Monday, April 20, 2015

E-sports: technology trends next billion from Asia

South Korea is the cradle to foster and develope-sports and game play culture is increasinglypopular in the USThe game may be American,but the associations and leagues with the oldest historyteams and players are still the most prominent Asian overwhelming. Basedon the way that e-sports has developed in Koreait is clear that this sport is ready tobecome mainstream in America.

Sporting events in 2014 have more viewers than the NBA Finals (18 million), resulting NCAA basketball championship competition (21.2 million), andWorld Series tournaments (23.5 million)? If you guess the Super Bowl (111.5million), you are absolutely correctBut more surprisingthen there is the 3rdWorld Championship season of League of Legendselectronic sports leagues(e-sports) has attracted 27 million viewers for a massively multiplayer onlinestrategy game players . It is also a symbol for the major technology trendsfrom Asia next.
Although esport seems quite underground” to most Americansbut theyhave become the industry billiondollar” in Asiaand common than we thought a lot in AmericaIn 2013, the world has more than 71 million viewsglobally competitive gamer track awards $ 25 millionaccording to researchfrom SuperdataOnly in the US31.4 million viewers e-sports; of which 70%were maleand 55aged 21 to 35.
With at least 1/10 Americans trackinge-sports has become a popular sport in any formal definitionThe video platforms like Twitch  now owned byAmazon have created millions of dollars in profits from advertising andsubscribeby allowing the gamer to e-sports broadcast for fansHowever, businesses are still not profitable e-sports goods the way they did withAmerican sports  so billions of dollars are still untapped.
Ảnh minh họa
And maybe golden egg” next in e-sports is a virtual game (fantasy gaming),a product of American culture has made $ 4 billion from the traditionalsportsTo understand why the e-sports fantasy potential solet’s look back atthe evolution of e-Sports from Koreaback 17 years to the date of release ofStarCraftstrategy games sci originated to all.
StarCraft and the formation of e-sports empire
May 10/1998a production company American game  Blizzard Entertainmenthas changed the history and culture of South Korea when released StarCraft.This is the origin of e-sports empire in the United States and around theworld today.
South Korea is the ideal age for tables released StarCraftbecause unlike the US and Japan preferred devices like the PlayStation game console at home,Koreans prefer PC gaming moreStarCraft is one of the first multiplayerstrategy game that allows multiple players to compete with each other via theInternetand if only to say that it is a hit” in South Korea alone is still quitemodestFrom 1998 to 2007Blizzard sold 4.5 million copies of StarCraft inAsian countries  nearly half of the entire game sales worldwide (9.5 million).
Ảnh minh họa
E-sports has grown to become one of the sport was recognized nationally inkimchiIn late 1998, the top StarCraft players who founded the AllianceKorean professional gamer (KPGL). Then within three yearsSouth Korea hasestablished Korean e-Sports Associationmore than 50 teams are nowsponsored competition in a tournamentand Ongamenet (OGN), e-sportschannels first official world began broadcasting all events of the tournament.Events first World Cyber Gamesthe Olympics of e-sports, which took placein 2001welcomed the foreign gamers to participate and experience theculture of e-sports.
2007 was a milestone of e-sports, with many broadcasters began negotiatingwith the tournament organizers e-sports broadcasting rights for the matches,like the US media networks NFL and the NBA has to do with.
Today, the prince” of e-sports  League of Legends (LoL), Moba game was released in 2011has attracted 32 million track for the World Championship in 2013. Dota 2released in 2013 is also on the riseup to 10.9 million USDinvestment bonus for the championship in 2014  the biggest prize in the history of e-sports.
Ảnh minh họa
South Korea is the cradle to foster and develop e-sports and game play cultureis increasingly popular in the USThe game may be Americanbut theassociations and leagues with the oldest historyteams and players are stillthe most prominent Asian overwhelming. Based on the way that e-sports has developed in Koreait is clear that this sport is ready to become mainstreamin America.
Paid to watch game
Up to 31 million Americans follow-up e-sports, and if that number is notenough to make you an impression of the impact of electronic forms of thissportsurely you will have to think again, knowing that the US has pay to see other people playing the gameand the advertiser is to invest in e-sportsto attract the attention of this huge audience.
And Twitch is the e-sports channel broadcasting the largest in the US market,platform video live broadcast was Amazon‘s acquisition worth $ 970 millionin March 8/2014TodayTwitch has more than 100 million monthly users,including half of all males of Generation Y (8X and 9Xin the United States.Almost half of users Twitch spent more than 20 hours per week on this platformwhich explains why it ranked 4th in the US on the followingInternet traffic through NetflixGoogleand Apple.
Ảnh minh họa
On Twitchgamers play to the audience directlyand the leading broadcastcan earn up to 20,000 USD per monthaccording to the Interational BussinessTimes newspaperThose who play their part aired on Twitch get a shareadvertising revenue and may charge premium subscribers include privatechatadd emoticonsbadgesand many other small benefitsDespite the high likelihood that young people will not pay the US $ 5 a month which is notnecessarybut in AugustRe / code Twitch reports that more than 600,000people have paid subscriptions.
E-sports is not a passing trend in the United StatesTwitch owner loyalty of users and B2B and B2C profit combo that any start-up companies would have to desireMoreoveradvertising and subscriptions only the value of e-sportscelebrities.
Virtual Game combines the e-sports
Twitch is evidence that e-sports market in the US has a very enthusiastic fan base, spending 20 hours a week to track and willing to pay for those who lovetheir broadcast to have the privilege chatSimilarly 41.5 million peopleparticipate in virtual sports in North AmericaThe similarities  and the early success of the e-sports game Virtual  virtual show gameplay is the next stepin the process of promoting e-sports.
The figure of 41.5 million is provided by the Association of virtual sportsexchange (FSTA), organizational support virtual game in the US and Canada.Their mission is to ensure that people do not equate law with virtual sportsgamblingBased on data from the FSTA, players spend 3.64 billion a year forthe virtual gameAudience, including 80% of men, spend 18 hours a week forsports8.67 hours for virtual sport and the average age is about 34. This statistic is similar to e-sports fan United Statesonly a little older than a fewmillion for severance and costs.
Ảnh minh họa
When you consider the audience is male generation 8X  9Xtracking the amount of time a lot morethe cycle of the tournamentand infrastructureaccessible via Twitchthe game is a virtual certainty ideal market and fertile.If this market is createdthe e-sports fans will certainly have the ability topick winners and toss money into, as the same people are involved in football and basketball virtual.
Virtual applications such as FanDuel or DraftKings showed that the amountsof money can move on from the normal group of friends on the webFanDuelalone has earned more than 370 million in quarter 4/2014 joining fee  4.5 times compared with the same period a year earlierDraftKings also expected to provide more than $ 1 billion in bonuses this year.
Virtual E-sports is full of promising prospectsdespite US channels screeningdeciding game or notA study combining NAPTE and Consumer ElectronicsAssociation Americaonly 55generation 8X9X TV is considered the mainviewing platformand that number will continue to decreaseEven withoutTVe-sports and its virtual tournament will head the trend in the future.

0 comments:

Post a Comment