iGB North America magazine IGBNA Aug/Sep | Page 38

Feature “eSports is a lot harder to do than traditional sports, because there’s no mature leagues and data sources.” that. In the meantime, we restrict our paid users to North America, or to countries that have not regulated this and do not require a license. For the UK and other European countries, most of our activity is coming from free users. This is really one of the things we have really innovated on and what sets us apart from the traditional DFS model, is in traditional DFS, you play with money or you don’t play much at all. There’s nothing else to do on those sites, it’s fantasy, it’s one format, and you play with money. But we saw that 90% of the people who come to our sites, not just our site, but other DFS sites - Fan Duel, DraftKings and others - register but don’t play with money. So as a business it’s pretty stupid to bring 100 people to your door, and then turn away 90 of them right? So, our solution was to provide a lot of free stuff, so you can play all sorts of mini games for free on the site in virtual currencies, and win virtual prizes. So how do these virtual currency games operate alongside the realmoney fantasy product? Do you eventually see these working as an acquisition stream for the daily fantasy games? The interesting thing is because these are gamers, they care a lot about virtual, in-game items, so if they are playing a particular game, and they want a virtual badge, they want a new gun in their game, or they want a new skin for their character, these are all virtual items. They don’t have any real-money value, but you can come to Vulcun, play for free, win some of these items in your game. So, there no cash involved, but it creates a lot of engagement, and gives the other 90% something to do, so that is where most of the activity in Europe is focused on. As for it being a potential acquisition stream, it’s too early to know for sure, as we only just started doing it this month, and we are a pretty young company, only six months old. However, I believe it will. On the internet, time is always money, and if you can significant margin, say 10-30% of the overall eSports fan base. Search is not an effective way to reach these people. There is almost no search volume around these terms. So we’ve partnered with a bunch of professional teams and done a lot of organic grass roots marketing, reaching out to these people in places where they hang out, which is typically “We’ve done a lot of organic grass roots marketing, reaching out to these people in places where they hang out, which is typically Twitch.” get people to spend time with your product, really have fun and be engaged, whether it’s for money or without money, they will be a customer for years, they will refer friends, they will talk about you, it’s always a good thing. The holy grail for companies such as yours is obviously converting the huge and growing numbers of eSports players and fans into fantasy league players. How will you be going about more widely popularising the concept and business? I think the fantasy market is always a subset of the broader sports market, so even in the US, you find the DFS market becoming pretty mature with FanDuel and DraftKings, and Yahoo getting into it, launching a DFS mobile app this year. Overall, fantasy is about a third of the overall market for, say, American football. It’s a smaller market, because this doesn’t appeal to everyone. For eSports, the same trends are going to apply. It’s going to be smaller than the overall eSports market by a 38 | iGamingBusiness North America | Issue 20 | August/September 2015 Twitch. There’s not too many other places, there’s YouTube, there’s Azubu, there’s Hitbox, so you can probably count on one hand the places you can watch eSports. They are like the new age TV channels. Instead of being on air, they are just online, so you open up a web browser, you punch in an address, and you can watch the game from either a computer or a phone. It makes a lot of sense for people interested in eSports, whatever product and service you are selling, to be involved there. How do the demographics of your average player compare with other online gaming verticals, such as traditional DFS/fantasy sports and iGaming? The average age for eSports is pretty young, I think the median age is 20, 21, so it is a relatively young audience compared to the general population for traditional sports. They are predominantly male, north of 80%, maybe 85%, and tend to skew young, younger than their sports, and they just watch online, so rarely switch on the TV.