The Star Malaysia - StarBiz

Banking on a growing trend

eSports brand raises funds to expedite foothold in the country

- joylmy@thestar.com.my By JOY LEE

IT CAN be said that Hazman Hassan, 32, is living out most guys’ childhood dream. He makes a living off getting people together for video games.

It’s all about creating a space for people to connect, he says.

Hazman, co-founder and chief executive officer of eSports brand Kitamen Resources Sdn Bhd, notes that the video gaming landscape has changed tremendous­ly from the day his seven-year-old self was introduced to the Sega Mega Drive 2. Games were simpler then, tournament­s were non-existent here and get-togethers were mainly in cybercafes.

When he met his co-founder, Fahmi Fairuz, three years ago, the eSports market was already in full swing globally. In Malaysia, though, the duo saw a potential to develop eSports further.

At that time, tournament­s in Malaysia were still few and far between. The Fifa games, for example, were held around five times a year. Now, you can see more than 10 tournament­s every week, he says.

“When Kitamen started, eSports was being revived here. Ten years ago, eSports was kind of popular in Malaysia. However, back then, the infrastruc­ture was not yet ready to deliver eSports. You need fast Internet, good machines, conducive venues and other things.

“So when we started, we thought eSports was a good avenue to promote the positivity of video gaming itself. Instead of just playing video games to waste your time, you can come here, create communitie­s and compete in games. That’s a healthier and a more positive side of gaming,” he says.

Hazman and his partner opened up their first outlet – or a Dojo, as they like to call it – in mid-2015 to provide access for people to play computer games. A little like a cybercafé of their own, pretty much.

But Hazman, an architect by training, emphasises that it had to have a conducive environmen­t to draw people in. They designed their gaming den as a comfortabl­e space for players to come in and train and at the same time, create a community and bond with new friends.

As it picked up, people started approachin­g them with an interest to start their own Dojos.

This gave the duo another business opportunit­y.

“We started teaching others how to do it. It was better for us to sell our services as a consultant to move the brand forward together. We sold our first licence in early 2016. At that time, Kitamen was only a brand. So we incorporat­ed Kitamen as a company in mid-2016 to grow this model,” he shares.

By the end of 2016, there were eight Kitamen outlets and as at end of last year, they had 15.

Currently, all its outlets are operated by licensees. This enables Hazman’s team to focus more on building the brand and on developing the market as a whole.

Over the last two years, Kitamen has been actively participat­ing in and putting together eSports tournament­s. Having more outlets alone will not cut it. It is all about events and positionin­g your presence in the scene itself to build a name for yourself, says Hazman.

Hazman likens eSports to any other sport such as football and basketball, which presents the company with a lot of opportunit­ies.

Kitamen chief marketing officer Chua Ken Jin concurs, noting that eSports is a wider ecosystem beyond just a group of players.

“There are a lot of services that we can actually put into this industry. It’s a spectator industry. There’ll be brands who want to advertise, sponsors that you want to look for, teams that you want to consolidat­e with. There are a lot of opportunit­ies here and Kitamen acts as a platform for brands to connect with the communitie­s,” says Chua.

More importantl­y, the public’s perception of gaming has also changed in recent years. People are a lot more receptive of video games these days, allowing the industry to shed much of its bad rap. This has enabled more people to participat­e in the growth of the eSports industry.

With the industry growing, Hazman notes that there are a lot more job opportunit­ies in the market like game developers, profession­al gamers, event organisers, coaches, even, or shoutcaste­rs – much like commentato­rs – once you’ve acquired the knowledge and experience in a game.

“There’s definitely a lot more things going on now. There are more online hubs. There are even journalist­s who are now dedicated to covering eSports.

“We had a recent competitio­n in Subang and this bunch of kids were there playing Counter Strike. And their parents were there supporting them!” shares Chua.

Kitamen aims to open 30 Dojos by year’s end and hopes to get working on building its Epicentre in Kuala Lumpur soon. The Epicentre will have a stage with event hosting facilities, Dojo areas to train, VIP access, broadcasti­ng rooms, a food and beverage area and co-working spaces.

The Epicentre is expected to contribute about 30% to Kitamen’s revenue moving forward. The other 70% will come from licensing, events, advertisin­g and sponsorshi­ps.

In its first year of operations, Kitamen generated revenue of about RM500,000. It is projecting sales of more than RM6mil for 2018 and expects revenue to top RM19mil by 2022.

To fuel its expansion across the country, Kitamen is looking to raise RM500,000 to RM2mil in

 ??  ?? Upbeat outlook: Hazman (left) and Chua agree that there is a lot more attention given to eSports these days. Full house: Kitamen’s Dojos are filled with serious and casual gamers every weekend. Bigger crowds: Contestant­s listening to a briefing before...
Upbeat outlook: Hazman (left) and Chua agree that there is a lot more attention given to eSports these days. Full house: Kitamen’s Dojos are filled with serious and casual gamers every weekend. Bigger crowds: Contestant­s listening to a briefing before...

Newspapers in English

Newspapers from Malaysia