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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.
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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 - 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
Distinguishing between different products Decentralised peer to peer Gambling Software Hybrid gaming eGaming Virtual events
eSports: competitive computer gaming Multiplayer battle Real Time Strategy First person shooting Collectable Card Game
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
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
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:
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
Size of the betting market • Feedback from established operators: • Exempt information under sections 41 and 43 of the Freedom of Information Act
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
Case study: • Explanation video: How to bet and enter lotteries on site will be presented at board.
Case study: World Gaming • Head to head challenges • Is this a bet? • Game of skill or chance? • Enforcement of ‘18+ only’