newsfilter.io
Panel, Fireside Chat

Are eSports Ready for the Big Time?

  • Panelists and Entities:

    • Anne Hand: CEO of Super League Gaming (establishes feeder systems for amateur gamers).
    • Jack Etienne: CEO/Founder of Cloud9 (operates for ~5 years).
    • Rick Fox: NBA champion (3x), Founding Partner of Echo Fox and Vision Venture Partners.
    • Peter Levin: President of Lionsgate Interactive Venture and Games; Owner of The Immortals.
    • Bruce Stein: CEO/Co-founder of Axiomatic Sports; Owner of Team Liquid.
    • Peter Vlastelica: President/CEO of Major League Gaming (MLG), a division of Activision.
  • Market Growth and Investment Horizons:

    • Esports audiences are young, hungry, and growing, requiring a long-term investment horizon of 5+ years to realize returns.
    • Jack Etienne advises investors to expect no immediate returns; the focus must be on building brands and fan bases for the future.
    • Peter Levin describes the market as being in the "first inning of a baseball game" with massive upside for marketer-driven engagement.
    • Peter Vlastelica notes that 22% of the one billion male millennials watch esports, highlighting the scale of the demographic.
  • Monetization and Business Model Shifts:

    • Current esports lacks local revenue opportunities (ticket sales, local sponsorship, merchandise) compared to traditional sports like the MLS.
    • Traditional sports leagues share global media rights and sponsorship revenue with owners; current esports structures often leave teams with only jersey sponsorships and prize pools.
    • The Overwatch League introduces a franchise model with permanent, city-based, territorially exclusive rights to unlock local revenue streams and global media rights sharing.
    • Peter Vlastelica argues against imposing traditional sports structures entirely, advocating for a blend that preserves the grassroots nature while adding necessary structure (e.g., preventing the "overgrown garden" chaos seen in boxing).
    • Bruce Stein notes that esports is a "cultural shift" and digital-native experience, requiring unique engagement strategies beyond traditional licensing.
  • League Structures and Franchises:

    • The Overwatch League (announced late 2016 for 2017 launch) aims to be the first global city-based league (e.g., Shanghai vs. Houston).
    • This model replaces the "relegation" system used by Riot Games (LCS), guaranteeing franchise owners a spot in the league regardless of performance (barring misconduct).
    • Peter Levin observes that while capital is available, the focus is now on forensic analysis of which business models and ownership structures will succeed.
    • Rick Fox predicts other publishers will follow the Overwatch franchise path as the industry moves toward institutionalization.
  • Content, Broadcast, and Distribution:

    • Peter Vlastelica states the goal is not dependent on TV; esports is a digital-first sport with advantages over traditional sports trapped behind paywalls (NFL fans averaging 43-49 years old vs. esports fans 16-30).
    • Vision Venture Partners and Twin Galaxies partnered with the CW for an H1Z1 event that matched NHL ratings, demonstrating TV's potential as a marketing halo for digital-native audiences.
    • Lionsgate (Lionsgate Interactive) is creating competitive formats with ESL and Pilgrim Entertainment, leveraging their unscripted reality production expertise.
    • Bruce Stein highlights the "interactive" nature of the audience (90% are players) as a key differentiator for content engagement compared to passive sports viewers.
  • Sponsorship and Brand Integration:

    • Effective sponsorship requires authenticity; fans detect "in-your-face" advertising and prefer subtle, content-driven integrations.
    • Example: Axe sponsored Cloud9 and TSM to create a player-versus-player event (Bjergsen vs. Sneaky) that organically trended on Reddit without paid promotion.
    • Jack Etienne leveraged his background at Crunchyroll (100% demographic overlap with esports) to drive early profitability for Cloud9.
    • Bruce Stein argues against "label slap" traditional licensing, advocating for niche, interactive gaming applications that fit specific demographic lifestyles.
  • Talent Development and Player Careers:

    • Player Education: Teams are acting as educators, teaching young pros life skills and professional conduct as careers transition from hobbies to full-time jobs.
    • Recruitment: Analytics and data (leaderboards) are critical for identifying talent; Twin Galaxies helps adjudicate skills, while platforms like Twitch allow scouting of "rising stars."
    • Career Longevity: The stereotype of players retiring by 25 is fading; with sustainable revenue, players (e.g., in Dota 2) are competing into their 30s and 40s, bringing stability and leadership.
    • Super League Gaming: Provides a "little league/minor league" feeder system (AAU-style) for young gamers to develop skills, character, and emotional intelligence before joining pro leagues.
    • College Esports: Over 20 universities in the US now offer League of Legends scholarships, validating the sector as a pathway for "intellectual athletes" with STEAM (Science, Technology, Engineering, Arts, Math) expertise.
  • Community and Cultural Shifts:

    • Rick Fox emphasizes the importance of storytelling to humanize players and provide blueprints for aspiring athletes.
    • Peter Levin notes the "fraternal" nature of the early industry, where owners and teams share information freely to build the ecosystem.
    • Jack Etienne highlights a unique fan-to-player connection: stars stream for 170+ hours/month, allowing direct interaction and sponsor recommendations that drive high conversion.
    • Peter Vlastelica identifies a shift from "gamer stigma" to celebration of the demographic, with parents recognizing competitive traits in their children.
  • Future Outlook:

    • Format Evolution: Industry leaders are experimenting with formats (mobile, console, PC) to find "soft landings" for broader, non-hardcore audiences without alienating the core.
    • Consumer Products: Bruce Stein and Lionsgate are exploring R&D for new consumer products beyond endemic goods (mice, keyboards) to create authentic lifestyle integration.
    • Stability: The industry is moving from a "wild west" to a structured ecosystem where owners secure long-term value through franchises, media rights, and local monetization.