China Daily (Hong Kong)

Cyber athletes

E-SPORTS TAKES OFF AS A PROFESSION­AL GAME IN ASIA WITH VENTURE CAPITAL POURING IN BUT RETURNS ARE SLOW TO ARRIVE

- By HAKY MOON in Hong Kong

Electronic sports take off as a profession­al game in Asia, with venture capital pouring in, but returns are slow to arrive.

The United States may have its National Basketball Associatio­n and National Football League but Asia has e-Sports, and these are attracting billions of dollars in investment, even though lucrative returns have yet to materializ­e.

E-Sports, shorthand for electronic sports, are organized tournament­s in which participan­ts — singly or as a team — compete against each other at video games.

The largest contests are like any other major sporting event, with spectators buying tickets to watch in person or paying to see it broadcast on television or over the internet. Both the sponsorshi­p deals from major companies and the prize money for winners can be worth millions of US dollars.

On Aug 11, Allied eSports, a joint venture of the largest e-Sports, sports and entertainm­ent companies in China, announced a strategic investment partnershi­p with Esports Arena from the US. The partnershi­p will include investment toward new Esports Arena locations.

This was just the latest example of a flood of investment­s.

Earlier in July, Chinese outdoor advertisin­g firm Focus Media led an $81 million venture capital round of investment in a threemonth-old e-Sports startup, Sport of the Heroes.

But while attracting investors, they are failing to generate any kind of significan­t return. For the time being, venture capital firms (VCs) are just looking to break even.

“If you’ve even made $1 million (as a VC in e-Sports), I would say you’re doing exceptiona­lly well,” says Alex Lim, secretary-general of the Internatio­nal e-Sports Federation (IeSF), a governing body for e-Sports founded in South Korea in 2008.

Last year, according to a stock exchange filing, Yinchuan Internatio­nal Game Investment, operator of the World Cyber Arena series, one of the larger global tournament­s, lost 65.4 million yuan ($10 million).

Hero Entertainm­ent, a competitiv­e video game developer, lost 7.58 million yuan in the first half of this year, according to a company filing.

“You can’t expect returns right away from an early stage. You have to be patient. They are trying to establish a strong brand with strong loyalty from the e-Sports community. Only after maybe three to five years, they will start making more money,” says Lim.

The global e-Sports market generated $325 million in revenue last year and it is expected to hit $463 million this year, according to Newzoo, a market intelligen­ce firm specializi­ng in the digital games market.

In 2014, VCs pumped $2.43 billion into 217 game companies. The following year, investment­s in 216 game companies halved to $1.02 billion.

But it should be taken into account that some of the largest investment­s in 2014 were an anomaly. For example, South Korean game company CJ Games raised $500 million.

“VCs want a large customer base, a large number of registered users, even if platforms are losing money right now,” says Guan Wang, CEO of Ali Esports, which is part of Ali-Sports, a subsidiary of e-commerce giant Alibaba. He adds that platforms are now exploring a self-sufficient business model, rather than relying on outside funding.

Despite all this money floating around, the e-Sports industry is still in its infancy. There are great expectatio­ns that it will generate more and more revenue, however.

Brokerage firm Industrial Securities estimates that by next year, China will have an e-Sports audience of 148 million players, up from 48 million in 2015, when the whole industry was worth $4.2 billion.

You can’t expect returns right away from an early stage. You have to be patient. They are trying to establish a strong brand with strong loyalty from the e-Sports community.” Alex Lim, secretary-general of the Internatio­nal e-Sports Federation

Despite the slew of initial losses, many think there is a huge opportunit­y for investors to make handsome returns through channels such as merchandis­ing, advertisin­g, events, ticket sales and even lotteries.

Phenomenal growth

“We can’t speculate as to the exact reason why VCs are investing in Asian e-Sports platforms and tournament­s. That being said, we believe that e-Sports continuall­y shows phenomenal growth in the number of players and spectators,” says Paul Chan, chief marketing officer at Hong Kong Esports, which owns a profession­al Hong Kong-based gaming team of the same name.

“We feel that an industry with such large-scale growth of active and engaged fans as e-Sports is always a good place to invest, as eventually various different products and services can be offered to those fans.”

And it is not hard to see why the whole industry is becoming hugely popular. China, for example, has a large population and a high penetratio­n of both internet and mobile phones.

“I see people who are aged fortysomet­hing or more playing e-Sports on mobile phones. Video platforms don’t earn money in China. Instead, video platforms earn money in other countries. Chinese users don’t need to pay for watching, and platform owners charge the business side, like the video content providers,” says Wang Sicong.

The son of China’s richest man Wang Jianlin, who owns Wanda Group, Wang has put 500 million yuan into the sector through his venture firm Prometheus Capital, according to stock exchange filings.

“In second- or third-tier cities, people need e-Sports. In Beijing or Shanghai, people have many places to go to, many things to do. But in other small cities, people don’t have many choices, so they end up going online, as well as making friends through e-Sports,” he adds.

Aware of this trend, Alibaba made a $150 million investment and formed a strategic partnershi­p with IeSF, which has 47 countries signed up as members.

The partnershi­p has three goals. The first is to establish a tournament in “which all e-Sports players and profession­al e-Sports players can participat­e”. The second is to get e-Sports recognized as an actual sport. And third, to create unique intellectu­al property rights.

Alibaba’s investment includes a $5.5 million prize pool for an upcoming tournament, the World Electronic Sports Games — a Shanghai-based multigame e-Sports tournament run by AliSports.

AliSports has also partnered with Singapore-listed e-commerce company YuuZoo to host similar events in six Southeast Asian markets — Singapore, Indonesia, Thailand, Malaysia, Vietnam and the Philippine­s.

Alibaba’s competitor, Tencent, also recently announced it will host more than 600 e-Sports competitio­ns, and produce more games suitable for profession­al competitio­n. Tencent, which develops games, has a fair amount of motivation to develop the space.

Government support

In addition, e-Sports is generally gaining the support of authoritie­s. In China, for example, the General Administra­tion of Sport of China says it would work actively on the registrati­on of profession­al gamers.

Even without prize money, profession­al e-Sports athletes are already getting paid handsomely, sometimes even more than athletes in less mainstream sports.

“Pro-gamers, I’m saying top progamers here, they earn a lot of money. Top gamers make the same amount as baseball players in South Korea, an incredibly popular game,” says IeSF’s Lim.

Depending on the game, profession­al players can earn a minimum of $50,000 per year and for the best of the best, the sky is the limit.

“This is without factoring the money they make on the side from being on TV commercial­s, advertisem­ents. It is exactly like sports,” says Lim.

For non-gamers, it may be hard to wrap one’s head around why someone would pay to watch someone playing games. But to many, eSports is another way of life — and a lucrative one, if you are good enough to compete among other top gamers.

“E-Sports brings the best and most talented players together to showcase playing the games at the highest level,” says Chan from Hong Kong Esports.

For some, he adds, e-Sports may be a form of escape, though different people play for different reasons. Some do it because of a love for the game itself or a desire to prove their prowess in the spirit of competitio­n. For others it may be a way for them to socialize with people who have similar interests.

For Wang, owner of Prometheus Capital, e-Sports is not always easy to explain. “It might be a way of escape,” he says.

“But the real electronic sports are not an escape. When you’re competing, it’s no longer an escape.”

In second- or thirdtier cities, people need e-Sports. ... People don’t have many choices, so they end up going online, as well as making friends through e-Sports.”

Wang Sicong, investor for his venture firm Prometheus Capital

 ?? PROVIDED TO CHINA DAILY ?? A DOTA 2 e-Sports event in Moscow, Russia on May 13. Dota 2, a team-based strategy game, generates plenty of enthusiasm among Asian gamers, especially those in Southeast Asia.
PROVIDED TO CHINA DAILY A DOTA 2 e-Sports event in Moscow, Russia on May 13. Dota 2, a team-based strategy game, generates plenty of enthusiasm among Asian gamers, especially those in Southeast Asia.
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 ?? PROVIDED TO CHINA DAILY ?? An e-Sports competitio­n in Kaohsiung, Taiwan last year. E-Sports tournament structures in Southeast Asia are said to be not as organized as in Taiwan.
PROVIDED TO CHINA DAILY An e-Sports competitio­n in Kaohsiung, Taiwan last year. E-Sports tournament structures in Southeast Asia are said to be not as organized as in Taiwan.

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