Posted by AGORACOM-JC
at 10:59 AM on Wednesday, August 28th, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
‘Fortnite’ streaming star Ninja lands partnership with Adidas
“Fortnite” streaming superstar Tyler “Ninja†Blevins has joined another team: Adidas.
Posted by AGORACOM-JC
at 12:37 PM on Friday, August 23rd, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
Three weeks ago, Kyle “Bugha†Giersdorf, a 16-year-old esports athlete, won the 2019 Fortnite World Cup, winning $3 million and cementing himself as the 10th wealthiest esports athlete of all time.
Also, recently, professional streamer and esports athlete Ninja signed a deal with Mixer, a Microsoft-owned livestreaming company, that paid him $50 million to stream exclusively on their site.
Esports have been the topic of a lot of public discussion lately, with new developments within the tournament scene of the popular video game “Fortnite.†Three weeks ago, Kyle “Bugha†Giersdorf, a 16-year-old esports athlete, won the 2019 Fortnite World Cup, winning $3 million and cementing himself as the 10th wealthiest esports athlete of all time. Also, recently, professional streamer and esports athlete Ninja signed a deal with Mixer, a Microsoft-owned livestreaming company, that paid him $50 million to stream exclusively on their site.
Until the past couple of years, there hasn’t been a lot of money
in esports; many players had to grind at endless tournaments to achieve
pro status, and climb the ranks to be the richest esports athlete of
their respective game. While prize money payouts have been lower in
previous years, due to the influx of competitors in modern esports, new
players should also get the respect they deserve for doing well in their
games.
Esports encompasses athletes from all different types of competitive
video games, and there have been top players of almost every age,
ethnicity, gender and sexual orientation. In fact, some of the
wealthiest esports athletes have overcome adversity based on some of
these aspects of their identities.
Here are some of the current richest esports athletes. (This list
does not include income earned from streaming or sponsorship deals, and
is only based on the players’ tournament placing.)
KuroKy is a professional “Dota 2†player from Germany
and is the wealthiest esports athlete of all-time; he has made over $4.2
million from 103 tournaments. He is known as one of, if not the best
“Dota 2†player ever to play the game. Team Liquid, a premier esports
team, signed KuroKy in 2015. They were the 10th team to sponsor KuroKy, a
testament to his skill and future legacy.
KuroKy has many impressive wins at major tournaments; however, his
most impressive win is his first-place finish at The International 2017,
the largest tournament series for “Dota 2.†He had never gotten a
first-place finish at any previous International tournaments, and this
victory netted him over $2.1 million, an amount that only the top
esports athletes have obtained.
Scarlett is the wealthiest female esports athlete and hails from
Canada. She made her breakout performance at IPL 4, with an impressive
open-bracket run, defeating many difficult opponents only to get knocked
out in the fifth round of losers. She truly put her name on the map
when she won the 2012 Starcraft II World Championship Series Canada
tournament, making her the best Canadian “Starcraft II†player. She then
won the 2012 Starcraft II World Championship Series North America
tournament and became the best North American player.
Scarlett is an extremely well-known player in the “Starcraft IIâ€
community and inspires female gamers around the world. She’s also the
richest transgender esports athlete. She is currently placed ninth on
the WCS Circuit ranking, and 27th on the WCS Korea ranking. Scarlett
most recently won the Intel Extreme Masters Season XII — PyeongChang SC2
tournament, earning $50,000
“Dota 2†is the esports game with the most money in it, by far.
Forty-three of the top 50 richest esports athletes have made the
majority of their earning playing “Dota 2.†It’s a team-based,
Multiplayer Online Battle Arena (MOBA) video game, which means that
competitions take place among teams — “Dota 2,†specifically, in teams
of five. It wouldn’t be fair to the rest of Team Liquid not to include
Miracle.
Miracle is the highest-earning esports athlete from Jordan, and the
second-wealthiest esports athlete of all time. He accompanied KuroKy on
Team Liquid for their first-place finish at The International 2017, and
Miracle, along with their three other teammates GH, Matumbaman and MinD_ContRol,
all won the same amount as KuroKy in that tournament. Miracle also has
three other first-place finishes at tournaments that have earned him
over $550,000. Given the fact that he is only 22 years old and has only
been playing “Dota 2†competitively for five years, this young star’s
potential is only beginning to grow.
Xyp9x is the wealthiest “Counter-Strike: Global Offensive†player,
and the third-richest esports athlete from Denmark. He has earned over
$1.45 million from “CS:GO†and currently plays support, as a rifler for
Astralis. He has come in first place at 43 tournaments and had his
biggest win recently, at Intel Grand Slam Season 1, in which he earned
$200,000. Before Xyp9x was even 18, he had already won over $5,000 in
esports competitions, setting him up as one of the youngest athletes to
look out for, and now that he is 23 years old, he has broken
expectations and has built a legacy on continuing to break expectations
to this day.
Faker is the No. 1 ranked “League of Legends†player and
the richest esports athlete in South Korea. “League†is a popular MOBA
game inspired by “DOTA†and “Warcraft III†and, like other popular
esports games, “League†has a variety of players from all around the
world; however, the most dedicated fanbase is in South Korea. “Leagueâ€
has always been one of the most-viewed games on Twitch.tv, and it has
been that way since its release in 2009, when it really blew up.
To be the top player at a game like this proves Faker’s prowess. He
has earned over $1.2 million from “League†competitions, and has made
first-place finishes in major tournaments since 2013; his most notable
win was at the League of Legends 2016 World Championship. While Faker
might be an extremely talented player, like in “DOTA 2,†you play as a
team, so his team, SK Telecom T1 K, deserves props too.
Karma is the eighth highest-earning gamer from Canada and the richest
“Call of Duty†player, having taken the prize money at tournaments for
nine different games in the series. He has had consistent results in
each “COD†game, with peak years in 2013, 2014 and 2017, but he has also
done well within the past few months, earning over $65,000 in prize
money.
For many people, “COD†was the first game
through which they heard about esports and major-league gaming. The
game inspired countless kids to compete in esports, so being the richest
player in the game is quite a title. Karma has won 59 tournaments,
winning the most from the 2017 Call of Duty World League Championship
tournament as a member of OpTic Gaming.
Of course, there’s plenty of other wealthy esports athletes out there, and there are lots of top players
to admire. Esports are still an emerging medium, and it is likely that
the current wealthiest and best players will soon be dethroned. With new
money flowing in and more public attention toward esports than ever, it
is likely that future tournaments will be even bigger and more
competitive.
Video game entertainment is a big market, and many competitors record
and stream videos to supplement their incomes, which can sometimes earn
them more money than actual tournament revenue. It’s clear that gaming
has a lot to look forward to in the future.
Posted by AGORACOM-JC
at 11:01 AM on Tuesday, August 20th, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
Ford launches its own esports virtual racing teams
Ford plans to launch its own esports virtual racing teams. Under the name Fordzilla, the company will recruit top esports drivers for teams in France, Germany, Italy, Spain and the UK.
The company will also invite star players to form a European team with select members from each national team.
The Fordzilla teams will compete in games like Forza Motorsport 7, developed by Microsoft Game Studios’ Turn 10 Studios. According to Ford, millions of people play Forza games each month, and one million players choose Ford vehicles.
Ford has partnered with Microsoft Game Studios before, and a few years ago, the top prize in the first-ever Forza Racing Championship was a 2017 Ford Focus RS. We don’t know what prizes Ford will offer to its driving teams, but recruitment begins at Gamescom in Germany this week.
Posted by AGORACOM-JC
at 1:52 PM on Thursday, August 15th, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
Kellogg’s shifts sports-related ad spending to esports
The advertiser is shifting more advertising spending to esports because it offers something that most traditional sports cannot — almost unprecedented access to younger people between the ages of 21 and 34 who have high incomes.
For Kellogg’s, esports has gone from an experimental investment to a continuous one
Competitive gaming campaigns are now a staple, rather than a test, on media plans for most Kellogg’s brands.
The advertiser is shifting more advertising spending to esports
because it offers something that most traditional sports cannot — almost
unprecedented access to younger people
between the ages of 21 and 34 who have high incomes. Since it jumped on
the esports bandwagon two years ago, Kellogg’s has steadily made
inroads, moving from experiential activations at tournaments to being
the headline sponsor of them. For Kellogg’s, esports has gone from an
experimental investment to a continuous one, said Dominik Schafhaupt,
marketing manager for snacks in Northern Europe at Kellogg’s.
The scale of those investments will flex depending on the brand and
its target audience as well the market they are based in, said
Schafhaupt who revealed that the advertiser is changing how it funds its
association with esports now that it’s a mainstay on media plans.
Previously, advertisers like Kellogg’s dipped into sponsorship budgets
to fund early forays into the world of competitive gaming. But as the
stakes of making those activations work got bigger so too did the budgets for them, which meant advertisers turned to digital and broader marketing budgets.
“Esports is an element of our communications mix, and there isn’t a single spend pillar it is funded by,†said Schafhaupt.
Perhaps nowhere is this more obvious at Kellogg’s than on its Pringles brand.
The snacks brand has paid to sponsor the League of Legends European
Championships this summer in a deal with its organizer Riot Games. The
partnership comes just seven months after Kellogg’s signed a deal with
gaming community N3rd Street Gamers, which runs its own tournaments.
Marketing partnerships like this tend to average around $2 million
(£1.6 million) to $4 million (£3.3 million) per year and are often done
as multiyear deals, said Rich Routman, president at sports media company
Minute Media. Generally, deals like the one between Kellogg’s and Riot
Games usually consist of marketing rights similar to standard sports
leagues with broadcaster advertising placements, event marketing assets
and marketing partnership rights across the vertical crucial to the
company’s business, said Routman. Yet how all of those assets are added up for commercial fees depends on the seller.
Since there is such a difference in maturity between esports
organizations, sponsorship costs and assets can greatly differ and the
market hasn’t had time to mature properly to dictate the costs.
The deal between Kellogg’s and Riot Games, for instance, is based on
one of several tiered packages sold by the latter. Each package is
weighted toward either media exposure or experiential activations, which
are supported by media impressions and a rate card for the various
assets that can be used. Having that scope between each package means
Riot can create bespoke sponsorships depending on what an advertiser
wants, said Alban Dechelotte, head of business development and
sponsorship for Riot Games.
The Pringles logo will appear on the streams of the tournaments
alongside a call to action when players are entering the game. Those
streams — and subsequently the Pringles brand — will be on both YouTube
and Twitch, which are watched on average by 1.6 million people daily
during the normal season of League of Legends matches, according to Riot
Games. The number of people watching the matches at the same time each
week has hit a peak of over 300,000, up 40% for the same event in 2018,
according to Riot Games.
“Gaming and esports are places where our core target group is, and so
now is the time to get into the community around competitive gaming,â€
said Schafhaupt.
Aside from media exposure, Kellogg’s is also exploring in-game activations.
Millions of Pringles cans across Europe will sport a unique code that
players can redeem to take part in a raffle to win rare characters to
use in the game. Unlike similar activations, which can feel gimmicky,
Kellogg’s is hoping its decision to allow people to use the code to
redeem characters that have been retired and, therefore, are unavailable
swells its cache among the notoriously advertising-adverse gaming
audience.
“I would love to measure my sales off the back of the sponsorship,
but I can’t because we have distribution partners that sit between us
and consumers,†said Schafhaupt. “At the moment, the industry looks at
measurement in esports from a media-value perspective. It’s one of the
areas we’re building on with the sponsorship by looking at how the
community responds to our brand and also the redemption rates of the
code.â€
Posted by AGORACOM-JC
at 3:16 PM on Tuesday, August 13th, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
Esports is about to become a $1 billion industry, and Asia is at the heart of its wild growth
The electronic sports sector has grown massively in recent years and is expected to turn into a billion-dollar industry by the end of 2019.
CNBC’s Uptin Saiidi visited an annual gaming festival in Hong Kong where tens of thousands of excited fans eagerly watch players compete for the ultimate title.
Posted by AGORACOM-JC
at 4:17 PM on Friday, August 9th, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
NetEase Plans $710M Esports Park in Shanghai
Chinese
game publisher NetEase announced its plans to invest over ¥5B RMB ($710M
USD) to build an “Esports Park†in the Shanghai Qingpu district.
Multiple
esports projects will be hosted in the park related to product design,
venue, teams development, talent construction, and user experiences.
NetEase
will build China’s first “class-A venue†in the park, at a minimum of
50K square meters, and 5,000 seats. This follows the Shanghai
government’s new classification and set of standards for esports venues.
Game publisher and the exclusive Chinese distributor of Blizzard Entertainment games, NetEase, announced that it plans to invest over ¥5B RMB ($710M) to build the “NetEase Esports Park†in the Shanghai Qingpu district.
The plan was announced at 2019 Global
Esports Conference in Shanghai, held by the Shanghai government. Ding
Yingfeng, president of NetEase, said that the plan would include
multiple esports-related projects, including those related to product
design, team development, talent construction, and user experiences.
Yingfeng also announced that the
company will build China’s first “class-A esports venue†in the park.
This is in accordance with a new classification and set of standards for
esports venues announced by the Shanghai government. As a class-A
esports venue, the facility is required to have a minimum size of 50K
square meters, and 5,000 seats.
As well as being a distributor of Blizzard titles, NetEase owns the Shanghai Dragons, an Overwatch team which represents Shanghai in the Overwatch League (OWL). In July, Activision Blizzard announced that every Overwatch League team would host at least two homestand events next year, in place of the original home-away plan.
It is very likely that NetEase’s esports park will be used for the
Shanghai Dragons’ homestand events, and will potentially become the
team’s permanent home venue in 2021.
Posted by AGORACOM-JC
at 3:23 PM on Thursday, August 8th, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
Esports exec: ‘Every day, a baseball fan dies, and two gaming fans are born’
“Every day, a baseball fan dies, and two gaming fans are born. And
there’s truth in that,†Ari Segal, IGC CEO, told Yahoo Finance’s On the
Move. “So, I think the greatest expansion is going to just come from the
generational kind of aging out of what you would currently think of or
characterize as adults, and the birth of young people, who grow up in a
world that’s digitally native.â€-
Professional esports is exploding and Immortals Gaming Club (IGC) has
its eye on the next generation of gamers as it expands its revenue
streams.
Launched in 2015, IGC reaches more than 35 million gamers and brings
them together to play on teams across every major league. It recently
bought Infinite Esports, OpTic Gaming parent company, for $100 million —
the largest deal in esports history.
“Every day, a baseball fan dies, and two gaming fans are born. And
there’s truth in that,†Ari Segal, IGC CEO, told Yahoo Finance’s On the
Move. “So, I think the greatest expansion is going to just come from the
generational kind of aging out of what you would currently think of or
characterize as adults, and the birth of young people, who grow up in a
world that’s digitally native.â€
The biggest segment right now in terms of esports growth is 13- to
17-year-olds., according to Segal. “We certainly expect that that
segment will continue to accelerate and adopting competitive gaming in
all forms. And that is new young people are born and mature, that they
will become the fastest growing segment pretty soon.â€
‘More like traditional sports’
While IGC continues to attract a younger audience, it also is moving
toward a direct-to-consumer model. So far, most of the company’s revenue
comes from sponsorships and media rights. IGC plans to host more events
like the Activision Blizzard’s LA home stand Overwatch League August 24
and 25 at LA Live, where it can sell tickets to consumers.
“Not only do we get the ticket revenue but there’s all the downstream
revenue. There’s merchandise and parking and food and beverage and also
access to first party data,†Segal explained.
Members of the teams ‘NAVI.GG.BET’ and ‘Ninjas in pyjamas’ compete
during the ESL ONE Counter-Strike video game tournament at the Lanxess
Arena in Cologne, western Germany, on July 5, 2019. (Photo by INA
FASSBENDER / AFP) (Photo credit should read INA FASSBENDER/AFP/Getty
Images)
Competitive gaming will look “more like traditional sports from a
monetization standpoint,†said Segal, adding that IGC’s deal with
K-Swiss “represents a little bit of a three dimensional approach to
monetization.â€
In addition to a sponsorship deal with the athletic shoemaker, IGC
has developed a performance shoe for gamers. “This is actually a shoe
developed by gamers for gamers and for use in competitive gaming. It’s
the first performance shoe in gaming,†he said. “It’ll give the player
complete control while they’re playing so that they never need to think
about their shoe, or their foot or anything else. They can focus purely
on the task at hand [game play].â€
Posted by AGORACOM-JC
at 3:38 PM on Tuesday, August 6th, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
Shanghai sets the standards for building esports arenas
Shanghai has taken another stride toward building itself into a global esports centre, as it announced standards for the construction and operation of esports venues during the China Digital Entertainment Expo and Conference which ended on Monday.
“The esports sector has been growing quickly in the past few years, but there is a lack of top design. The guidelines can boost industry growth in a healthy manner,” Yu Xiufen, director of the bureau, was quoted as saying by Xinmin Evening News.
Published by the municipal culture and tourism bureau, the standards
for esports venues specify the construction requirements in areas such
as stage lighting and telecommunication networks and set the service
standards for operating such venues.
“The esports sector has been growing quickly in the past few years,
but there is a lack of top design. The guidelines can boost industry
growth in a healthy manner,” Yu Xiufen, director of the bureau, was
quoted as saying by Xinmin Evening News.
The criteria for esports venues have four categories, from A to
D.With a construction area of more than 50,000 square meters, class-A
venues can host the highest level esports competitions, while class-D
venues must have a 500-square meter construction area, and will be used
to hold qualification trials.
One of the most important upcoming esports events in the city is The
International 2019, an annual tournament for the popular multiplayer
online battle arena game Dota 2, which will be held in the Mercedes-Benz
Arena, a class-A venue, from Aug 16 to 25.
It will be the first time for China to host one of the most-watched
esports events in the world. Its crowdfunded prize pool reached a record
of more than $30 million (S$41.5 million) in July and is still growing.
According to Perfect World Zhengqi, a subsidiary of Perfect World Co
Ltd and the operator of the game in China, the event’s 26,804 tickets
were sold out in just 53 seconds in May.
“We have organised many esports events in Shanghai before, so we know
the venues here are excellent and the viewers are very active,” said
Xiao Hong, CEO of the company. “Shanghai has the best environment for
esports in the country – both in facilities and government policies, and
we’d like to co-operate with the government to build mature industrial
chains in the future.”
Wang Yong, deputy secretary-general of Shanghai Esports Association,
said the development of esports includes not only hosting tournaments,
but also esports training, performance and public experience, which
requires a number of esports venues of different sizes and functions.
Many shopping malls are interested in building esports venues, and
these standards will help them find the right partners, Wang added.
A report published by gaming industry analyst company Gamma Data
estimated that esports market revenue in Shanghai reached 14.6 billion
yuan (S$2.9 billion) in 2018, accounting for 19 per cent of the national
total.
Posted by AGORACOM-JC
at 11:26 AM on Friday, August 2nd, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
Attitude toward esports does 180 at X Games
Gaming has become more mainstream and is currently at the forefront of public discussion due to the $30 million prize pool — one of the largest prize pools ever at an esports event — offered at the Fortnite World Cup Finals last weekend.
Wade was a competitor and silver medalist in BMX Freestyle Big Air in 2014.
Eight teams competed in Call of Duty: Ghosts in the MLG X Games
Invitational in Austin, Texas. OpTic Gaming, then made up of Matt
“Nadeshot” Haag, Seth “Scump” Abner, James “Clayster” Eubanks and Jordan
“ProoFy” Cannon, became official X Games medalists.
The reaction against esports athletes receiving the same medals that
the action sports athletes were getting was instant and vocal. At the
crux of the issue was the fact that gamers didn’t put their physical
bodies on the line in the same way as action sports competitors.
“I can see both sides,” Wade said. “I wasn’t particularly bothered by
it, but from one point of view, the X Games are really physical sports
in general, and gaming isn’t really physical. It’s very difficult, I’m
not taking away from that, but the physical aspect of it, we do stuff
with our bodies, we show our talents physically with what we can
actually do. Whereas gaming is on the other end of the spectrum. The
other side of that coin is that the gaming industry brought in a lot of
sponsor revenue to keep all of us alive, so I’m not hating on it. Gotta
keep the games flowing.”
A lot has changed since 2014.
“Honestly, the attitude shift I’ve seen is that no one talks about
it,” Wade said. “When it first came out it was like, ‘What is this? It’s
not even an action sport.’ Now it’s just kind of old news. It’s cool
that there’s a spot for those guys. Everyone deserves to excel in what
they love.”
Gaming has become more mainstream and is currently at the forefront
of public discussion due to the $30 million prize pool — one of the
largest prize pools ever at an esports event — offered at the Fortnite
World Cup Finals last weekend. The winner, Kyle “Bugha” Giersdorf, took home $3 million as the solos champion.
The World Cup even made its way into an X Games Minneapolis news
conference this week, when the EXP Apex Legends Invitational was
introduced, with skateboarder Jagger Eaton asking if the event was a
Fortnite tournament.
“Sports has always been the backbone of what we do,” said Tim Reed,
vice president of X Games. “But the focus is on trying to remain
relevant to youth culture and what kids are into so that people who show
up at the X Games get a sense of what’s important to kids and important
to young people in the world. So what we’ve just tried to do from the X
Games perspective is make sure that we can bring in those elements that
are also relevant.
“This year we’re doing more gaming. They’re getting different medals
because last time we made that decision it was, uh,” Reed paused and
laughed. “One that wasn’t very well-liked, so we made some adjustments,
but we’re excited to bring those in.”
BMX rider Ryan Williams joked, “I’ll see how this X Games goes, and if I don’t do too well I think I’m going to start gaming.”
“What’s the rule with that because I’m down to win some money if
we’re going to do this,” Eaton said. “I’m down to play Apex. Let me
know.”
“When we did it in, I think our first one was 2014, just the reaction
was totally different,” Reed said. “There’s more athletes that play
games than there was back then. You guys should hop in and try it out.”
Hause, a Minneapolis native, turned to video games while recovering from an injury that kept her from skating.
“I’ve been pretty shy about it,” Hause said. “I don’t usually talk
about it that much, but at the same time, I don’t really care if anyone
knows. It’s not something a lot of people would guess I do in my free
time, but I do. A lot.”
Hause enjoys Battle Royale games, including Apex Legends, describing
it as a mix of Halo and Call of Duty, but with a Battle Royale
component.
“I like the Battle Royale gameplay style a lot,” Hause said. “I like
Apex, but everyone wants to play Fortnite, and you need three people to
play Apex,” Hause said. “I like both of them a lot, but I play Fortnite
the most. In the past I played a lot of Call of Duty. A lot of Call of
Duty.”
As for whether esports belong at the X Games, Hause thought it fit
since so many X Games athletes play video games casually. In a way,
video games have become a low-impact sport that traditional athletes can
play in their offseason without serious injury risk.
“I think it’s cool because a lot of the action sports people play
video games,” Hause said. “Especially nowadays. Most of the dudes in the
park that I know play Fortnite — everybody plays video games now, NFL
players — it’s like a sport we do in our off time. When we’re resting
or it’s just a rainy day or whatever, you’re not practicing, it’s
something everyone does whether they want to admit it or not.”
Posted by AGORACOM-JC
at 12:27 PM on Wednesday, July 31st, 2019
SPONSOR: Esports Entertainment
$GMBL Esports audience is 350M, growing to 590M, Esports wagering is
projected at $23 BILLION by 2020. The company has launched VIE.gg
esports betting platform and has accelerated affiliate marketing
agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB
———————–
Gary Vaynerchuk on Investing in Esports, the Opportunity Ahead
Vaynerchuk is a brand unto himself, and a very public face of his companies.
He may be new to esports, but given his reach, reputation, and vibrant personality, it’s no surprise that he is likely to also be a public face for Minnesota’s Call of Duty organization.
“I’ve been really paying attention in
the back row for four to five years,†he told The Esports Observer. “I
literally remember when Justin.tv became Twitch, and so it’s been on my mental radar for a little while.â€
As the chairman of media holding
company VaynerX and CEO of digital agency VaynerMedia, Vaynerchuk is one
of the most visible investors to enter esports to date. The 43-year-old
transformed his family’s wine shop into an online success story
beginning in the late ’90s, and has gradually parlayed that momentum
into a large social media presence (with several million followers
across platforms), five New York Times bestselling books, angel
investments in tech giants such as Twitter, Facebook, and Uber, and many
other opportunities.
Given his status as a prominent
investor, Vaynerchuk said that he’s seen “tens of thousands†of queries
about esports-related opportunities pass across his desk over the years,
but that only about 15 of them led to serious conversations and
meetings. One potential opportunity came from an undisclosed Overwatch League ownership group early in the league’s genesis, said Vaynerchuk, but he didn’t pursue it.
Part of what made Vaynerchuk’s investment in WISE Ventures’Call of Duty League franchise appealing was a close connection with the group’s Wilf family, which also owns the NFL’s Minnesota Vikings.
“One thing that I’m realizing about
myself is that I’m really about people, comfort, happiness, and control,
and all of these things. I’ve known the Wilf family for almost 15 years
because they actually live in the area where my wine business is,†said
Vaynerchuk, who was introduced to the family by a senior executive in
the Wilfs’ real estate organization in New Jersey. “We’ve really had
these nice human vibes towards each other for years, and then as my
professional career started to evolve from wine into many other things, I
started building even more of a relationship here and there, subtly.â€
Vaynerchuk said that he was thrilled
to see the Wilf family purchase the Minnesota Vikings in 2005,
“especially when my career ambitions are to buy the New York Jets,†he
added. He has also met with Activision Blizzard CEO Bobby Kotick and
watched the evolution of the Overwatch League from an idea to a 20-team league on the verge of hosting matches in every home market, plus he feels that Call of Duty has the versatility and track record to thrive.
“I’m completely convinced that Minnesota and the five or six
surrounding states right now have the best 11-year-old at some game in
the world.â€
“Call of Duty
has proven to me over the last half-decade and more that it’s a
franchise that can evolve,†said Vaynerchuk. “I think that a lot of
these leagues are predicated on: How long is the franchise? Are you Zelda and Super Mario, or are you Kid Icarus, right? That’s how I think about everything. Call of Duty intuitively feels like it has the potential to be more Mario than Kid Icarus, which then gives the league longevity. Otherwise, you’re at the mercy of the IP.â€
Gary Vee-sports?
Minnesota isn’t considered one of the
esports capitals of the United States at present, but Vaynerchuk sees
that as an opportunity more than a challenge. He believes that there’s
enough demand for live esports events “in most parts of the country,â€
and said that establishing a geolocated esports franchise in the region
could also give the team leverage in mining homegrown talent from
Minnesota and surrounding states.
“I’m completely convinced that
Minnesota and the five or six surrounding states right now have the best
11-year-old at some game in the world,†he said, “so I see it as an
opportunity.â€
Vaynerchuk is a brand unto himself,
and a very public face of his companies. He may be new to esports, but
given his reach, reputation, and vibrant personality, it’s no surprise
that he is likely to also be a public face for Minnesota’s Call of Duty
organization. He anticipates being heavily involved with the team and
believes that he will be able to help with recruiting talent.
“We spoke about that quite a bit, as
you can imagine,†he said of his role on the team. “I’m in it for the
learnings, because I want to be close to culture and youth, and
innovation. Probably more than most things, in a lot of ways.
“Listen, I mean, this is a recruiting
game,†he continued. “This is ludicrous for me to say, but as my level
of awareness grows and a lot of esports players have a lot of
entrepreneurial ambitions—I’m not remotely close to Jay-Z’s sphere, but
when you think about Jay-Z and Roc Nation, Jay-Z’s impact on the
Brooklyn Nets is real. Not that I carry that weight, but ironically to
this set of entrepreneur-laden players, I do believe we will sign a free
agent that really fucking matters on the back of me.â€
“I think esports is a top-four sport in America when I’m 62 years old, and I want to be a part of that.â€
Given his status as a survivor of the
dot-com bust, Vaynerchuk said that the rush for some investors to throw
money at esports in search of success reminds him a lot of that
formative time period in internet history. “I think it’s similar to 1999
internet,†he said. “There’s a lot of places to lose money, but I think
that just like 1999 internet, that in 20 years, the people that have
navigated it thoughtfully and carefully have a whole lot to gain.â€
Vaynerchuk sees “macro acceptanceâ€
ahead for esports in mainstream culture, he said, as more people come to
acknowledge and appreciate competitive gaming and its impact on
entertainment and society. In fact, he believes that more parents will
encourage their kids to play games at a high level to secure
scholarships, “which is obviously the complete reverse of what parents
did when I was growing up playing videogames,†he added.
Joining WISE Ventures’ Call of Duty
League ownership group is Vaynerchuk’s first esports investment after a
long period of consideration, but it won’t be his last. He’s not sure
where his next investment in the space will come from, but he sees big
things in the future.
“I don’t know what,†he said about
potential next investments, “but I think esports is a top-four sport in
America when I’m 62 years old, and I want to be a part of that.â€