Showing posts with label skin betting. Show all posts
Showing posts with label skin betting. Show all posts

Thursday, September 28, 2017

Traditional Bookmakers Struggling With Esports Betting Profitability


The profitability of esports for the majority of traditional sports betting operators has been called into question, with experts speculating that many offerings will struggle to attract enough of the audience to be viable.
Dozens of traditional bookmakers having added esports to their product suite in recent years with mixed results, some said during the recent Betting On Esports conference.

From traditional sports to esports

One such is Danske Spil, the ex-monopoly operator in Denmark which launched an esports bettingoffering on its Oddset site in January 2014. Asked how the operation was faring, Kasper Nemeth, head of esports at the company, admitted that despite the evidence of growth in terms of turnover, profitability remained elusive to date.
“To be honest, we are not making that much money yet and (the chief financial officer) has been knocking at our door asking us ‘why are you not making any money, you spent a lot on marketing’,” he told the audience at London’s Olympia.
Danske Spil doesn’t break out its esports revenues from the rest of its business. In the second quarter, the company’s overall sportsbetting business achieved net gaming revenues of DK386 million ($61.8 million), slightly up on the DK379m from the first quarter.
While he admitted that the esports business was “really quite tough,” he was keen to point out that the company still stood by its strategy of attempting to capture a younger demographic through the medium and that the management understood that it needed to be “in the esports business for the future.”
“We are saying this is for the long-term,” he said. “We are right at the beginning of the market and you can see that it is a very difficult market to trade in. You need to educate a lot of people.”
Asked whether he “had a long runway,” he was optimistic. “I think we are getting there. It is growing fast. We don’t see any other area growing as fast as esports.”

Struggling with low margin

While notable traditional bookmakers turned esports experts such as Betway were name-checked as going about the job of providing millennial-friendly esports offering in a successful fashion, Suraj Gosal, co-founder at Blinkpool, suggested this experience was far from common.
“I have heard across the board from the sportsbooks that have started esports betting, they have discovered that all their customers are the wise guys,” he said. “They are quite low margin and they are losing quite often.”
He said the reasons for this were twofold. “First, the esports punter being much more informed than the bookie on average, and second, the rate at which esports changes that is so fast and can make it quite difficult to price.”

‘Their odds are wrong’

Gosal’s comments were backed up by Rahul Sood, chief executive at esports-only betting operator Unikrn who suggested that up to 95 percent of traditional bookmakers who had launched with esports were losing money “because they don’t know what they are doing.”
“We are part of ESIC (the Esports Integrity Commission) and I don’t know how many times we have had calls from them saying ‘Hey, have you seen this weird betting anomaly on this map, the bookies are losing their shirts on this’ and the answer is always no, their odds are wrong,” he said.
He added: “It’s simple. They don’t understand the game, they don’t know the teams, they don’t know the audience, so they are going to continue to lose.”
Sood added that not only were these operations unprofitable, but they would also fail to retain what audience they do attract.
“They will not stay with you; you are not building an experience that resonates with them or they are comfortable with. If all you are doing is taking some odds from somebody and throwing them on your site, you will not have any retention, they will come and they will leave. That’s the way it is.”
Esports Betting Industry Coverage Brought To You By Betway

ICOs and the future

Unikrn is this week in the process of launching one of the largest gambling-related initial coin offerings (ICOs), hoping to raise up to $100 million through the sale of Unikoin Gold tokens.
Sood admitted the launch of a blockchain-based token offering had come largely at the instigation of Unikrn’s major investor, Mark Cuban. After initial skepticism he was keen on how the token might be used in a white-label sense.
“One of the intentions with Unikoin is that we’ve had bookies come to us to license our odds,” he said. “But if we white-label our platform with Unkrn odds, and allow them to license that in markets we are not it, then they can use Unikoins. We are speaking to various bookmakers about that.”
Intriguingly, he also suggested Unikrn has been approached in recent months about a potential acquisition but that they had been rejected out of hand.
“We are not interested,” he said. “Believe it or not, you can build a sustainable business in this space that doesn’t rely on other sports. And our approach of building a brand first will carry us into the future.”

Wednesday, September 27, 2017

REPORT: Hearthstone's amazing comeback; PUBG overtakes World of Warcraft



August digital market up 11% thanks to F2P MMO

  • Global digital games market grows impressively in August thanks to free-to-play MMO, console, and mobile. 
  • Football season heats up: Madden NFL 18 beats predecessor out of the gate. 
  • PLAYERUNKNOWN’s Battlegrounds continues to dominate premium PC game sales, despite still being in Steam Early Access. PUBG is the number 1 premium PC game for the 3rd month in a row and has overtaken World of Warcraft in the total PC games rankings.
  • Hearthstone: Heroes of Warcraft reaches all-time high revenues due to their well-received and unique expansion, titled Knights of the Frozen Throne.
The worldwide digital video games market grew 11% year-over-year in August to $7.9B. The premium PC segment shrank 10% year-over-year, despite PUBG’s breakout success, due to tough comparisons against No Man’s Sky release and Overwatch’s first event and new map last year. Social and pay-to-play MMO segments continue to decline at a rate of 4% and 25% respectively. Console and mobile grew 11% and 13%, respectively. The free-to-play MMO market was the big winner this month, growing 28% year-over-year, as more publishers and developers adopt this business model. Read more...
See the full analysis here 
Free-to-Play drives U.S. digital growth. In the U.S., digital games revenue grew year-over-year. This growth was underpinned by a rise in free-to-play digital revenue. This more than offsets the decline in pay-to-play, which was down on a difficult comparison against World of Warcraft: Legion last year.

PLAYERUNKNOWN's Battlegrounds sales accelerate in August. PUBG had another successful month, bringing total life-to-date sales close to 9 million units through August.

Hearthstone hits all-time revenue peak with "Knights of the Frozen Throne" expansion. Blizzard’s CCG reached a new high this month. This marks a 15% increase over their previous peak.

Overwatch PC monthly active users reach new highs due to successive updates. On the back of a string of updates that introduced a new character, two new game modes, and the return of the “Summer Games” event, Overwatch recorded its highest MAU yet.

Madden NFL 18 sells over 220,000 digital units at launch. Sales were up compared to last year's launch month units for Madden NFL 17. We also estimate modest additional content growth on the back of new in-game DLC packs available this year.
Digital Console: Additional Content in Today's Market
Digital Console: Additional Content in Today's Market
View
Report: Virtual Reality Consumers and the Market
Report: Virtual Reality Consumers and the Market 
View

Wednesday, September 20, 2017

New Report: Esports Audience Could Almost Double To 600 Million By 2020, With Big Growth For Esports Betting












Market intelligence company Newzoo has issued its “Global Esports Market Report 2017.” The 119-page report forecasts that the global audience for esports will grow from 323 million viewers in 2016 to 589 million in 2020.
  • The full report can be purchased here.
  • Newzoo is offering a free light version of the report here.
Revenue forecasts match the 15.4 percent compound annual growth rate (CAGR) of the audience figures.
Newzoo predicts that total revenues excluding esports betting will grow from $325 million in 2016 to $1.488 billion in 2020 — a CAGR of 35.6 percent.
The forecast revenue totals include media rights, advertising, sponsorship, merchandise and tickets, and game publisher fees. For 2017, the forecast revenue constituents are:
That growth prospect is what has investors clamoring to take a piece of the trend, even though the esports industry is still at an early stage of development.

Esports betting will be even bigger than the esports industry

Newzoo explains that sports betting revenues are not included because reports on traditional sports don’t include betting revenues — the “two industries are separate for obvious reasons.”
However, Newzoo notes that betting on esports is likely to mirror that on traditional sports and be an even bigger industry than the sport itself (for things like CS:GO betting and League of Legends betting.)
Quoting figures for the NFL, Newzoo explains:
“As an example, the NFL generated $13 billion last year, but betting and fantasy leagues around the NFL games are supposed to have made north of $50 billion. With most big betting companies already embracing esports betting on a global scale, it’s possible that esports betting alone is larger than the esports economy itself.”
In a recent tweet, leading esports betting operator Pinnacle reported that it had taken its five millionth esports bet. Pinnacle took its first esports bet in January 2010, and its one millionth esports bet five years later in November 2015.
Thereafter growth has accelerated and Pinnacle expects to double its total bets to 10 million in January 2018.

Newzoo explains esports growth drivers

One of the biggest drivers of esports industry growth is the sale of media rights. That’s according to Newzoo CEO Peter Warman.
This is closely followed by the rise in sponsorship deals by non-endemic brands that constitute the largest element of esports revenues:
“Media rights trade is becoming a serious business and is expected to grow sevenfold from only $50 million in 2016 to close to $340 million in 2020. Further, even more major non-endemic brands will close big sponsorship deals with teams, leagues, and events.
Nike, Adidas, and Under Armour will battle it out for jerseys in 2017. Early movers are increasing their investment by several factors year on year. Ultimately, esports provides brands an entry point into the favourite pastime of digital natives and Millennials: gaming.”
Esports is getting the advantage of the industry convergence between brands, media and entertainment.
“Games rely on consumer spending while media companies rely on advertising for the most part of their revenues. In the long term, this convergence of industries will provide media conglomerates of the future with a more diverse and sustainable revenue mix.”

Esports spend per fan is increasing

Esports spending per fan remains far below the equivalents for traditional sports. The average basketball fan worldwide spends $15 per year, and the average spend for all sports is $54.
Esports spend for this year is expected to be “an average of $3.64 each in 2017. This includes all revenue streams. The average direct spending per fan on merchandise, tickets, or subscriptions is $0.33 in 2017.”
Newzoo explains that this is the result of low merchandise spending, and the widespread availability of free esports content. Newzoo expects spending per fan to increase with dramatic results.
“If the average direct spend per fan increased to $2.00, the industry would generate more than $1 billion this year.”

Audience demographics support increased spending forecasts

Newzoo breaks down the demographic details of the esports fan base. It determined that around half is  between the ages of 21 and 35, with 71 percent male.
Fifty-eight percent of occasional viewers has a full-time job. Sixty-two percent of enthusiasts in full time employment. Forty-seven percent of occasional viewers and 50 percent of enthusiasts are classed as high-income earners.
“This makes them a very desirable target group for different parties, especially big brands. Esports Enthusiasts are digital natives, and are more likely to be consuming content online than through traditional media outlets.”
These figures confirm earlier research that esports fans are generally older than the common perception, with higher levels of disposable income.
The Newzoo report includes much additional data, covering tournaments, ticket prices and regional revenue and audience breakdowns.

Overall the report presents a strong case that esports is one of the hottest areas of economic growth in today’s market. via legalsportsreport

Tuesday, September 5, 2017

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Esports’ future is female


The esports industry is one of the fastest growing segments in sports and entertainment, on pace to generate as much as $5 billion in revenue by 2020 — and advertisers obviously want in. One of the primary reasons that esports has such tremendous growth potential? The involvement of women. Brands need to be aware that the industry is seeing more and more women enter not only as spectators, but also as players, infrastructure builders, game designers, and more.

Women create, play and compete

This growth of women in gaming can be seen across multiple areas, including game developers, collegiate players, professional athletes, and mobile competitors. The International Game Developers Association found a significant jump in the number of female game developers between 2009 and 2014, with the amount doubling to 22 percent.
Earlier this year, Stephens College in Columbia, Missouri became the first all-female school to announce a varsity esports program supported by scholarships. More women than ever are moving to the professional level, such as the all-female Counter Strike: Global Offensive Team Dignitas squad. I’ve also directly witnessed the rise of women in esports. Today, over half of the 12 million registered gamers on the Skillz platform are women.

Women engage and purchase more

A study this year also found that women lead men in mobile gaming engagement, as they’re more likely to register and spend within mobile games. This makes women the ideal, preferred consumers in what is now the largest digital gaming market in the world. Women also now comprise about a third of the U.S. esports audience, and are projected to account for half of viewer growth over the next 12 months. And according to one study, more women than men self-identify as being involved in esports.
Clearly, data shows that women are a significant demographic in gaming and esports. For these industries to continue to thrive in the future, female participation will be crucial. So, the fact that women have to prove themselves worthy to be part of the gaming world is not only contradictory — it’s a detriment to business.

Yet women are disregarded

As a woman who has been a gamer her entire life, and as the head of engineering at the world’s leading mobile esports provider, one thing about the gaming industry has been an ongoing disappointment to me: the industry’s systematic disregard and discrimination toward the female demographic that has proven essential for its continued growth and success.
Sadly gaming and esports are widely considered “male industries,” a characterization that disenfranchises the women in the field, as well as the millions of female esports fans around the world. Perhaps the most serious consequence of this characterization is that it permits, and sometimes even encourages, the mistreatment of women in gaming. It’s something we’ve seen time and again from online communities, live-stream viewers, and even professional esports athletes.

Women face adversity

Unfortunately, examples of this behavior are continuing to emerge. The infamous #GamerGate in 2014 saw anonymous online attackers threaten developer Zoe Quinn and many others with violent and sexist threats. This had a chilling effect on women and other marginalized people across the entire game industry.
Meanwhile, one study last year found that comments on female Twitch channels are characterized by objectification from viewers about the streamer’s physical appearance and relationships, while male Twitch channels mostly see comments about the game being played. Earlier this year, two professional Overwatch athletes solicited female esports fans – some of them underage – for photos and private meetups.
This attitude toward female gamers isn’t just an abstract concept happening to a select few. I have also noticed a difference in how I’m treated by fellow competitors when I’m playing online. A lot of games provide few, if any, female avatars, so sometimes I just use my favorite avatar regardless of how it relates to my gender. Due to this, fellow players usually just assume I’m male, and are surprised if they discover that I’m actually a woman. It just makes me wonder why my gender comes up at all. We’re playing a game: gender shouldn’t affect that.
But it does. Inappropriate behavior, sexually-charged comments, and hostility regarding the perceived inferiority of women’s gaming skills work to push women toward the margins of gaming. However, this marginalization seems rather counterintuitive in an industry that’s increasingly thriving, due in large part to female consumers.

Women need support

As the VP of Engineering at Skillz, I feel extremely fortunate to be developing a product that offers everyone, regardless of gender, background, or skill level, a chance to compete in mobile esports. However, a broader shift in thinking is needed across the entire industry.
If you’re still not convinced by the data, take it from someone who’s witnessing the democratization of esports and the rise of female gamers firsthand. For the esports industry to reach its true potential, the continued participation of women will be critical. Isn’t it about time for the industry to truly support and encourage women, whose involvement will make or break modern esports?
Miriam Aguirre is the Vice President of Engineering at Skillz, the worldwide leader in mobile eSports, which was recently named the fastest-growing company in America by Inc. Magazine.
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