1 / 16

Introduction to eSports January 2016

Introduction to eSports January 2016. Contents. Definitions – emerging products What are eSports? Facts and figures A profile of prominent games Betting markets Potential challenges. Distinguishing between different products. eSports. Daily Fantasy Sports. Social gaming.

paulr
Download Presentation

Introduction to eSports January 2016

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Introduction to eSports January 2016

  2. Contents • Definitions – emerging products • What are eSports? • Facts and figures • A profile of prominent games • Betting markets • Potential challenges

  3. Distinguishing between different products eSports Daily Fantasy Sports Social gaming - Competitive computer gaming - Tournaments for prizes - Betting on match outcomes • Online games • Social interaction • In-game purchases • Increasing involve tradable features • Lines blurring? - Pool betting - Based on a days sports events - Treated as ‘game of skill’ in USA

  4. Distinguishing between different products Decentralised peer to peer Gambling Software Hybrid gaming eGaming Virtual events

  5. eSports: competitive computer gaming Multiplayer battle Real Time Strategy First person shooting Collectable Card Game

  6. Facts and Figures • Audience of 160 million worldwide (113 million active players) • 15,000 visitors every day to recent Championship final • $18,429,613 prize pool for ‘The International 2015’ Dota 2 Tournament

  7. Demographics • UK • Recent Tournament sold out 12,500 seater Wembley Arena • Permanent 600 seater eSports venue created in London • International • 85% Male • 18-34 year olds 60% • 44% students • Play between 1 to 5 hours a day • Source: Taken from survey at eSports event

  8. Prize Funds

  9. World championship final: game 4

  10. Professional Competitions • Run by developers: • Battle.net world series (Blizzard) • The international (Valve) • League of Legends World Championships (Riot) • Run by 3rd party organisations: • Dreamhack • Electronic Sports League • Major League Gaming • Coverage:

  11. Betting Products offered • Licensed operators started odds in 2015 • Offer beyond pre-game and in- play • Thousands of matches offered already • Looks and feels like any other sporting event • Emergence of niche eSports betting operators

  12. Size of the betting market • Feedback from established operators: • Exempt information under sections 41 and 43 of the Freedom of Information Act

  13. Challenges and on-going work • A growth gambling market – that will innovate and give us new things to think about • What risks does this present as a betting market – is this different from other sports betting? • Under certain circumstances is participation itself gambling? • Overcoming practical difficulties to regulating this – e.g. No governing body

  14. Case study: • Explanation video: How to bet and enter lotteries on site will be presented at board.

  15. Case study: World Gaming • Head to head challenges • Is this a bet? • Game of skill or chance? • Enforcement of ‘18+ only’

  16. Any Questions?

More Related