South Korea is the cradle to foster and develope-sports and game play culture is increasinglypopular in the US. The game may be American,but the associations and leagues with the oldest history, teams and players are still the most prominent Asian overwhelming. Basedon the way that e-sports has developed in Korea, it 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 correct. But more surprising, then there is the 3rdWorld Championship season of League of Legends, electronic 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 e–sport seems quite “underground” to most Americans, but theyhave become the industry “billion–dollar” in Asia, and common than we thought a lot in America. In 2013, the world has more than 71 million viewsglobally competitive gamer track awards $ 25 million, according to researchfrom Superdata. Only in the US, 31.4 million viewers e-sports; of which 70%were male, and 55% aged 21 to 35.
With at least 1/10 Americans tracking, e-sports has become a popular sport in any formal definition. The video platforms like Twitch – now owned byAmazon have created millions of dollars in profits from advertising andsubscribe, by allowing the gamer to e-sports broadcast for fans. However, businesses are still not profitable e-sports goods the way they did withAmerican sports – so billions of dollars are still untapped.

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 traditionalsports. To understand why the e-sports fantasy potential so, let’s look back atthe evolution of e-Sports from Korea, back 17 years to the date of release ofStarCraft, strategy games sci originated to all.
StarCraft and the formation of e-sports empire
May 10/1998, a 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 StarCraft, because unlike the US and Japan preferred devices like the PlayStation game console at home,Koreans prefer PC gaming more. StarCraft is one of the first multiplayerstrategy game that allows multiple players to compete with each other via theInternet, and if only to say that it is a “hit” in South Korea alone is still quitemodest. From 1998 to 2007, Blizzard sold 4.5 million copies of StarCraft inAsian countries – nearly half of the entire game sales worldwide (9.5 million).

E-sports has grown to become one of the sport was recognized nationally inkimchi. In late 1998, the top StarCraft players who founded the AllianceKorean professional gamer (KPGL). Then within three years, South Korea hasestablished Korean e-Sports Association; more than 50 teams are nowsponsored competition in a tournament; and Ongamenet (OGN), e-sportschannels first official world began broadcasting all events of the tournament.Events first World Cyber Games, the Olympics of e-sports, which took placein 2001, welcomed 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 2011, has attracted 32 million track for the World Championship in 2013. Dota 2, released in 2013 is also on the rise, up to 10.9 million USDinvestment bonus for the championship in 2014 – the biggest prize in the history of e-sports.

South Korea is the cradle to foster and develop e-sports and game play cultureis increasingly popular in the US. The game may be American, but theassociations and leagues with the oldest history, teams and players are stillthe most prominent Asian overwhelming. Based on the way that e-sports has developed in Korea, it 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 thissport, surely you will have to think again, knowing that the US has pay to …see other people playing the game, and 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 8/2014. Today, Twitch has more than 100 million monthly users,including half of all males of Generation Y (8X and 9X) in the United States.Almost half of users Twitch spent more than 20 hours per week on this platform, which explains why it ranked 4th in the US on the followingInternet traffic through Netflix, Google, and Apple.

On Twitch, gamers play to the audience directly, and the leading broadcastcan earn up to 20,000 USD per month, according to the Interational BussinessTimes newspaper. Those who play their part aired on Twitch get a shareadvertising revenue and may charge premium subscribers include privatechat, add emoticons, badges, and many other small benefits. Despite the high likelihood that young people will not pay the US $ 5 a month which is notnecessary, but in August, Re / code Twitch reports that more than 600,000people have paid subscriptions.
E-sports is not a passing trend in the United States. Twitch owner loyalty of users and B2B and B2C profit combo that any start-up companies would have to desire. Moreover, advertising 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 chat. Similarly 41.5 million peopleparticipate in virtual sports in North America. The 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 sportsgambling. Based on data from the FSTA, players spend 3.64 billion a year forthe virtual game. Audience, including 80% of men, spend 18 hours a week forsports, 8.67 hours for virtual sport and the average age is about 34. This statistic is similar to e-sports fan United States, only a little older than a fewmillion for severance and costs.

When you consider the audience is male generation 8X – 9X, tracking the amount of time a lot more, the cycle of the tournament, and infrastructureaccessible via Twitch, the game is a virtual certainty ideal market and fertile.If this market is created, the 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 web. FanDuelalone has earned more than 370 million in quarter 4/2014 joining fee – 4.5 times compared with the same period a year earlier. DraftKings also expected to provide more than $ 1 billion in bonuses this year.
Virtual E-sports is full of promising prospects, despite US channels screeningdeciding game or not. A study combining NAPTE and Consumer ElectronicsAssociation America, only 55% generation 8X, 9X TV is considered the mainviewing platform, and that number will continue to decrease. Even withoutTV, e-sports and its virtual tournament will head the trend in the future.
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