background

Our vision of the future

Digital entertainment is evolving

background

Before

Adopting Digital Marketing

Lorem ipsum - something something about how businesses understood news & banners on websites similar to magazine ad pages & billboards but in digital form. But refused to adopt social media.

background

Then

Social Media Departments

Lorem ipsum - something something about how every business has had to adopt social media marketing, and invest in dedicated departments to connect with younger audiences.

background

Now

Passive Digital Entertainment (PDE)

The most common form of entertainment to have gone digital, is has been to consume content as a viewer or reader. Having little to no active participation in the content.

background

Read Media Platforms

Amongst the first form of content consumed on the internet, read-only media platforms still remain resilient. Platforms such as Medium allow users to contribute content. As read-media suggests, that's mostly the extent of the user's participation.

Engagement is minimal with the majority of conversations happening on other platforms.

background

Video Content Platforms

Content platforms such as YouTube, TikTok, Facebook, Instagram and others have content created by its users. Beyond livestream chat, when viewing content, a user can effectively sit back & watch.

Users engage, but do not actively participate in the content unless streamers interact directly with them.

background

Subscription Streaming (OTT)

Popular OTT platforms such as Netflix, Disney+, Hulu have shifted consumption from cable TV to online. Using algorithms to suggest & influence content to be produced.

Users don't actively participate in the experience.

background

Future

Active Digital Entertainment (ADE)

The only way to make real connections in today’s digital age is to give audiences opportunities to actively participate. Gone are the days of passive entertainment, even Netflix has begun investing into games. We thirst to share unique experiences with others and the rest of the world.

background

Metaverse

The way we interact with the digital world will change forever. From 2D flat interfaces to dynamic virtual environments.

background

Livestreams

We watch but actively participate in the content by interacting with the streamer and other audiences in the chat.

background

User Generated Content

With more creative tools available and access to the internet, it’s become easier and cheaper for anyone to not just consume, but create.

background

Gamification

Now added into every app, platform, and even workplace. We have gamified life by making otherwise mundane tasks fun.

background

We create the tools for Active Digital Entertainment

Preparing businesses for the near future, where users will migrate to consume content. Our solutions will help to make meaningful connections for the next generation of digital entertainment.

(start of 2nd story)

background

The Industry now

Video gaming industry is $200bn USD, esports just 0.5% of it, industry experts expect it to be 10~20%.

background
background

Bigger than Film & Sports

*USD 200bn and growing exponentially

background

Industry still at its infancy

Digital natives are as old as 30, 0.5% of them consume esports. We expect that to grow to 20%, and later 30% in the years to come

background

Consumption has gone digital

*14.5% YOY Revenue Growth, 100% YOY User Growth (the industry)

Connecting to Gen Z in meaningful ways

50%

Of esports fans notice who’s sponsoring the event

Research from ‘YouGov’

44%

Of gen z respondents have tried a recommendation from a ‘digital creator’

Research from ‘Fullscreen’

background

The Problem

As described above, consumer behaviour has evolved. Attention is being grabbed by Games & Esports. 

Classic brands will find difficulty reaching younger consumers if brands are not present where they choose to consume and engage with content.

Businesses are looking to invest in the industry but don’t know how.

background
background

The trouble with technology fragmentation

We have a clear product vision, that is well encompassed and demanded by the market

background

Industry is fragmented

We deliver a 1-stop solution that has the Tech, Team and Experience

background

Limited available insights

Our tech provides clear data driven analytics to provide decision making insights

background

The Opportunity

Why brands must get into Esports

High engagements & lifetime value

Esports serves a mass market of digital natives that increasingly choose games as their main form of entertainment. The accessibility of mobile and the effects of the pandemic has acted as catalysts to its growth.

The esports community is tightly connected, vocal and loyal to brands who are able to ’speak their language’

The opportunity

A US study found that 37% of media consumption took place in gaming, but only 2% of media spending went to this category that has 8.7% YOY audience growth.

Traditional Sports Ad Spend 

$11.75 USD

spent per viewer

Sports fans spend an average of $50 USD

Esports Ad Spend

$1.67 USD

spent per viewer

Esports fans currently spend an average of $5 USD

This discrepancy will soon change significantly with esports fan average spend GROWING 3X $15 US in the next few years. Brands that grab this unique opportunity will lead in the race of capturing the attention of young audiences.

Our Solutions

background

Esports as a Service (EaaS)

Full Esports Value Chain Summary of EaaS

background

Media Marketing

Fun, Intelligent Marketing Summary of Media Marketing

background

GET IN TOUCH

Start your esports journey with EIG

Explore EIG with our sales team and schedule a meeting today.

Esports Innovation Group © 2021

All rights reserved.

Privacy and Policy

Quick Links

Vision

Our Solutions

About

Media

Press Kit

Contact

Social Media

Company

Gartenstr. 22, 4052 Basel Switzerland

team@esportsholding.com