whinston, CEO of Immortals
Unfortunately, better allocating the growing eSports pie cannot occur without a
structured approach. While factions of team owners, players and other stakeholders are
actively involved in the dialogue, true progress results from organization. Whether this
takes shape as an open committee, organization or otherwise is irrelevant. The goal is
to appropriately define and sustain a better regulated and sanctioned system. This will,
obviously, require input and involvement from the publishers of various eSport titles.
However, the initial impetus need not lie on a Riot Games or Valve. Instead, the greater
community can establish a precedent and pull publishers into the fray.
Currently, leading segments are too far scattered across the eSports landscape for a
meeting of the minds, to occur. There is no overarching body that pulls the sum of
experience(s), perspectives and viewpoints together towards establishing an agreed
upon way forward. While Twitter conversations and Reddit posts are invaluable to the
eSports experience, they are only one part of advancement. The other part is an
ordered grouping dedicated to evolving competitive gaming. The future of eSports team
business depends on this coming to fruition.
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investment levels also threatens to artificially inflate the value of talent, and price
smaller organizations out of business. Investors seek a strong return on their investment
(ROI) and, facing the lack of mature eSports revenue models, could very quickly pull the
plug from multiple teams. This would have a disastrous effect on the overall health of a
still nascent industry.
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