Esports. Everywhere | THE NEXT LEVEL LONGFORM 01

Manny Anekal
The Next Level
Published in
6 min readOct 1, 2015
Photo: Stuart Issett for The New York Times

Where eSports Is Heading Next

Today is Day 1 of the Super Bowl of eSports or the League of Legends World Championships. There has been a lot of coverage on the growth of eSports and even a dedicated section at the storied NY Times. Most articles concentrate on “hardcore” eSports across PC (League of Legends, DOTA 2, CS:GO), Console (Call of Duty, Smite), with competitive leagues and live events. I want to focus on the next phase.

I believe we are the start of a renaissance within eSports that will broaden distribution, take the genre from Hardcore to Casual, see the emergence of Skill Based Gaming and Daily Fantasy, and the shift to Mobile. Let’s all get ready to play.

More eSports coming to TV (Photo: ESPN)

eSports Broadens Distribution

There are two primary ways to currently experience eSports: Attend a Live Event or watch via digital channels and their mobile apps (Twitch, YouTube Gaming, MLG, Azubu, Hitbox). No doubt that both of options will continue to flourish like the first eSports event at Madison Square Garden or the 20M Unique Viewers that watched the DOTA 2 International 5. New options are emerging:

Movie Theaters

There have been one off eSports events at theaters in the past, however recent deals are looking to provide regular content throughout the year:

TV

eSports has a long history on TV. 10 years ago, ESPN and EA launched Madden Nation, the first eSports competition on TV. The following year in 2006, USA Networks partnered with Major League Gaming to bring gaming tournaments to viewers. However, both of these were well ahead of their time. Now in 2015, with the overall growth of eSports, and improvements to technology and broadband; a better time to launch TV programming with a digital counterpart. With continued declines in millennial TV viewership, this is an opportunity to capture eyeballs in the coveted ad demographic.

2015 Wordie Games (Photo: Zynga)

Hardcore to Casual

The current crop of popular eSports titles requires a decent learning curve and a significant amount of time to develop the necessary skills to become a Pro Gamer or even an amateur competing in their first tournament. With the slowing of brain activity after the age of 24 for fast-action gaming and the relatively short life-span of a Pro Gamer, eSports can seem limiting to the general audience. We are now starting to see the shift to casual eSports.

Furthering the move to Casual will be the emergence of Skill Based Gaming continued below.

DraftKings Launches eSports (Photo: DraftKings)

The Rise of Fantasy eSports and Skill Based Real Money Gaming

If you’ve watched a minute of College or Pro Football, you’ve probably seen the ads for DraftKings and FanDuel. Considered a game of skill vs. gambling, the Daily Fantasy market has exploded over the past year and covers all major sports. Earlier this year, three startups launched to bring eSports into the space, which is estimated to bring in $20M in entry fees this year alone:

*As a sign of how quickly this industry has evolved, two major announcements this week alone: DraftKings launched League of Legends eSports and FanDuel acquired AlphaDraft. Further, DraftKings is seeing higher participation in their first League of Legends event than College Football, NASCAR, and English Premier League. Expect to see more team/player sponsorships and ads in gaming media. There will also be entrants from traditional online Sportsbooks like Manny Pacquiao affiliated Vitalbet.

The second trend is the growth in Skill Based Casual Gaming for money. This isn’t new for Casual games with Woldwinner launching almost a decade ago. While this market for web based games may have plateaued, a few startups are looking at the transition to mobile to grow the overall market:

Vainglory (Photo: Super Evil Megacorp)

The Mobile Moment

With a dominance on PC and consoles fueling eSports growth, there is an enormous untapped market on mobile which could drive the industry even further. Outside of the apps for the live streaming services and skill based gaming both mentioned above, mobile hasn’t been a true platform for eSports. Here are two reasons why that may change:

A True Mobile eSport

The first attempt to emulate a successful PC eSport was was Hammer & Chisel which raised $8M+ in 2013 to release Fates Forever last year. While the game garnered great reviews, it wasn’t a commercial success. Super Evil Megacorp’s Vainglory could be the breakthrough hit. SEM is pushing heavily to make this the first mobile eSport:

With a similar to approach to leagues, tournaments and prize pools is Blizzard’s Hearthstone with a World Championship during BlizzCon (Hearthstone is available on PC but primarily played on mobile).

Taking a somewhat more limited role is Supercell’s Clash of Clans. The Philippines held one of the first tournaments along with the upcoming ClashCon. Considering that Clash of Clans can generate $5m+ every day, Supercell is focused on fostering the overall community but don’t disregard them for future, bigger eSports events.

Mobile Gaming Live Streaming

PC/Console Live streaming and eSports go hand-in-hand and is one of the main factor’s in the genre’s surge the past few years. While mobile game live streaming is also not new, (Twitch partnered with Gameloft in early 2014 but for one game only) there hasn’t been a broad platform play until this past year with the launch of three mobile live streaming platforms:

I would be shocked if Twitch, YouTube Gaming, and Unity didn’t move in this direction.

2016 will see a lot of these developments launch or continue to drive traction. What’s else am I thinking about? League regulation, additional game genre’s, non-endemic brands, and virtual reality. More for the next time.

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Manny Anekal
The Next Level

esports. Founder and CEO: The Next Level (Media), Versus Sports (Team), and Versus Consulting. Podcast → https://soundcloud.com/tnlmedia