iGB Affiliate 51 JunJul | Page 47

ESPORTS SPECIAL IS ESPORTS THE NEW GOLD RUSH? With a huge and fast-growing male audience and the biggest tournaments already filling arenas, eSports is being hyped as the new frontier for betting companies, but is it really a new gold rush for operators and affiliates? iGaming futurologist Mark McGuinness gazes into his crystal ball for iGB Affiliate. THERE IS NO doubt eSports currently resembles a tsunami, sweeping everyone along in its path. Which is hardly surprising, as video gaming is a multi player, multibillion dollar business of the kind iGaming executives and affiliate marketers dream of. And of course, watching people play professional eSports is already popular in Asia, one of the most lucrative betting regions for many years now. But why so much fuss over eSports at the moment? Well, competitive video gaming looks to have finally come of age in America, where it’s no longer suffering from its previous image problems, of stereotypical computer nerds or hackers playing in their basements in unlicensed tournaments, eking out a questionable living. eSports is being given the Hollywood makeover big-time, basking in the razzmatazz, branding, glamour, aspirational lifestyle, fast cars and all the other trappings of fame and fortune. It’s the new American Dream. Previously chastised and downtrodden video gaming Millennials can now realize their dreams – they are the new ‘rock gods’ of this social economy and now generation. Of course, let’s not forget for the more cynical of you out there, it’s all about the money, and there is lots of it swirling around in this fast-growing industry. It’s hard not to get swept away with the market numbers for eSports. In 2014, Riot Games’ League of Legends world championship boasted a reported 27 million streaming views. To put that into perspective, it was more than the average number of viewers for individual games in the World Series of Baseball, which is the second most viewed sport in the land of the free. The number of eSports tournaments worldwide more than tripled from 430 in 2013 to 1,485 in 2014. These 1,485 tournaments got viewed by more than 100 million global viewers, demonstrating how huge a spectator sport it has become. eSports viewing is therefore now on a par with other traditional broadcast sports. Twitch, the world’s largest video game streaming platform, acquired by the behemoth Amazon for near to $1 billion last year, recently reported that the average trend of people enjoying watching each other’s content or day-2-day life activities, instead of professionally created content. This is reflected in the success of RudeTube, Goggle Box in terms of programming content and of course something that has been prevalent in video gaming for several years – namely POV or point-of-view, where the game experience is viewed through the character’s perspective or an embodied second person point-ofview. Nowadays, everyone is creating and sharing content – it’s now innate behaviour “P-2-P exchange betting could see the more sophisticated bettors trade the inevitable markets which will develop as more data points are created around historical tournaments and individual player and team performances.” Twitch user spends around two hours a day on the site, with some spending upwards of five hours watching the major players and events. What is more, Twitch generates more than 100 million unique views per month, with Twitch viewers racking up some 20 billion minutes of viewing time of the more than 11 million streams which are broadcast on the platform. The Twitch app has been downloaded more than 23 million times since its launch in 2011. That is a volume of eyeballs and potential advertising revenue that a traditional television network executive can only dream of being able to sell to brands. Several factors are combining to form the perfect storm and drive this rapid growth. Gaming is second only to music on YouTube in terms of viewing and engagement. There is a growing social in the social economy. Perhaps a more deep-rooted or primal driver can also explain its growth and popularity. eSports is the new Gladiatorialstyle spectator sport that exhibits the same or similar ‘Tribal’ culture and behaviours epitomized in other sports, by athletes and fans of football, NFL etc. alike. Perhaps also reflective of the era of the Third Industrial Revolution popularized by Jeremy Rifkin, where there is widespread disruption of traditional industries and the masses, no longer wishing to be subjugated by the current regimes, are turning in droves to other forms of alternative entertainment such as eSports. We also know eSports attracts a predominantly male audience, a muchsought-after demographic for many brands both within the eSports ecosystem and iGB Affiliate Issue 51 JUNE/JULY 2015 43